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: 3xDP Airborne Guards vs 2x DP Guard Rifle Infantry24 Sep 2021, 11:39 AM
Guard Rifle Infantry is superior. 2x PTSR with 2x DP is more than enough. The vehicle button is indispensable, especially vs diving tanks. Not to say that Airborne are bad, they are most certainly good elite unit, it's just that GRI are better. In: Lobby |
Thread: Should We Increase Mortar damage modifier to MG?22 Sep 2021, 20:48 PM
Mortars are brutal in teamgames. Every OST player I've played against goes 2x mortar after MG42 and one gren. Brutally effective with the lane-y map design where one MG42 can lock out a lot of territory In: COH2 Balance |
Thread: Enforcement relic does not even review things well22 Sep 2021, 12:27 PM
I came looking for cooper and found gold. This is brilliant. I didn't know they let retards operate computers. Pardon me, that was an insult to all retards. Let me rephrase, I didn't know people like *Gade63 are capable enough to post. In: COH2 Gameplay |
Thread: Thoughts about snipers?20 Sep 2021, 14:33 PM
The only nerf I'd give snipers is the target size. I think a target size of 1.25 would be more appropriate. Last 5 games played against sniper on maps like Across the Rheine and they are nigh impossible to kill throughout the game. Even managed to flank one with 2x rifles, 2 volleys on max range somehow dropped only ~30% hp, only after 2 volleys retreated with a low amount of hp. But otherwise I have nothing against them, they are only really cancerous on such lane-y maps with 0 flank potential In: COH2 Balance |
Thread: Thoughts about snipers?19 Sep 2021, 20:53 PM
In teamgames it's nigh impossible to catch a sniper, well a sniper that is not in the hands of somebody that is first time in COH2. Don't know about 1v1s. In: COH2 Balance |
Thread: Relief for USF teching problems19 Sep 2021, 14:11 PM
To catch 50 range puma with AAHT means going behind enemy lines. Going behind enemy lines with a 2 shot AAHT is suicide against anyone with half a brain cell. I'm done on this topic. AAHT CAN kill a Puma but only because it has a cannon. Same as how technically rear echelons can kill obers, and an MG42 with piercing rounds can kill a Sherman with HE. It's all technically possible, but only against complete and utter noobs. In: COH2 Gameplay |
Thread: Relief for USF teching problems19 Sep 2021, 10:39 AM
I just tested the Puma vs AAHT 10 times on medium range, even with AAHT shooting first. It never killed the puma in one volley before the reload (8 sec reload). So in order for Puma to kill AAHT it needs to be at 80% hp max, not targeted at all by the puma and used by a retard. So please let's stop the BS about AAHT being used to kill a Puma. And English is not my main language but I can still fuc**** read what you have said. "I literally did it 2 days ago to a puma that was trying to finish off my teammates Cromwell" why did you use such a BS scenario to say that the AAHT is good vs Puma. If you want to compare, then use the scenario where the Puma is aware of the AAHT and goes for the kill, AAHT will never survive. You know... One time my Rear echelons killed a full upgraded falls because falls were busy gunning down my rifleman... Or that time when my pioneers killed a fully upgraded guard squad because the guards where running after a damaged stug. In: COH2 Gameplay |
Thread: Infantry Section flares17 Sep 2021, 21:58 PM
Smoke is offmap, nothing is thrown (eg IS base arty or RE smoke nade) and therefore it should only be possible from officer/IS if they have vision within the range. For the base arty, you need to throw it and it was always throw-able over sight blockers. They need to fix it so that only the base arty (or anything that is thrown from the hand and such) can be thrown into FoW and over hedges. It's a bug In: COH2 Bugs |
Thread: Stuka dive bombing no smoke17 Sep 2021, 20:10 PM
The only problem with the Stuka dive bomb is that the sound bugs out (as many things bug out in the game). I remember 3-4 games ago where I'm reinforcing my 2 rifles on a frontline ambo and I'm thinking how to organize a push and I'm literally on the screen where the bomb will drop. No sound queue, nothing. No Doppler effect buzz and suddenly. Poof. Gone. Reduced to atoms. The delay is large and it's a fine balanced ability but as the okw/ost/usf snare and rifle nade and whatnot, the bugging out can cost you a lot. But that's it. In: COH2 Balance |
Thread: OKW faust and mg coming too late?17 Sep 2021, 16:59 PM
In: COH2 Balance |
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Latest replays uploaded by Protos Angelus
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