Profile of William Christensen
Post History of William Christensen
Thread: [2v2] How did I perform?26 Apr 2017, 12:59 PM
First of all, I'm RoyalWeapon in this gameplay. Ok, with that out of the way, i'm asking for a review on this gameplay, but a little bit of a different request: Usually, it would be what could we have done that could change the course of the game... But in this case, it's rather quite obvious that it just can't change; consider the fact that my teammate just unable to capture and hold the Southern fuel point (I told him to do it since the beginning, yet, he refused to focus on it) while myself being double-teamed for the majority of the match is just out of my expectation. Therefore, would anyone kindly review how did I perform in terms of gameplay? I came up with the idea of playing around with double MG42s during my hiatus quite a while back. However, I'm not sure did I execute it good or bad (This is the first time I faced such challenge ever since I played this way). So if someone can evaluate my performance on a scale of like 1 to 10, I would be very appreciated. Thank you in advance. In: Replay Reviews |
Thread: [2v2] Cap the South side, god dammit!!26 Apr 2017, 11:09 AM
I have no ideas what's wrong with my random teammate... All that was down there was a bloody T-70, and he just can't hold it! While I have to 1v2 most of the time!... like, come on, man. What the hell!? P/s: I told him since the first minute of the game to go South while I went mid... yet, he carried on not using his MG down there (Despite me telling him again!) and lost/unable to hold it for the rest of the match, while me being double team literally all the time. In: Replays |
Thread: Historical Decals26 Apr 2017, 04:24 AM
People, chill... I just want to have the insignia of army divisions as decals, not the Nazi symbol or anything like that... jeez!
I mean, consider they already had competitions for putting new community skins into the game. And consider the fact that people that made decals already made for all types of vehicles and such, I don't think it would be that difficult. In: Lobby |
Thread: Wehr is screwed this patch26 Apr 2017, 01:34 AM
No problem, mate. Glad I helped. In: COH2 Balance |
Thread: Historical Decals25 Apr 2017, 14:38 PM
I saw quite a high quantity of these historical decals (There are insignia of the 9th SS Panzer Division, the Grossdeutschland Division, Panzer Lehr Division, Patton's 3rd Armour Division, etc.). Yet, there aren't any of them available to be equipped into the automatch... I know they *cough*Relic*cough* have priority, but maybe slid some historical decals into a patch as a small bonus, maybe? Like, we had an entire section called "decals" in store, yet, it's empty ever since the day it was created. P/s: I wrote this on my phone so I was unable to link some immediately... but I mean, it's not that hard to find. These historical decals are every where on the Steam workshop... Just please, put some in and purchasable with in-game credits. Might help spice up some symbolism in the game. In: Lobby |
Thread: Infiltration units needs a change24 Apr 2017, 15:00 PM
I understand what you meant... I mean, overall, Stormtroopers with StGs are basically Panzergrens on steroid, while Stormtroopers with Schrecks are just mediocre Panzergrens. But just the idea of calling them any building is already quite game changing... Actually, they can do 1 thing that can't be done by other units: infiltrate. It might sounds lame and lackluster, but just to be able to pop them immediately with out build time and quickly decap enemy territory are just more then enough to make them stand out compared to Panzergrens... This is also why on this other thread where ferwiner proposed a way better change to infiltration units' decapping speed, which will ensure to highlight this "harassing role" even more. P/s: Encirclement Doctrine is like a raw, unpolished gem. To pull one good Close the Pocket is just difficult most of the time, but that doesn't make this commander unvaluable... In fact, it's the strongest commander if well-handled In: COH2 Balance |
Thread: Wehr is screwed this patch23 Apr 2017, 16:00 PM
Er... Old habits die hard, I guess. If he doesn't take it, it's fine. Someone will fine it useful to some degrees, I'm just the one providing some of my own knowledge, that's all. In: COH2 Balance |
Thread: Wehr is screwed this patch23 Apr 2017, 13:53 PM
Oh, so it was 7 2v2 losts... Literally this patch is the Wehrmacht patch! (I climbed like 300 ranks after the patch went live) 2v2 as Wehr never feels so alive, I tell you that; before all of this, 2v2 as Wehr would be suicide, but not now. Ok I can help you with some personal advices: - Firstly, do you have a teammate? If you do and he's OKW, then there's no need to worry! Told him to go Mechanized every single game! Like, every single one of them. Mechanized OKW along with heavy support play by Wehrmacht is very hard to beat on most maps. Speaking maps, I recommend veto out Dussendolf (Way too urban), Rails & Metals (Too wide, too many open ground and way too easy at getting flank) and Hamlet (The north side is horrendous, so it's pretty much 50 - 50, so just veto it out). - If you don't have a teammate, however, then hope that your random teammate is OKW... Is not like 2 Wehrmachts is bad, but it's harder to pull off and it's normally better to have a mate as OKW. Now, on to the gameplay: - First of all, try to work around with using 2 MG42s. Like, 2 MG42s are the way to go! Try to use them effectively by having 1 covering the other one's flank and always have at least 1 MG moving around with your mobile units (Grens, Pioneers, etc.). Many players just go for 3 Grens and only 1 MG42, which leaves them very vulnerable to flanking moment from the other enemy player, so always, in my opinion, always go for 2 MG42s. - In terms of the Scout car, I recommend don't use it. Despite changes to it, I still think it doesn't worth it in 2v2 (In 1v1, it can work, but 2v2, it's too easy at being swarm and can easily get taken down by small arms fire). This is why I told you to have an OKW mate, cause he will be the one going Luchs to hunt down snipers, while you being the one cover up his back with lots of support weapon's firepower. The OKW player will cover your mid-game very well with LVs, while you build up your forces for the late-game. On the other hand, you should always, always get at least a 251 or build a Command bunker, limit your retreat time, stay on the field for as long as possible so your OKW mate can freely roaming around with LVs without being to heavily punished. - Panzergrenadiers just got buff so I don't know what you're talking about... However, don't just give them Schrecks immediately. Their STG firepower are superb! Utilize it while you can, but if enemy rush out early T34-76, then use the Schrecks if needed. - And of course, mines! It's still best to spend most of your mining time on planting Tellers. With double MG42s and mortar, you basically don't have to worry about infantry, just beware of armours rush... that's why Tellers are very important. - In late-game, there are 2 ways of going: 1. Pump out StuGs and Ostwind like there's no tomorrow (Maybe horde of P4s, but StuGs are StuGs, there's nothing better than them at the moment). Then cover up your later stage with Elefant (There are 2 commanders with the Ele so equip at least 1 of them... highly recommended). The Tiger can works, but it's less reliable compared to the Elefant. 2. Go straight for T4 and pump out Panthers and Brumbarr. With this way, highly recommend you to equip commanders with supply drops (Osttruppen, CAS and Luftwaffe Support). Panther may have its reputation for being suck, but 2, 3 of them are more than enough to kick the enemy back accross the English Channel. Against some specific cheese strategies: - Emplacements spam: Get 2 mortars in stead of one, back it up with 251 and comstantly bombard it. Ask your OKW mate to use his LVs as harassing tools while your mortars slowly break it down... If the enemy rush you with infantry and LVs? Double MG42s + Tellers will make short work of them. - Rocket arty spam: Get the Fortified Armour Doctrine in your loadout. This commander basically makes you invincible late game: Command P4 to help cover up the damage from the rockets while Ele + hull-down vehicles will make your army a fortress! - Maxim spam: This one will got nerf heavily when the GCS patch hits, but while we are still at it: smoke from mortars + set your MG42s in ambush positions. Don't be aggressive against it, cause the maxim spammer will be the aggressive one, while your pre-set defenses will crush him. Also, OKW's Luchs will end this strat rather quick so yeah. In: COH2 Balance |
Thread: Changing Infiltration Units22 Apr 2017, 17:26 PM
Hmm... I'm not sure though... Don't know which to believe: Ferwiner claiming Falls' real cost being 360 MP, or the website claiming it being only 308 MP ... Is there any other source? In: COH2 Balance |
Thread: Changing Infiltration Units22 Apr 2017, 15:28 PM
I think that the suggestions are good but they need some polish. For example - instead of 25% discount, the units should just come to the field using they real price - the discount would be exactly the amount of MP they payed for infiltration ability before - for example the real price of falls is set to 360 mp and there is no need to change that. I didn't know that they had a real cost though... Can you list out the prices of all Infiltration Units? That would be better than just 25% discount.
We can keep that same format to CoH2: Axis Infiltration Units had 25% faster decapping rate, while Allies Infiltration Units had a 50% faster decapping rate while out of combat... I'll updated the suggestions ASAP! This is actually pretty good! In: COH2 Balance |
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