Profile of timujin.il
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Post History of timujin.il
Thread: is 20 mm strafe failing to deal real damage to infantry31 Dec 2014, 04:26 AM
in this game i intentionaly did not took a commander with: shocks/kv8 to explore some different game-play after losing a long streak of games to okw blobs using balanced army i decided to maxim spam. it worked to a degree, but still i am very disappointed with the meta my main complain is with the strafe run, 20mm strafe was nerfed beyond usefulness, it is meant to counter blobs of infantry, if it can't do that then why should it exist? and generally something is wrong with this game. 1) storming a vet maxim with a blob of infantry head on, should not be a viable tactic. maxims and maybe other mgs too should receive more damage bonus against clustered targets, flanking is not very important anymore because maxim cannot suppress so many units in its arc because it shoots only 1, so others just walk on and overwhelm it 2)(unrelated to replay) a commander should not have elite infantry and the best tank in the game, some choice must be made there should not be commanders that are used in 80% of the matches and others that practically never used 3) generally okw is not fun to play against, in this game i had more pop then my rival in the end game but still at 100 pop cap with 2 is2s i just could not overcome the blob, if i can't defeat my rivals army of mainly blobbed infantry with anti-infantry army composition what is the point then? 4) why volks never drop shreks? dropping weapons is the best punishment against blobbing infantry, was i unlucky or does it makes sense to anyone? the issue here is not mainly about how to win or about nerfing okw, it is about the uselessness of many units and abilities in the game, which in turn narrows the game into a small set of repetitive tactical choices 150 ammo strafes should tear up infantry just as 150 ammo arty, mgs should suppress clumped up units and so on. In: COH2 Balance |
Thread: 20 mm strafe fails to do anydamage to okw blob, twice31 Dec 2014, 04:02 AM
i used maxim spam to counter okw blobbing result: to counter maxims my rival blobbed even more and head charged my maxism In: Replays |
Thread: Germans are bad25 Dec 2013, 21:40 PM
Just wanna point out, I know it's a game but.. sorry my friend, that is the point, it is a game, i am not history buff (anyway not regarding military equipment specifications...) but there are tons of unhistorical elements in the game for the sake of balance and play-ability, IMHO i am happy with coh2 they way it is. Actually speaking of tanks, historically the should not have hp at all, it is all suppose to be about penetrating / bouncing /not penetrating, modules working / damaged and crew members alive/ injured / dead. Its not only the Damage mechanic, Tanks ranges suppose to be almost all across most 1v1 maps the closest game to this model i know is WOT now, can you imagine a WOT battle where you can call in a recon run? Guys if u want a realistic game go to Men of War... i watched some games of it on youtube, everything dies there so fast... In: COH2 Balance |
Thread: Guard25 Dec 2013, 21:31 PM
guards + mark target = bad ass. more over i wonder how long will take till we see some snipers & guards + mark target only strat to max abuse. i played in 2v2 once, with an ally using this strat, he took down p4s / ostwinds and bunkers with guards only In: COH2 Gameplay |
Thread: Ostheer since new patch24 Dec 2013, 03:49 AM
i mainly play as soviets 2v2s, it is easier now but i don't think it is unbalanced, before patch it was 30% searching as soviets on average, now it is 40% on average. i think you will have to get used to the new meta although i agree with the problem of shocktroops/guards at 1 cp. it is barely the time ost player will finish t2 building i never get them so i can't advice how to counter them though In: COH2 Balance |
Thread: Armored Reserve Doctrine (DLC commander idea)24 Dec 2013, 03:33 AM
11 cps? are you kidding? assuming you want it to be balanced for the cost you proposed it should not come before 13 cps probably more. the main problem of early cps armor is that players will use them instead of getting t4, just as tiger doctrines behave now or t34-85s for soviets also you don't have offensive art in the doctrine (unlike coh1) that will make zis gunns a big problem on the other hand there is no need to put Volkssturm Militia at 2 cps while you have AGs on 0 cp and soviet elite at 1 finally... with tons of commanders already in the game (some badly balanced and rarely used) i personally would prefer not having any new commander for the next 4-6 months. meaning i prefer 6 new commanders to be offered very half a year rather then 1 new commander every month. in that way i will have a somewhat balanced unannoying game for at least 5-4 months In: COH2 Gameplay |
Thread: Scout Cars24 Dec 2013, 03:05 AM
all i can say is that i hate it while playing soviets (2v2s) i usually try to get scout car as 3/4 unit and send it out first uncrewed then put a flamer to counter mgs or a sniper to counter grens, opponents that does not get his own scout car have tough time against me and in such cases i end up with vet 2/3 scout car+ sniper. in the current meta a scout car with a flamer can kill mg in a house in several seconds, even if you have a gren near by i just move to the other side of the house, if you have snipers a sniper scout car will render them useless as it can travel fast and you mostly won't know where is it. bottom line if you mainly build grens in t1 then i don't think you need it, but id you have support units then you need it. you should not get it if there are guards on the field though In: COH2 Balance |
Thread: Stug III e needs some love19 Dec 2013, 03:12 AM
i searched for a thread about stug III E after having trouble to get what is it good for. i am glad i am not the only one some ideas though: 1) maybe it is good against inf in buildings? someone tried? 2) you need to put this unit in the context of the entire commander. if you can somehow utilize this unit in a way that allows you to skip a tier? for example like AGs can be used to skip T1. for example if you plan not getting t3&t4, you will still be able to call this unit to support your tiger. 3) if you have lots of fuel but low on MP you can call it, i think 3 is the magic number in terms of AI killing power. In: COH2 Balance |
Thread: what is it you think makes the top players18 Dec 2013, 03:02 AM
after some thought, i decided to bump this one up (pls don't be mad) due to the current SNF that going on. it would be cool if some of the contenders will comment here OMGPoP VonIvan BartonPL HolyHamer AndyisRippin what are you thoughts on that? what's your secret? In: COH2 Gameplay |
Thread: vs Hans, tiger ace lololol16 Dec 2013, 02:00 AM
great game, dane thanx for casting IMO hans is not used to this doctrine yet, and so he didn't use it abilities when he should have he suicide his 2 pios after calling the ace instead of keeping them far and safe as hey are the most important unit after calling the ace. plus, andies micro was phenomenal. andy could not win against hans in combined arms at the center, but he just was all over the place. he should be renamed as "AndyIsHarrasing" In: Replays |
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Latest replays uploaded by timujin.il
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20 mm strafe fails to do anydamage to okw blob, twiceby: timujin.il map: Crossing in the Woods1-1,057
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soviet comeback versus german rush to t2 and PG spamby: timujin.il map: Moscow Outskirts Winter1-1,265
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slaughter of german armor vs mines is2s ATGs and vet 3 consby: timujin.il map: Minsk Pocket1-1,089
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