Profile of BeastHunter
Post History of BeastHunter
Thread: Top 5 reasons for the good high rank game24 Jun 2020, 20:12 PM
Watch your replays if you lose, understand why you lose and stop losing. In: COH2 Gameplay |
Thread: Sturmtiger vs AVRE - in a very good spot right now?22 Jun 2020, 11:54 AM
I think the greatest problem the current sturmtiger has is the abandon chance whenever it gets hit while reloading, if that could get removed it wouldn't lose its veterancy which is quite annoying even if the sturmtiger can get repaired, remanned and brought back into aciton after some lucky indirect fire hit it while it was reloading far beyond the front line with no follow up. If the abandon chance wouldn't be as high as it is, players could try to use the sturmtiger a bit more proacitve and fire and instantly start the reload on the frontline, while backing away (still with the speed debuff) and thus could fire more often potentially earn veterancy faster. To the argument about damage against medium vehicles: it cannot onehit them currently but it still does 560 damage (compared to 440 from avre) on a direct rocket hit but the damage drops very fast off so usually the stun is the most interesting aspect in fights against enemy armor. While it would be nice and probably fair to clean up a few inconsistencies between st and avre veterancy i think many of those could lead to a dominance of the sturmtiger so it would be nice if we could make it viable with some caution - while i fully agree with SweetrollNearTheDoor's findings and arguments i wouldn't want to hurry too many changes into a potential patch. In: COH2 Gameplay |
Thread: 2vs2 cashgames29 May 2020, 11:29 AM
Looking forward to the Cashgame series, although i am a bit puzzled almost worried about one particular rule: "No double faction-setup" which seems to be quite common for tourneys in the 2v2 scene at the moment. Could anybody enlighten me how this makes the game more balanced to play or pleasant to watch or what has been imbalanced or abusive so this rule had to be implemented. I find it a bit sad that this rule does limit the variety of gameplay, but on the other hand it probably will ensure well known setups to make it easier to find issues in the maplayouts or other settings. The Maps look pretty on first glance even though i just looked into the steam workshop, looking forward to this saturday. In: Events Central |
Thread: German Lehf Artillery16 May 2020, 09:21 AM
There are some maps where the lefh is strong in teamgames others where it only works to counter light arty pieces so it might be useful to plan accordingly on maps that lead to arty spam in the lategame lefhs and ml20s are easy to counter with recon + strong offmap arty drops if you are 1300h in i guess you know which work and which don't. If you want to win and play competetive you might be forced to play a certain meta every game especially in teamgames with randoms where you might be forces to carry your team and watch out that their armies aren't getting hardcountered. If you pick your commander just for fun please don't complain about not having fun if you are losing the game. In: COH2 Balance |
Thread: vs high rank premade Team NSO / ishtar 12 May 2020, 22:09 PM
I feel bad for all those people out there playing automatches and always have to fear facing ullugod. In: Replays |
Thread: ISU152 vs Elefant - harder to kill an ISU15216 Apr 2020, 20:48 PM
Some people seem to forget that the more poplar isu152 commander has the mark target option which increases the 240 damage to slightly above 320 with teh 35% damage boost - out of this stat we have a sweet 2 shot and a rather low time to kill vs medium tanks at 640 hp or a 960 hp panther all those vehicles might get buttoned if they are out of positions and guards are near by, surely the isu152 isn't amazing vs the heaviest tanks but with its 70 range and 240 damage compared to the su85 it is quite capable of fighting against armor. It surely isn't amazing but it doesn't need to be as it has really good anti infantry capabilities while elefants or jts are useless on their own and need some tank or a lot of dedicated anti infantry firepower to stand on their own and don't get overrun by infantry or atguns. In: COH2 Balance |
Thread: Command Panzer IV13 Apr 2020, 11:10 AM
It would be nice if the aura scaled with veterancy or got reworked in a way where it is useful from the start, i wouldn't change the raw performance too much as the main aspect for it should be the aura. It shouldn't be similar to the CP5 for that matter but the command panther is a great example how the scaling aura could work. As the straight damage reduction buff seems too strong if it work for teammates at the current timing/price tag it could be moved to a higher veterancy in the rework or into a timed ability if it is impossible to limit it to own troops. In: COH2 Balance |
Thread: close the pocket fail29 Mar 2020, 10:11 AM
the fhq doesn't connect the sectors for ressource gain or any other matters and the effect stays after the hq has been destroyed, but i am sure that it still is the soviet fhq that disturbs close the pocket it would be nice if this could be fixed but i suppose that won't happen. In: COH2 Bugs |
Thread: How to deal with late game arty spam21 Mar 2020, 14:49 PM
The problem might be, that your opponents tend to play very passive with larger armies then you your best bet against blobs of at infantry is your own infantry ideally with bars, lmgs thompsons or a few .50 cals (which might have more troubles against artillery but can fend off bigger groups of enemies for their cost). In some cases it might be useful not to mirror your opponent and maybe go for asymetric warfare by getting a medium tank and a tank destroyer against an axis heavy tank and this wouldn'T lock you in the heavy cavalery doctrine and allow you to get some p47s to deal with a potential tiger or getting a mortar halftrack maybe in the lategame a own calliope or the time on target artillery to counter axis artillery options or to appl some pressure on the blobs or forward/defensive positions. There are many different factors and it migth take some time to find strategies that you like to play and work well enough in countering whatever is bothering you. Posting replays and asking for help in a few specific situations or just rewatching your replays and checking for popcap, ressource control (mapcontrol) and management (float) or just minespots weak spots and general engagements might help you improve by a lot. In: Strategy Desk |
Thread: OKW Command Tiger Aura8 Mar 2020, 14:07 PM
Just remove it. Having the pintle upgrade is enough. Have you ever played the unit or tried it in cheatmode in different scenarios? ae you able to figure out on your won what would happen if the okw tiger lost its command aura? In most cases it is a nerf unless you have about 40 - 50 popcap near your tiger that are able to counter whatever your tiger has troubles countering and is able to stand its ground near the tiger. The current problem of tigers especially with the commander upgrade is that it is able to counter allied defensive lines or at guns on its own whithout needing to back up. If the command aura would get removed it would most likely lead to blitzkrieg as vet1 ability which allows the tiger to escape easier or push into some tankdestroyers. The tank commander is certainly strong and while the idea isn't too bad, certainly interesting it makes the tiger overperform. I'd be glad if you could show me one piece of evidence where the okw tiger is evidently and consistently overperforming, but i suspect you might just have a case of slight bias to one side of this game. In: COH2 Gameplay |
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