A great game ruined by one player.
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: A great game18 Feb 2023, 20:57 PM
In: Replays |
Thread: Had a decent game with everyones favorite idfmp15 Feb 2023, 23:04 PM
I find it funny, how a really bad player is always the loudest one. In: Replays |
Thread: 3 minutes 221 is obscene29 Jan 2023, 10:59 AM
Half the time I read these threads I wonder if it’s even worth writing anything here. Based off what other people have already posted. The 221 is super oppressive against USF/Brits (wouldn’t say its op). No one builds the WC51 because the commander and unit are now “trash”. Its pretty hard to lose the 221 to USF early and almost impossible after upgrading to the 223 (its vision +smoke +fog of war vehicle detection + health bonus at vet 3) The UC is a good stall until the 221 – upgrades into the 223 and then its useless. The 223 has a turret and almost takes no damage from small arms. It’s almost safer to go AAHT for USF and AEC for brits against it. Not saying build AAHT and AEC to kill the 223 but more so to protect your army from bleed/wipes. More so brits they have no snares on main lines and the 223 can easily out maneuver your AT gun and decrew it. Soviets have no issue with the 221. Either go T1 with M3 -> into guards inside or penals with PTRS. Or go cons and get a fast quad. This is all 2v2 experience. The unit is very good though. 221 has immense utility, on top of being a good combat supporting unit early game. Also has value throughout the game IE being a recon unit/or a “cache”. There is a reason why pretty much every OKW player plays Elite armoured these days in 2v2+ (if they want an even easier game). Basically it's a free win if you can get to minute 27 for that vet 1 king tiger 72.5 vision with suppression and a possibility for a cheap 30% pen and damage boost. It wouldn't be possible if raketen weren't easy to keep alive. But with the retreat and camo, you can play aggressively, ignore the medium timing and get the KT even earlier. Hence why a lot of high ranks go for double raketen, especially on maps which are elongated, rather than wide (less avenues of attack). And just A-move them, and if in a pickle, retreat. Something you can't do with other AT guns, unless you want them decrewed. Soviets have an answer to anything, since pretty much the game was balanced around them. But against brits and USF you have everything. 221 for early harassment which won't bleed MP. Especially deadly when paired with a Spio charge. You either try to force the 221 off, induce 0 bleed, and get wrecked by the incoming spios, or you focus down spios, bleed the enemy a bit, but by that time, the 221 is on you and is bleeding you much more, not to mention it can chase you down. Basically choosing between two evils. In 3v3, from my experience, the 221/3 either gets to vet 4 quickly, or it dies quickly. Most good players know how to keep the 221/3 alive. If you lose the 221, it's mostly your own fault for not paying attention. AAHT is a great tool, albeit unreliable. The main cannon has the tendency to bug out, and it has less range than the MG, so you can't use the visual indicator. Plus, it won't fire the cannon unless it's been static for ~2 seconds (invisible setup time). 221 is not OP, but it's an extremely strong unit, that is hard to kill, and has great utility. Not to mention it's in a great commander, especially for 2v2+ In: COH2 Balance |
Thread: 3 minutes 221 is obscene23 Jan 2023, 17:50 PM
I meant in combination. As far as I'm aware (take with a grain of salt as I don't play COH2 much), LVs either get an HP boost with vet, or they get/have smoke dispenser.
Well, it's all well and good, but who do you shoot at when the 221 dives in to displace you from cover, and spios charge in with volks or whatever. 221, which will get repaired and not bleed, or the volk/spio which can bleed, but then the 221 will risk nothing diving all the way up to the base. Hell, last game, paths + echelon behind green cover were destroyed by a charging spio over neutral cover (charge was about 4 seconds before spios got point blank). Hence why 221 is really good vs USF, especially vs pathfinders. Of course, most people forget that you can use the 221 to drive up (and kubel) and win any engagement early on with OKW. So it's easier vs forgetful people. That's why UC, kubel, M3, and all other super LVs should literally have paper thin armour and more decent offensive abilities if they lack utility. 2 frontal, and 1 rear armor. Only problem would be the 6 man cons. Since every shot will most likely penetrate, having 6 rifles firing at a decent rate is much stronger than pathfinders for example with the slow firing snipers, and the meh firing carbines. Or Sections, with higher damage but lower ROF. The 221 is almost required in 4v4. True. I've yet to see a high rank OKW player not play elite armoured and go for the fast 221 in 3v3. Brits can stomp OKW early on, before the likes of JLI, ISGs and such, purely by placing the sections behind cover on most lane-y maps. 221 completely negates that. Mainly because even though there is a huge tank wreck, and the kubel is driving straight at it, the sections will run around like the kubel will phase through the wreckage and drive over them. Still, there should have been better designs than this. UC is stupid, but at least OKW has t0 raketen and spios with MGs to melt the UC if caught out of position (and raketen is never a bad investment, especially since you can retreat it if you're forgetful). I haven't seen the M3 clown car action in 3v3 for a year now. Mostly because everyone plays either fussies or elite(221) so the clown car is pointless. You either get the min 0 snare, or you get the LV that can pressure the M3. And if you can force the soviet player to upgrade the penals with PTRS, then you're winning the lane most certainly. Have never seen the WC51 in teamgames, at all. It's in a mega nerfed 1v1 commander, which will never work in 2v2+ unless the enemy is incompetent. So all in all, there is a pattern of bad design/balance. Nothing OP or UP, just bad design In: COH2 Balance |
Thread: 3 minutes 221 is obscene22 Jan 2023, 22:47 PM
The 221 has about as much armor as a Kubel and the damage is nothing special at vet 0 even up close... so please tell me what makes this thing so unfair compared to M3, Universal Carrier and WC-51 While it's far from OP. It is cancerous on some maps (wide open, with plenty of road, especially in 6-8 maps). UC, M3 and WC51 don't have utility beyond the early game. Well, WC51 had, but it was nerfed to the ground (the whole commander was). The 221 also has what no other LV has: "Get-Out-Of-Jail-Card" Smoke, and 3 shot HP with vet. Making it a great resource generator later on in the game that can't be easily destroyed. I would also argue that 221 is great at chasing down retreating squads early on, something the UC or M3 or WC51 can't do, due to the MG rotation lock. I've seen, on large maps, 221 chase down a 4 man retreating squad (50% hp overall) and wipe them. Recently a brit ally retreated from bottom VP on Rhine 3v3, 221 chased from the VP, almost to the base, and got a wipe on a 3 model retreat with 70% hp (nasty since a lot of red cover on that map). The saving grace for 221, is that it's doctrinal. The problem is, it's doctrinal in a completely broken commander (heat + commander upg). So overall, it is definitely bad design. Not OP or anything. It's not like, when you field it, you immediately get an advantage. But it good hands, 221 is really strong. Much stronger than WC51 or M3, and has much more utility than other LVs. Overall, 221 is brutal against brits and USF on some maps. But then again. 72.5 sight range KT exists, with suppression and HEAT shells. So I only hope that Relic leaves the COH3 balance in their own hands. 221 is fine. Really strong and useful, but not OP. In: COH2 Balance |
Thread: COH2stats.com match and player statistics 2.020 Jan 2023, 16:39 PM
Very interesting that PageP has tracked about 53k players in the last 30 days but there were 150k+ during the Coh3 Tech test. That sounds promising. Who the hell are you? What have you done to Rosbone? Saying nice things about COH? Imposter! In: Lobby |
Thread: Dodge dodge dodge15 Jan 2023, 21:50 PM
Features dodges and more dodges. And toxic offmaps In: Replays |
Thread: Stats for usf mortar10 Jan 2023, 21:13 PM
I mean Vipper is right that the USF mortar is comparable to the others.. On the other hand it quickly loses its place to paks and scotts. Whenever I am *forced* to get a USF mortar, I never feel like: "this is a worthwhile investment". It's more like: "fucking axis building straight MGs, now I have to build this crap and take up my popcap instead of waiting for something useful". Exactly this. Even in the nerfed state, it's better to go for a pak howi. The M1 mortar is solely for those teamgame maps where the MG42 rush is OP. Which is most of them. In 1v1, USF does not need a mortar to counter the MG42 as you are solo playing across the whole map. You ain't trying to assault the beach on Rhine where one MG42 can cover both the VP and the fuel point from a perfect green cover position. You either need pathfinders to see the position and flank appropriately, or you go for a mortar. Purely by stats, M1 mortar is not that much worse than the OST mortar. A bit lower AOE and 5 less range. Nothing extreme. But OST mortar is in a defensive faction with long range stock infantry. 42 vision pio. And a mega-arc MG42. Everything you can hope for, to dig in. In: COH2 Gameplay |
Thread: Smoke9 Jan 2023, 15:53 PM
Not to mention that Pak43 doesn't acknowledge the existence of smoke and buildings (and world piercing abilities if I'm not mistaken like in Jagd or 17pdr). I learned that the hard way, always wondering, how can a pak43, encased in smoke, still accurately fire across the map from behind 3 buildings. Oh right, it's got phasing WW2 shells with quantum optics. Smoke is perfectly fine in COH2. Although, it should completely obscure the LoS. Like you've said. If another unit has vision behind the smoke, the tank in front of the smoke can still fire accuracy shots through the smoke. Which is stupid. Hence why fussies are constantly picked in teamgames. Smoke? Bi*** please, I have a flare with a camera glued on it, feeding me visual info on my IR screen. Same goes with soviet flare. Stupid mechanic. Regular smoke thrown from units should behave purely as a sight blocker. Smoke from arty pieces could do a small amount of infantry damage. But they should all be realistic in design. You can ground target through smoke, but no unit can fire accuracy shots through it, no matter who is giving vision beyond the smoke. And flares shouldn't give vision from behind the smoke. Eg. you fire a flare behind the smoke wall, you won't have any vision or info. All flares should behave like that. They should give bonus vision to units that are in some AOE of the flare. Not just straight up reveal parts of the map like it's some sort of satellite imagery. In: Lobby |
Thread: Stats for usf mortar5 Jan 2023, 12:52 PM
who would win? the entire fucking coh2 playerbase or vipper displaying charts on the DPS of the mortar with the worst accuracy and range in the game Truth be told, he is entitled to his own opinion. No matter what it is. False or not. I find it funny how he's playing you for fools, always dragging you into pointless encircled arguments with silly logic, and pretty much all of you always take the bait. It's fantastic really. I'm not even mad at Vipper. It's quite an achievement, to make other people hate-reply to you constantly. Kudos. Sometimes you just live rent free in other people's heads. In: COH2 Gameplay |
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