Profile of BeastHunter
Post History of BeastHunter
Thread: Showerthoughts on the Riegel mine26 Jan 2019, 19:57 PM
The Riegels are pretty useful, often used in lategame teamgames if the opposing team doesn't use minesweepers or uses them not good. I think the Riegelmine could be seen more often if not only the 251 but also the 222 could plant them so you still would be a bit limited and cannot skip t2 (wouldn't make great sense in the 2 doctrines anyway) and have to keep either a light vehicle alive throughout the game or could rebuild a single light vehicle if you want a forward reinforcement position or light antiair support. In: COH2 Balance |
Thread: Would Tech Heavies Be Game Breaking?25 Jan 2019, 14:14 PM
Multiple Elefants, ISU152 or KV-2 maybe Pershing or even KTs might be problematic in team games. I think it could work with IS2 or the Tiger 1 but it would still be problematic, if they would arrive earlier then 13 CPs as you will get into troubles countering them if you didn't get a tank destroyer early enough, thus making it into a hit or miss strategy of either the TD or the heavy tank overperforming. In: COH2 Balance |
Thread: New Commander Submission - WEHRMACHT20 Jan 2019, 22:03 PM
Urban Assault Doctrine This doctrine should allow the Ostheer to operate more offensive in urban areas. Abilities 0 CP (locked behind t3 or t4 building) Shortbarrel P4 F1 cost 320 MP 100 Fuel 2 CP Urban Panzergrenadiers cost 340 MP 2/4 CP Smoke Bombs (same as storm doctrine, german mechanized or fallschirmjaeger) cost 40 Munitions 6 CP Armored Assault (time limited vehicle buff) cost 70 Munitions or 30-40 Fuel 12 CP Strategic Bombing (Plane based offmap strike single pass no loiter) cost 240 Munitions Regarding Abilities The Shortbarrel P4 should be reworked to function as a pure antiinfantry vehicle that is accessable in t3 and t4 building and should be a middleground between the Ostwind and the Brummbar while not being able to take on all targets like the Longbarrel P4. I think it could work to modificate it to perform similar to the HE rounds of the m4a3 sherman. The Urban Panzergrenadiers should be a 5 man squad with m40s which can be upgraded with a flamethrower similar to Assault Engineers. I think double flamethrowers or midrange STG44s would make the Unit overperform easily. The Unit shouldn't get grenades of any kind to force the use of combined arms and to stop a unit like this from steamrolling enemy defenses which either Smoke or He grenades could allow, however a satchelcharge to dismantle british emplacements or to wear down Soviet forward headquarters would fit the theme. The Smoke Bomb Drop could be useful to block the vision of single passways through urban areas and allow infantry to close in on entrenched positions. The ability is currently at 2 different CP levels for Ostheer and OKW (4 and 2) i think the later should be the right CP level for all other doctrines aswell. The "armored assault" should allow Vehicles to close in on enemy positions and offering them either 0.75 moving accuracy to hunt down fleeing units or improved reload or aim times for standing targets. I think it could be interesting to have abilities to improve the usefullness of the featured tank in this doctrine. The price and exact values might be unfitting if it is possible i would recommed this ability to use fuel like the ability from the encirclement doctrine which allows vehicles to cap territory points. The usage of fuel would slow down teching if it gets used often and early in the game but would allow on the other hand the usage of the other abilities which work quite well together. The "Strategic Bombing" should be somewhere between the soviet IL2 precision bombs and the british air supremacy operation. It should be less accurate as the Stuka Dive bomb which is a precision strike but also shouldn't feature many planes like the air supremacy operation so the best way would be to have a rather broad area of effect to level single buildings with some delay as this ability should be used in a strategic manner and only punish defensive not slow players. The historical context of this doctrine would be the early war offensive actions (operation barbarossa) carried out by the Wehrmacht 1941 and 1942, in which the Panzer 4 F1 where deployed and used for the first time. In: Lobby |
Thread: for v920 Jan 2019, 16:01 PM
the usual arty fest on port of hamburg In: Replays |
Thread: 4v4 of the Month13 Jan 2019, 01:16 AM
One of the most entertaining games I played for a while. Nice back and forth without the usage of any heavy tankdestroyer on Hill400. In: Replays |
Thread: "$11158292 no key"28 Dec 2018, 22:38 PM
You need to tech battle phase 2 and then you can build it fromt t2 (pak40 building). |
Thread: moving the soviet sniper flare to vet 025 Dec 2018, 23:53 PM
I honestly think that the soviet sniper usually performs better as it fits the faction timings and playstyles way better then the ostheer sniper. It also has a useful bulletin with the extended vision range that allows you to start with a better sight range that usually is enough for almost selfspotting at vet0 Also the opposing factions either consist of high reinforcement cost units (Ostheer with 25+ reinforcement costs per model (not counting osttruppen as i wouldn't advise to play sniperstarts against players with osttruppen docs in the loadout)) or you might face a faction that lacks access to snipers (only JLI as a snipercrit squad (but i wouldn't recommend playing sniper against ok on building maps anyway as you might get flanked and wiped early)) The Soviet sniper also works great to force the opposing player into light vehicle play which can get hardcountered by ptrs blobs if you wanna play that way. I wouldn't advise to play any sniper on all maps in all matchups but I would say that any sniper doesn't do enough on the battlefield (if chosen under the right circumstances, in useful buildorders that work around lower capping units and higher cost units and on fitting maps). In: COH2 Balance |
Thread: moving the soviet sniper flare to vet 025 Dec 2018, 20:31 PM
I do know that fact but if you are a soviet sniper player it should be easy to exploit the weaknesses of immobile grenadiers as you can pick them off from range i usually have bigger troubles fighting against light vehicles or g43 grens when playing sniper builds. There are ways to micro snipers by simply A-moving them and fighting infantry (especially 4 man lmg grens) from range then backpaddling by a stop and new waypoint in your rear lines until they are ready to fire again (this should usually amass to around 2-3 kills per minute unless you are more careful as you have knowledge or fear of enemy snipers) In a perfect scenario you would use a russian infantry squad in green or yellow cover in a defensive position to screen for your sniper as this positions might require grenades (still dodgeable) or superior forces to be attacked - You usually shift your opponents attention to either dangerous maneuvers or to other parts of the map just like light vehicles snipers do not instantly win you the game but force your opponent to react and adapt to your playstyle. In: COH2 Balance |
Thread: moving the soviet sniper flare to vet 022 Dec 2018, 23:40 PM
You can easily push snipers from the field if you move towards them and get a few shots of, and maybe take better positions or hold onto cutoffs as you should have more infantry squads as the enemy invested quite some manpower into the sniper. It is usually better to fight snipers with light vehicles and way safer to simply countersnipe them but if you miss out on those options then it is best to push your advantage that you surrently have like flanking and attacking with lmg grens - as getting sniped from afar and not reacting while you can only damage a meatshield that sits in green cover won't help you combat a sniper. And some Tank destroyers can obviously be charged frontally by mediums if you simply have an advantage or they are stuck in bad positions, cornered or if you have air or artillery support to change the favour of engagements. In: COH2 Balance |
Thread: moving the soviet sniper flare to vet 022 Dec 2018, 22:38 PM
well good luck then hunting snipers with lmg grens. This would buther the effective moving dps even further. In: COH2 Balance |
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VS[EOD] The Last Emperor ✠[69th] H.Hans Panzer Division╬ gardening lelic㏒㏑『exp(10)』 Old Mc Cheeze KLEINEREIMER80 min slugfest on La Gleizeby: BeastHunter map: La Gleize1-576
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