Profile of BeastHunter
Post History of BeastHunter
Thread: Sturmpanther218 Aug 2018, 19:13 PM
15 min searchtime and 2 "games" in under 2 mins In: Replays |
Thread: Mechanized Assault broken ? 18 Aug 2018, 19:08 PM
It is nice to have callin vehicles and to a certain extend callin units as you can save lots of mp and some fuel by doing so. The problems in this doc or general speaking with this kind of strats are that you are predictable and the strat might get countered by simply countering every single unit and always closely watching the vps. CaptainSPrice for example did some excessive hmg spam while playing really defensively to counter callin strats. This strat might be boring to play but counters callin strats as there is a low amount of damage that can get done by either player, this way callins come way too late to be effective. Assgrens can get countered by any allied unit on long range otherwise by a few specialists if needed (rangers, paratroopers commandos or even a single schock squad). The biggest problem using assgrens is usually the low amount of faust platforms so you can go mad on ultra light and light vehicles. If you want to test around with that commander you could add me for some games i play only few 1v1s but i have some experience on that commander. In: COH2 Balance |
Thread: Sturmpanther218 Aug 2018, 16:16 PM
second game In: Replays |
Thread: Sturmpanther118 Aug 2018, 16:15 PM
first game In: Replays |
Thread: How is ranking in 4v4 determined?15 Aug 2018, 15:45 PM
I'm often the only person in the entire team that builds caches in OST games, something I have noticed is that the worst performing member of the team is always the person next to me (in terms of splitting a 4v4 map in half between two players each vying for a fuel/muni/VP on the sides. I know stats don't tell the whole story, but when you have multiple times the amount of the other team members across the board, that does speak to having to carry the entire match, over and over, especially the point capture stats. It might be that you are letting your teammate down at important times so he does take losses and gets a hard time recovering while you are building caches. In my personal experience while playing as axis or allies it is always the easiest way to win (especially when aiming for faster tech then the enemy) to not improve your teams, but to deny the enemy teams ressources: because a single sector more then a fair split will give you +6 fuel and + 10 ammo compared to a single cache that yields +3 fuel or +5 ammo more then the enemies income. If you have problems achieving breakthroughs in the mid or early game i would recommend using smoke + flamers or light vehicles depending on the map and faction. In: COH2 Gameplay |
Thread: Countering Soviet FHQ14 Aug 2018, 11:20 AM
... FHQ itself is rather expensive - 300MP/30 fuel, which delaying these life-saving upgrades for conscripts and another penal batalion for good two or five minutes ... The cost is 200 mp 40 fuel it is comparable to a ostheer unupgraded 251 ht both can reinforce on the frontline and are available rather early. To beat it you have to know that the fhq in comparison also gives a accuracy boost so you cannot outblob the enemy player with your own units + 251. so it is usually needed to bring some mg42s with you to supress the blob around the fhq. Another way of counterplaying on stonebuilding heavy maps (as those are the only ones where you might get troubles) is to not allow the enemy to take control of buildings or when they are controlled to block the territory, as the fhq can only be used in friendly territory. If you failed to attack it early do the same as against brit sim cities take the rest of the map do not overinvest in stukas rather try to conserve fuel for fast p4s lefh in lategame if the enemy cannot counter it or get some stukas and get the command panther as callin before teching to the Schwerer Panzer Headquarters. In: COH2 Gameplay |
Thread: Stuart vs tanks10 Aug 2018, 16:56 PM
if you don't mind high micro you can play lt with m20 or m15 aaht maybe a hmg or 2 then tech to captain get at gun if needed otherwise a single stuart asap and at guns if needed and wait for the pershing as call in |
Thread: Stuart vs tanks7 Aug 2018, 22:01 PM
The 2 abilities share a cooldown so the stuart could either blind or slow the vehicle but i think it is great in lategame as it helps shermans to win over p4s in 1(+1) vs 1 situations just by using the blindshot to allow the sherman to close in and get some shots of. |
Thread: FIX FKING BRUMBAR21 Jul 2018, 20:24 PM
Have you considered its price and timing? it can only fire to its front and hardly damages vehicles. On its own it should be pretty easy to counter it but if you have issues with unit compositions better placement etc. you should maybe upload a replay and ask for a review or atleast explain the entire situation so better counters then the ones you seem to use can be found. In: COH2 Balance |
Thread: BRITISH COMMANDER REVAMP DISCUSSION21 Jul 2018, 01:08 AM
I think one of the worst designed commanders in the current game is the Tactical Support Regiment, which has some obvious flaws like the high ammunition cost for every single ability beside the recovery sappers. Those recovery troops have some other problems as they can only arrive in pairs for 450 manpower and get minesweepers from the start, which limits their fighting power which might be needed for a 450 mp callin unless you are really far ahead and just need some repairs. In a potential revamp of the commander i would like to completely abandon the Forward Observation Post simply because the commander has a quite ammunition heavy and versatile offmap artillery strike: Artillery Cover to pin infantry, slow the firerate of enemy tanks and last but not least the concealing smoke for friendly damaged vehicles. My wishes for this doctrine would be the following abilities: 2cp - Designate Command Vehicle ~ unchanged 3cp - Field Recovery Operation ~ 4cp -> 3cp maybe even 2cp but the manpower cost should be 250 and only dispatch a single Royal Engineer Recovery squad with unchanged abilities i would like to change the flares upon entering the battlefield to a single shortlasting flare (10-15s) that can only be used on enemy frontline territory but may be targeted precisely as vehicle wrecks might be if the game is played against an okw player with salvage or a 1v1 where no vehicles have been lost until 3cps. 4cp - Air Resupply Operation ~ unchanged, i think the price might be a bit too low but the ability runs for 40s and has 180s of cooldown which seem quite fair to not be used to build giant supportweapon armies with a relative low manpower (reman) cost. 10cp Artillery Cover ~ I would like to lower the cost from 250 to 200 or 180 ammunition but the area where the supporting artillery hits should be somewhat smaller to help closing pockets and fighting encircled enemy concentrations but not cover whole frontlines. The last Ability to round up the frontline supporting abilities would be an 25 Pounder Emplacement as it is seen in SneakEyes Guide. I am not sure how well this would work as it has a different crew/weapon hitpoint profile then every other howitzer but has also a different target size that is hard to miss. I think brace wouldn't work on a unit that should have a 90-60s cooldown (vet0->vet2) so this should be tested in cheatmod if this Howitzertype would be able to compete agaist classic howitzers. ~ unsure about timing and exact costs could be copy from the other howitzers with 8cp and 400manpower + 50fuel In: Lobby |
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Latest replays uploaded by BeastHunter
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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 Gleize1-577
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