Profile of NorthWestFresh
General Information
Broadcast: https://www.twitch.tv/sturmtigerfresh
Steam: 76561198007103109
Nationality: United States
Timezone: UTC
Broadcast: https://www.twitch.tv/sturmtigerfresh
Steam: 76561198007103109
Nationality: United States
Timezone: UTC
Signature
Post History of NorthWestFresh
Thread: NWF vs WuHanChar9 Mar 2014, 09:01 AM
A pretty even brutal match from start to Finish GG In: Replays |
Thread: How to further improve coh29 Mar 2014, 02:43 AM
I think Relic needs to do much more of what they did with the advanced warfare commander. Essentially they halfed the effectiveness of the major abilities while also halving the cost. The result is abilities that can be very useful to turn a situation but on the other hand not so powerful as to ruin the game/unfairly destroy your opponent. I see the depth of this game under the surface scratching to get out, there are so many great abilities that people could use to make interesting, unique and effective strategies. Unfortunately the problem is that most of these commander/vet abilities are unusable to be utilized for the most part because they do not fit into the economy of CoH2, they are simply too expensive to use to great effect especially on the german side. Take the Storm Docrtine for instance tactical movement and relief infantry could be great abilities for unique strategies within this doctrine but you simply cannot get enough munitions to use the abilities and the same goes for most commanders. The other problem lies in the fact that once you do get the required resource saved up to meet the requirements of the commander ability whether it be call in tanks or some sort of artillery it is often op and ruins the game. What they did with the advanced warfare commander addressed both these issues effectively, creating abilities that r useful and actually attainable within the economy as well as nerfing them enough that they are still great abilities but are not unfair and cannot be relied upon to obliterate your opponent. Imo if relic can create more content along these guidelines and perhaps even tweak past content to more resemble the model represented in the AdvancedWarfareTactics commander they will truly be making the best step possible to really opening up this game to dynamic/fun/tactical gameplay that the fans have come to expect from Company of Heroes. The main issue that bothers me first and foremost about the current build is the fact that most games are still for the most part ultimately decided by tank call ins. It has gotten bad enough that you see many games these days where the players are foregoing tech altogether and simply spamming one tier until call ins. I hate this, to me it is extremely boring In: COH2 Gameplay |
Thread: Ideas of radio "Maphack" change7 Mar 2014, 20:01 PM
Nothing wrong with the ability, can even give mine notifications, maybe don't flash where they r on the map and its all good. In: COH2 Balance |
Thread: Aftermath Update Impressions Thread20 Feb 2014, 05:22 AM
It's like a Kindergarden here. Most of you did not play one game with the new patch but are still bitching. WTF is this, WTF is that?? +1 You are exactly Right these are all great and needed changes and fit perfectly into the context of the game if you have half a brain and actually care about real balance and are not just a Biased one faction wonder getting your wins by pure abuse which most the guys in this thread are clearly exactly that, and nothing more. Everything they are saying here should be completely disregarded as the incoherent gibberish that it is. In: Lobby |
Thread: Aftermath Update Impressions Thread20 Feb 2014, 04:08 AM
PQ, you can't be serious with the 222 vs T70 comment. You realize a single T70 can now kill 4+ 222s without micro? Probably significantly more if you timed T70 shots between range and sight blockers You sound like a complete Imbecile he didn't say it is designed to single handedly defeat a t70 he said designed to be used in conjuction with other anti-t70 measures such as at guns and Grenadiers with Fausts. And used in this way it is very useful and does very nice support damage agianst t70's why dont you actually play and try some of what hes really talking about before you go off spewing a bunch of crap intending to belittle the intelligence of others. If you can't see, imagine or take advantage of the value of a scout car in support of other t70 counters whether soft or hard I dont know what your doing posting on this forum or playing COH 2 for that matter. This is also a nice change in relationship to Russian scout cars I have always Felt Russian scout cars were a little out of line in comparison to how easily they die to a German upgun this interaction just became a little more balanced and just opened up the early scout car option a bit for Russians which is a welcome change IMO. In: Lobby |
Thread: Observer Mode - Coming Soon™19 Feb 2014, 00:14 AM
Well Said! It really makes me sick. In: Lobby |
Thread: 7CP 2x T34/85 and 9CP 1x T34/8517 Feb 2014, 22:28 PM
No the way it is now is the way it should be and makes much more sense if you keep game mechanics and true balance in mind. In: COH2 Balance |
Thread: SSSSS16 Feb 2014, 12:08 PM
1. Was said since beta, best solution, but Relic: who tucking cares This is bullshit too the 221 scout car can survive easily agianst guards by keeping distance and going in wide circles around the guards. just having the cars as well forces the soviet player to be much more careful with his sniper as well and then it truly becomes a game of skill and micro at this point who is better able to control their units and use them best. Also see above post I always get snipers of my own as well and once you start picking off gaurds the manpower drain is unsustainable and debilitating for the soviet player.. FUCK yeah I get excited just thinking about this built its hands down the funnest game to have in COH2 Gonna play now guys seriously try out what im saying and if you want replays I am more then willing to share In: COH2 Balance |
Thread: SSSSS16 Feb 2014, 11:59 AM
aka Some Suggested Soviet Sniper Solutions Actually Yes I am having Fun if you like I can give you some replays of how to deal with this including countersnipes with the German sniper. Not only that if you get a German sniper to vet 1 You can one shot the Soviet sniper with the vet ability incendiary round making soviet snipers have to actually be more afraid of your german sniper then you need to be of theirs because the german sniper has a faster rate of fire but even more important a faster cloak with a larger radius. In short it is much easier to camo the german sniper and keep him camoed then it is with the soviet sniper. I find the Sniper dynamic in this game topnotch and fun. Yes Soviet sniper is slightly advantageous early but so fucking what!? Germans have their advantages I.E. Much stronger armour while soviets get a sniper that has slightly more survivability. And this slightly more survivability advantage only actually exists against noobs that rather complain on the forums then come up with solutions in game. Here is how to countersnipe with your German sniper(you need to play with patience and thoughtfulness) get your sniper close to the vicinity of the soviet sniper with hold fire and of course in handy camo. The closer you can get the better then throw in the bait to get the soviet sniper to take a shot this is the most important part if you dont let the soviet sniper take a shot at a bait unit first then yes your going to get your sniper killed. After the soviet sniper takes a shot then you snipe one of his units your German sniper will cloak before the soviet sniper can shoot agian. Now once this happens the soviet player has two options immediately hit retreat, If he does hit retreat if you got your sniper close enough you might be able to snipe the second unit on retreat you will be able to take a second shot just in time to finish the soviet sniper if you got your sniper close enough to have range and los. Now this is a luck factor I think you have a 50/50 chance of connecting. The second option the soviet player has is to immediately hold fire himself and try to hide and if he does this use your bait unit to flush him out to get the second unit. It works and makes for intense and very fun cat and mouse gameplay that is much better then vanilla vcoh sniper combat because it takes more skill now that the cloak is passive and requires cover. I absolutely love this aspect of the game. And remember the German sniper is slightly better then the Soviet sniper in everyway he just doesnt have two men you have to use that Oh yeah if you puts his sniper in a scout car this is even better because he cant hide his sniper and you use your sniper to snipe his out of the vehicle this works as well just make sure you wait for the soviet sniper to shoot at something else first same as above and also make sure you have your bait gren or whatever in a position to be between your sniper and enemy scout car for a faust or just travel disruption just incase he tries to charge. So you see guys with an open mind and a desire to improve and play well and outdo your opponent you can achieve much .... much more then you can just coming on the forums and complaining about everything in game because it is something that damages your army this is war people and strategy . For me right now there is nothing more fulfilling in game then owning soviet snipers with Germans snipers it just feels epic! Oh and P.S. no I do not like any of your change Ideas this is one of the best and funnest dynamics in the game and is absolutely brilliant and fun the way it is you guys just haven't caught on yet because apparently you haven't put to much effort into actually trying and putting your German snipers strengths to good use. In: COH2 Balance |
Thread: Call to action - Let's Be Awesome Together16 Feb 2014, 11:25 AM
I fail to see why you feel Ami should use all his(and the others that work with him) hard work to promote others that had nothing to do with what he put together. In: Lobby |
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Latest replays uploaded by NorthWestFresh
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