How not to play a 3 man premade OST team. They have 30 wins and 12 loses. Generally all good ranks across the modes but you can really see the difference between individual skill and a premade-team skill. Somehow premades rely mostly on teamwork and communication and lack general awareness. I did get lucky a couple of times but still this game is a good display of how premade teams can skewer the matchmaking on both sides of the board.
Looking at the winrates:
https://coh2stats.com/players/76561198021122402
https://coh2stats.com/players/76561198057893544
https://coh2stats.com/players/76561198041218221
You'd think that it's gg for allies, given that they are premade and all, but don't give up. Statistic paints only half a picture. So the next time you see a premade team with great winrates, who knows, try and win.
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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: The tenacity of OST is amazing9 Dec 2021, 22:54 PM
In: Replays |
Thread: My real problem with COH39 Dec 2021, 15:38 PM
Oh, I see. Well, hats of to you good sir. Didn't think of that xD In: Lobby |
Thread: My real problem with COH39 Dec 2021, 15:36 PM
I don't get it. Vehicle abandonment is a good mechanic in COH2. What's wrong with it. Definitely adds another layer, especially to 1v1s In: Lobby |
Thread: My real problem with COH39 Dec 2021, 15:32 PM
Paratroopers being deployed from the field.... What's next? Falls driving heavy tanks? EDIT: The same way you streamline to reduce resistance, you streamline to reduce complexity in games. In this case, paratroopers/falls. Why do I even bother, it's not like your advice will go through In: Lobby |
Thread: My real problem with COH39 Dec 2021, 15:28 PM
Keep your streamlining to yourself. If you want to design a game that is pure starcraft e-sport title, then learn C++/unity or unreal and make it, otherwise stop with the cookie-cutting BS. Paratroopers deployed from the base. I have a feeling like you want to be a professional COH player but the only thing keeping you from becoming is COH itself. In: Lobby |
Thread: Seems odd that JT can nuke heavy at with barrage9 Dec 2021, 15:25 PM
Dude, why argue with a wehraboo that belongs to the r/sadcringe Just don't In: COH2 Balance |
Thread: My real problem with COH39 Dec 2021, 12:11 PM
While I don't agree with a lot of changes the balance team has made, and there have been much better solutions presented on this forum than the ones they implemented (eg. lastest E8 change), they have made the game much better and generally greatly improved it. They did help out with the USF lategame and toned down some axis lategame. Also ISU152 HE was fixed. They retained the usefulness of the HE round by lowering the range to 60, which "nerfed" it in a sense that you won't be able to cheese snipe infantry across the map. Sure the axis is generally stronger and more complete in teamgames, not to mention easier to play, but overall there is nothing big that the balance team screwed up. Sure, some things still remain unbalanced and funny, but nothing major. 1v1 is balanced well and 2v2s, to a great extent. USF is a bit of a meme faction come lategame in teamgames but in 1v1s it's probably the strongest faction given it's versatility and lack of 5 panthers rushing you. Also there is the fact they made some great QoL improvements. The manual reload for one. As a USF player myself, AAHT is a mixed bag. One one hand it's great in firepower, on the other, it's buggy and extremely hard to use. You can't just "attack" units with it because it will get into a rotate loop, you can ground target only if you press "stop" after using ground target. AA part of the unit is buggy with infinite tracking, which they fixed by adding the 360 AA mode. But the biggest is: Reload on the main gun takes 9 seconds. Puma, Luchs, 222... are all LVs that can kill the AAHT if it's not on a full clip. If any of those LVs catch the AAHT with a few shots left on the main gun, the AAHT is destroyed. Lo and behold, the manual reload fixes that. Again, I wish they didn't make some of the changes they made: E8 with of 800hp/235 armour + MG buff + fuel nerf instead of the gunnery ability Scott/pak howi overlap in role Calliope retains 3 shot kill but it's mobility is severely weakened, either after using barrage or generally. (achpawel made a good suggestion on one thread) Giving rangers some abilities or reducing cost because right now they are not a justified 350 MP/10 pop cap unit (unless you spam zook rangers in 4v4 and your teammate plugs the holes). Sure they could have made a better job, but the fact that did not get payed a dime coupled with the fact that the game is vastly improved compared to a few years ago, I'd say job well done. In: Lobby |
Thread: Seems odd that JT can nuke heavy at with barrage8 Dec 2021, 22:30 PM
Yeah, at least on teamgame maps like Lienne or angermunde or ettelbruck it can be downright OP because it can shoot through multiple buildings AND you can't fire back at it because said buildings block non-vertical indirect. Meaning only way to deal with it is to have some sight over it to drop offmap commander ability if you have any. Only verticals won't collide with buildings/tall trees. Of course, on a map like steppes, which is wide open, pak43 is inferior to 17pdr because it does not have brace. Also, people seem to forget one big fact about the pak43. It will automatically shoot through smoke if it has any sort of vision. Be it that the tank is attacking something while it's inside smoke or w/e. Pak43 will automatically shoot at that tank (0 micro) as long as there is any sort of vision. If you can see the tank for a split second inside the smoke, pak will shoot at it. 17pdr does not do that. That's also one big advantage that pak43 has. Smoke is useless against it. If it were up to me, I'd make it a 17pdr clone. Both would have brace. 17pdr would have a munition ability that allows it to shoot one shot up to 90 range that pierces all world objects, while the 17pdr would have a sort of ZiS barrage ability. Otherwise, identical. In: COH2 Balance |
Thread: Upgunning the soviets - the IS-2 8 Dec 2021, 12:00 PM
True. At the end of the day, this game is a numbers and chance game. While pure numbers can't stand on their own due to the different scenarios in the game (eg. put a jagdtiger on a small, tight 1v1 map and all of it's "greatness" disappears), they can still paint a nice picture. And in the end, numbers don't lie. Heck, I could have said that the raketen was severely UP 3 or 4 games ago because it missed on my AAHT 4 times in a row, and last game it hit and penetrated each and every shot on a Pershing and AAHT and allied Comet, therefore OP. Don't know why people try to counter statistics and numbers with personal feelings. Sure you can put some context around it, like game mode and map, but concerning something as basic as penetration there really isn't a lot to discuss. In: COH2 Balance |
Thread: Seems odd that JT can nuke heavy at with barrage8 Dec 2021, 11:50 AM
Both Stupa's and JT's barrages have scatter, since they fire multiple rounds They do have scatter but I've tested it yesterday on Redball firing with and without Fog of War. Without FOW it fires quite accurately within the circle at max range. Low scatter. Outside of FOW it fires less accurately but still a tight scatter. In 3 activations at max range into FoW, only one shell out of all 3 barrages hit outside of the circle (approx). Tested it with a vet5 JT. Scatter exists as with all multiple shell barrages but on JT it's quite non-existent. Especially since fussies come with the commander which have premium sight and flares. In: COH2 Balance |
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Latest replays uploaded by Protos Angelus
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