Profile of Protos Angelus
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How much wood could a woodchuck chuck, if a woodchuck could chuck wood?
https://coh2stats.com/players/76561198031032150
https://coh2stats.com/players/76561198031032150
Post History of Protos Angelus
Thread: Stronger Fraction in 4v4/3v33 May 2020, 18:47 PM
Axis has stronger late game. Pretty much you'll notice that once the tigers start rolling out, it's game over. Allies are better early on In: COH2 Balance |
Thread: Overall community trend3 May 2020, 18:01 PM
In rank 16 3v3, I get UKF players which spam mortars around the map and wonder why the axis nukes the s*** out of them or flametruck's them, or soviets rushing penals vs OST MGs and holding the 2nd point from the base (1 before the mid VP) and doing nothing. It's random AF. Even when I was rank 18 I'd get players that bunker down on large flank maps. It's just the way it is, finding a decent team these days is hard, but I do come across some good players. However, I did notice that there is a larger pool of good players on Axis side (the ratio of search is 60/40 in favor of Axis so it could be it) In: COH2 Gameplay |
Thread: Adjustments for the Brits29 Apr 2020, 23:25 PM
I would like to but this thread is big with a lot of recommendations being thrown here and there and I really don't want to be bothered to type it all out. I'm sure you understand. Good on you for being a good listener though. In: COH2 Gameplay |
Thread: Adjustments for the Brits29 Apr 2020, 09:47 AM
Reading some of the posts... thank God you're not in charge of balancing. There is a clear bias in Axis/Allied. Either you want Allies buffed and Axis nerfed or you want Axis buffed and Allies nerfed... all in the disguise of a "logical" and "intelligent" design. Brits are fine ATM In: COH2 Gameplay |
Thread: 3v3 vs late game OKW/OST combo tips28 Apr 2020, 09:33 AM
Thanks for all the replies. Much appreciated. |
Thread: 3v3 vs late game OKW/OST combo tips27 Apr 2020, 10:50 AM
How would you guys work around playing OKW on close combat maps? Eg. Redball express the bottom side is a dense forest with lots of close combat fights where Sturms can take down any squad in a couple of seconds, making pushes munition expensive until the howits come (or Lienne forest or angermunde, etc.) |
Thread: 3v3 vs late game OKW/OST combo tips23 Apr 2020, 12:18 PM
I found Lienne forest to be quite hard. Both players have one secure fuel point (bigger advantage for axis since it's armour dependant) and the mid part of the map is quite narrow for the heavies to slowly and steadily push. I agree that steppes is easy to counter since it's really open but the closed off maps are cancerous for later stages of the game where the range is not important, but hp and armour. Glad to know I'm not a complete idi*t for losing such setups. OST is pretty good late. The Brummbar combined with a panther with top gunner is great vs infantry and armour alike (unless the enemy is spamming ATs only but then you can easily retake with infantry) |
Thread: 3v3 vs late game OKW/OST combo tips23 Apr 2020, 10:13 AM
What are the tips for fighting late game Axis players? Winning early game is not hard but as the heavier armour and one elephant get called in, pretty much any armour is useless and the arty + scout planes from 3v3 mods pretty much wreck the infantry. How would one counter the steady axis push? By that I mean: Elephant + KT + Panther + infantry + one player supporting with recon/flares and artillery. USF doesn't have any non doctrinal artillery and howitzers are useless past mid game on bigger game modes because one guy will have walking stuka which, if a bit lucky, can easily take out when you're fighting 3 fights and can't pay attention to everything (basically flares are big scary UFO lights). How would you go against these combos? Jacksons are pretty much useless since the elephant in the back takes them out easily. Panthers with it's huge armour and HP can rush in to take out any low hp tank and stukas and Panterwerfers pretty much negate any semi static positions (like AT squads). How would you deal with a situation like that? You win early game and hold about 60% of them map but once the heavies start rolling out and the axis player is not braindead to just rush with the heavy into the enemy base. So far I've tried flanking which can be negated with the OKW truck and/or arty and/or the fast panther relocation (+ mines). I've tried using 2x Jackson range but the bounce is pretty high on heavies at max range (+ the huge HP). I've tried dedicated infantry squads with zooks and snares, but again, zooks and snares bounce quite often even on side/back of heavies. 2v2 and 1v1 is not hard to win with USF, but late game in bigger modes, pretty darn hard. Looking for more skilled/experienced players to pitch in their strategies. |
Thread: Tier list 1vs1 21 Apr 2020, 15:40 PM
COH2 isn't really a 1v1 game. It all depends who you face. USF is versitale and good vs OST later on. OKW is versitale and good vs pretty much everybody and extra good on closed-up maps (close range combat). UKF is pretty good in long range combat. OST is a bit on the weak side early on but once the early game is over, OST gets in The Zone. Soviets are Cyka Blyat still, all-rounders In: COH2 Balance |
Thread: The Pershing.15 Apr 2020, 11:13 AM
historically the pershing was a glass canon, that's why they made the super pershing. As a player that plays USF and OKW most, Pershing has Panther level survivability (a tiny bit more for the price), and a gun that doesn't scare anyone away. With OKW I prefer combined arms around KT (I only play 3v3 or 4v4, seldom 2v2), and with USF, either the Easy Eight combo or Pershing combined arms. Before the patch, Pershing combined arms was functioning properly mainly because of the scary AI gun on Pershing, but now, it's ground to dust. Ranger and rifle squad with full zooks is still good for tank ambushes (even though the rifle snare is pretty bouncy on higher end armour), or Jackson behind Pershing and one AT gun combined with rifle BARs. Right now, Pershing can not deal with any blob at any range. I've seen hits on 5 gren blob really really close together... 1 model killed, 2 squads lost about 40% of hp (I won the game cause blobs are easy to counter). Also, I've noticed that I'm having a hard time killing brumbar. I always do combined arms and I had a following scenario: I was fighting OST as USF late game (won early and mid game but 2x OKW won vs 2x Brits on the mid and top part of the Whiteball map), so they turned around the 450-150 to 100-150 for them and then it was 0-150. The OST player was OK (rank 16). He used Brummbar and Tiger combined with PAK and infantry. I used Pershing, Jackson and ATs combined with infantry support. Brummbar would nose-dive the Jackson which would penetrate the brummbar, ATs on flank positions would bounce 3/4. Brum would def kill 2-3 models in one shot on my AT (even though they were on flanking positions behind cover). I'd use the zooks and infantry with bars to flank the enemy but the MG42s on gren blob would easily dispatch any infantry and the OST would easily and slowly walk in with Tiger and brumbar due to the big armour/hp. I lost the game even though I was winning for 30/45 minutes. Once the heavy tanks started rolling out, and the OST is not braindead to not combine the forces and slowly push, you are done for. Of course, the Pershing was with the infantry flank on combined forces buff trying to flank the tiger and brummbar push (bottom side of Whiteball express) and with 5 shots taken, it still didn't manage to kill or wipe any squad of the big blob. Pershing is underpowered right now. I did make minor mistakes around the 30 minute mark. My game was far from perfect but I didn't not make one major mistake or lose field presence for more than 30 seconds throughout the game... but the enemy made much bigger mistakes throughout the game, which were easily bypassed/forgiven once the Brumbar was supported with anti tanks (and later Tiger) with it's big hp/armour. I have around 900+ hours in COH2, 700 of which are standard custom games with people on Automatch maps (basically automatch without the ranked part), and I have to say that Axis feels much easier to play. In about 300 hours of OKW and 600 of USF (some minor hours in OST and Brits)... I have to say that the risk is lowest and reward-highest playing with OKW. Pershing, with it's low HP/armour for a 630/230 tank and a (now) mediocre gun, is no longer worth the price. The good thing about the Heavy Calv commander is the offmap smoke to help with pushing/hide troops from flyby planes and the sandbags on riflemans. The combined arms is expensive with a large cooldown. Rangers will always be a good choice even though they are expensive and Pershing is expensive while bringing nothing exceptional to the table. In: COH2 Balance |
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