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: Top 100 blob vs blob3 Feb 2022, 13:03 PM
Basically a tutorial on how not to blob. Top 100 premade team of 3 players that focuses only one side, and thus loses a lot of territory that they do not even try to recapture. Massive amounts of infantry on one fuel/VP that just gets surrounded and constantly barraged. Too aggressive forward HQ, not trying to counter anything. One thing you should always try to do is cap points. Not only does it force the enemy to spread out (especially needed when playing allies as OST can bunker down hard on one spot), but it helps your income for a minute or two. Just one point capped for 15 minutes can net you plenty of muni/fuel (one weapon upgrade and a light vehicle) Remember folks: The capped points statistic is as important as damage dealt and K/D ratio. Basically how not to play. Another proof that ranks mean sh** and that premade teams are not so dangerous. Map: Whiteball In: Replays |
Thread: USA scotts (M8A1)1 Feb 2022, 13:06 PM
"but people should really stop pretending like USF is the worst faction on life support" followed by "one particullar cheese strategy is the only thing making them playble" So they are on life support? On life support, only one thing is making you alive, that's the life support machine. USF only has paths/scott combo making them playable. I'd say that's as closest to "life support" as you can get. Having said that, I seldom play paths/scott as it's unwise in 3v3s. You have no mines and you'll get swarmed by panthers sooner or later. And I don't play 1v1s but I do know that axis are not hard nor harder to play than allies. I consider soviets and OST to be the "easiest" factions to play in 1v1, but USF/UKF/OKW are not harder, just different, in a sense that they lack something either early, or later on. I don't even consider the scott/paths to be that strong, in any game mode. People just don't want to get out of the usual build orders and playstyle to counter it. In: COH2 Balance |
Thread: USA scotts (M8A1)1 Feb 2022, 11:22 AM
OST hard in 1v1? What drugs are you on? You have a couple of different builds, all work wonders. Generally you play around the MG42, and given the massive arc, you won't spend a lot of time repositioning it. OKW is "harder" to play in 1v1 because you have to make a choice in teching, but other than that, they are completely fine. Never seen an OKW player that struggled against any allied faction in 1v1. They dominate USF the most, soviets the least. In: COH2 Balance |
Thread: AFK31 Jan 2022, 14:31 PM
I can confirm that they do not drop. Had a game, 2 months or so ago... Whiteball. 3v3. The brit guy just went afk after 25 minutes of dominating the enemy. We were playing until minute 35 until we noticed that somehow we are getting swarmed. The non-afk ally says "this guy has been afk for the past 10 minutes, I can no longer hold my flank". Lo an behold, all of his units and tanks, in base, afk. We played for 5 more minutes, the guy comes back and says "Sorry. I got vaccinated. The nurses came to my house" Weirdest AFK I've had, ever. I've seen number 1's and 2's afk. I've seen guests arriving-afk. But never have I witnessed "Nurses came to give me the vaccine"-afk. Point is, there is no automatic afk to abandon mechanic. This guy was afk for 15+ minutes. In: Lobby |
Thread: Extremely toight top 100 3v3 on Hill 40029 Jan 2022, 20:48 PM
Top100 Hill 400 game. Extremely toight like a tiger, with lots of possible turnarounds and blobs. In: Replays |
Thread: Getting a raw deal in multiplayer29 Jan 2022, 00:14 AM
Jitter is on the high side. Generally jitter should be below 10ms, above it, you will start having packet losses. 3.1% late packets is also bad. Anything above 1% of lost packets means there will be problems in the connection stability. If I remember correctly, people say that 1-2.5% is "acceptable" for streaming video/audio. 56ms latency is just dependent on geographical position if there are no packets losses or jitter. For example, I've got 12ms ping from Zagreb, Croatia to Frankfurt, Germany and ~110 to US East and ~200 to US West with 1-3ms jitter and 0% packet loss. Download/upload speed doesn't mean too much when it comes to stability. It's just the speed of downloading/uploading stuff. Most video games need only about a couple of Mbps Dl/Ul. Point is, I would not trust anything that has jitter higher than 15ms and packet loss higher than 1%. Concerning models dropping. I'll speak only from my knowledge gathered during physics studies (had plenty of IT subjects) and general computer knowledge. I don't see how connection can affect model drops. Mechanic plays out by pure logics and statistics. You can have the best hardware and connection, it should not matter. Games run in a server client architecture, which means the server is responsible for running all the game logic max frame rate and sending all the data back to each of the clients. That's added onto the inherent geographical latency of each player. Hence why people tend to have worse server stability when playing with opponents that are all far from each other. Example: (3v3) I'm from Europe, Croatia and if I play with US players, or Europeans or [north] South Americans, I'll have decent overall server latency because the "TRIANGLE" [ US(server)-US(player)-Europe(players)-north South America(players)] doesn't have large latency deltas between each location. If I play with Asians or Australians/Oceania or south Africans or south South Americans, I'll get HORRIBLE server stability because of that nice little thing called the Pacific ocean which is extra large, so the "TRIANGLE" has a massive delta. That's something I've tested each and every time and concluded that geographical locations of players matter in the overall stability of the game (even though we all connect to the same server). So, game logic is not something that can be influenced by the latency because the server will sync everything up, no matter what. The only way I can see that the server influences "RNG" is if by some miraculous non-logical way the server "forgets" to remove models because the "damage" is "late"... but then again, you would not see enemy models dropping health. What could happen theoretically, albeit rarely is that since each model has a fixed HP pool, if there is a significant latency, some models would not start firing on the "closest" model but would spread out damage across all models, dropping HP but not dropping models. Example: 5 model rifles vs 4 model sturmpios Rifles engage on charging spios. Under normal circumstances the spio model closest to the [parallel placed] rifle squad would get gunned down by all 5 rifles, hence the spio count drops to 3 and all is well. Induce large latency and the location of spios gets jittered, hence the game logic sees more than one model as being the "closest" and decides to engage (hence why infantry cover to cover tests on TestMap are generally done by using smoke between them, and not just setting the other unit to "enemy"). But this is just one large theorycraft and I HIGHLY DOUBT that's what happens. I think that the models not dropping is just piss poor luck where the damage is spread out over all models evenly. In: COH2 Gameplay |
Thread: Getting a raw deal in multiplayer27 Jan 2022, 23:26 PM
Most of those are server issues. Packet loss leads to all sort of wonderful features. It could be on your end, but it's most likely the servers derping out, nothing you can do about it. Heck, I've had unplayable games with a delay of 5 seconds between a command on my computer, and the game executing the command. Don't know what server issue could cause such a massive 5000ms ping, but eh. Considering the other non server issues. It's RNG. I've had obers retreating with 1 pixel health and 4 models, it's pure RNG. Tanks can be left on one pixel health and a critical damage, but not destroyed, it's part of COH2. The suppression features are really just bugs induced by the server packet loss. I've only ever had such problems when there were high delays and poor network performance. Eg, my captain not being able to retreat and staying pinned until dead. A couple of occasions in all of my playtime though. In: COH2 Gameplay |
Thread: Top200 premade vs randoms. Carnage27 Jan 2022, 22:04 PM
Premade top200 3x OKW on Whiteball express vs randoms. Absolute carnage of a game. You wipe and you wipe and you wipe but somehow they just keep coming at you. In: Replays |
Thread: Pioneers vs Rear Echelon27 Jan 2022, 20:19 PM
I've played vs him, owned him HARD 2 times. Played with him once, he played USF, got owned HARD by barely half a faction (the enemy actually knew who he was and decided to focus me and the 3rd ally hard, Vipper was just camping on the VP spot and doing 0 dmg, spamming Priests). The best thing to do is just ignore, let him talk to himself. The only maps where USF can actually build a mortar and not suffer for the rest of the game are maps like Ettelbruck. Dense, tight maps. Those maps, because it's super easy and quick to rotate and help out a teammate because in the end, USF mortar is just bad at doing damage and does not fit into any competitive build for any game mode. If you go mortar vs OKW, you'll get steamrolled by kubels and spios. If you go mortar vs OST, then you better pray to God that the OST player will not adapt and still go double MG42. Most good player will just upgrade fast MGs + 222 and push the USF back to base... And on those dense, tight maps, you'll only be spamming the smoke, 0 bleed, 0 dmg, just smoke usage. If you tech nades early to bypass the shi*stain that is the USF mortar (glorified smoke dispenser), you delay the light vehicle pressure. In 80% of games I manage to squeeze out an AAHT and turn the game in my favor by the 5min45s mark. I've seen USF players play double mortar and then wonder how grens/volks/spios just dominate them. Heck, back when I was consistently oscillating between 200 and 300, I used to play one mortar vs OST. I stopped playing it when I noticed that it did jack-sh*t... it's just better to avoid OST MG42 in buildings or behind heavy cover on such lane-y maps and shift attention elsewhere until you get nade tech + captain On Me + AAHT + double pak howi. Now, if USF had a T0 .50 cal, then it would be another story, but then that would not be USF, that would be a retarded OST wannabe. In the end, the T0 USF mortar exists purely to give an argument for countering an MG42 early on, without any thought on how building a mortar cripples you in the long run. But again, that's mainly a 2v2+ problem. 1v1, where most balance is made, can bypass the MG42 by just not playing on the side of the map. There are enough points and the map is small/wide enough to avoid even double MG42s without sacrificing fuel/muni nor regular control points. In: COH2 Balance |
Thread: Pioneers vs Rear Echelon27 Jan 2022, 17:30 PM
I've tested it, it's above. If rifles charge pioneers in green cover, rifles win a pyrrhic victory. If rifles charge at pios in yellow cover, rifles win with 3 models remaining and <50% hp bar. Pios, of course, can not charge rifles in any cover. Basically, Pios offensive strength at the start of the match is good enough to stand up to rifles and not allow rifles to try and dislodge them from cover. Hence why pio + MG42 is extremely, borderline OP in 3v3s and lane-y maps. In: COH2 Balance |
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Latest replays uploaded by Protos Angelus
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VSgardening lelic Yukari Akiyama [EOD] Inspector ClouseauFrodosynthesis thedeathball The Old Tim40min;Extreme cancer;Top40;Premade;3v3by: Protos Angelus map: Unknown1-439
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VSgardening lelic Yukari Akiyama [EOD] Inspector Clouseaumaple_pp [Monkey] Capibimbambombolo ITA FrodosynthesisTop20 3xOST vs 3xUSF; AT vs Random, Rheine, 35minby: Protos Angelus map: Across the Rhine1-327
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