I'm not sure how much help I can be given that my time zone is EST (GMT - 5) so it would be difficult to actually play together on any sort of a regular basis but I'm more than willing to answer any questions you might have, give tips, watch replays etc etc. Feel free to add me on steam - CieZ23.
http://www.coh2.org/ladders/playercard/steamid/76561197995165748
^ my playercard if you're interested. Not the best, but could be worse
Profile of CieZ
General Information
Broadcast: https://www.twitch.tv/riseofthephoenix_
Youtube: https://www.youtube.com/channel/UCjV_ujoRNpEU_ERL9dW8H9w
Steam: 76561197995165748
Residence: United States
Nationality: United States
Broadcast: https://www.twitch.tv/riseofthephoenix_
Youtube: https://www.youtube.com/channel/UCjV_ujoRNpEU_ERL9dW8H9w
Steam: 76561197995165748
Residence: United States
Nationality: United States
Post History of CieZ
Thread: Mentee seeks mentor25 Dec 2013, 22:22 PM
In: Mentoring |
Thread: Guard25 Dec 2013, 20:52 PM
Guards are probably the best infantry in the game... if you think they're useless you're probably just using them wrong :/ In: COH2 Gameplay |
Thread: beginner questions ?25 Dec 2013, 19:11 PM
I think there is actually a tutorial somewhere within the game that explains a lot of the mechanics. Might be a good place to start, then the campaign to get used to the controls and game play itself. There's also auto match against ai but I'm not sure how many people use that. In: COH2 Gameplay |
Thread: Shocktroops at 1CP18 Dec 2013, 14:00 PM
Twister has used Shocks before in SNF matches, and against other highly skilled players in matches cast by Dane. He makes very good use of them - and Twister is actually way better than his statistics would imply - he just doesn't play much CoH2. Barton has also used them in SNF, even before this patch, although he lost to a flame HT - I believe this was in some matches against OMGPOP? Anyways, they're definitely viable at all levels of play. The main problem is that Guards are just SO good. Guards already perform well enough against infantry (being able to beat any German squad given a proper Grenade throw), demolish light vehicles, and are extremely effective against tanks. I personally can't justify getting Shocks in a 1v1 because Guards are just too OP. But they definitely have their place. (Not coming at 1 CP though ) In: COH2 Balance |
Thread: Nullist17 Dec 2013, 21:11 PM
Best post I've read in a long time. Thank you very much, I'm sure the greater portion of the CoH2.org community will be relieved by this. This certainly made my day. Also, hilarious GIF for the post. In: Fan Clubs |
Thread: Shocktroops at 1CP17 Dec 2013, 20:41 PM
Snipers are a very hard counter to shocks provided you micro them properly. They have a high rate of fire and guarantee a model kill per shot - which inflicts a lot of MP bleed on the Soviet player. Fielding Shocks and Snipers is extremely MP heavy and Soviet T1 poorly supplements Shocks, therefore there isn't too much that your German Sniper will have to worry about until Soviet T3 or T4 vehicles hit the field. MG42s can also hold their own against Shock troops, although as mentioned in this thread, smoke grenades can be a pain to deal with. I really believe that the discussion lies more in the realm of whether or not Shocks/Guards coming at 1 CP is simply too fast for the intended pace of the game. I for one believe that there are viable counters to Shocks at 1 CP, although it is certainly easier said than done. However I'm certainly open to counter arguments and am willing to assist players with suggestions if anyone is having trouble countering them effectively. I don't want to derail the thread with this comment, but I think Guards are a bigger problem at 1 CP than Shocks because they also tend to beat Grenadiers (discounting Vet/LMG42s/G43s which won't be present that early - well maybe 1 LMG42 will) but they also serve as such a hard counter to German T2. And I'm not sure you can have Shocks come at 1, but Guards come at 2. Maybe I'm wrong but it seems like that would feel awkward - I think they need to come at the same time (preferably 2 CP) In: COH2 Balance |
Thread: Shocktroops at 1CP17 Dec 2013, 20:18 PM
I really think you missed the main arguments in this thread bro... Also G43s aren't exactly effective counters to Shocks by any stretch of the imagination. Also also a single Su-85 is more than enough to kill a Tiger Ace assuming you're competent enough to damage the engine, which is pretty easy to do. People grossly over exaggerate how difficult it is to kill a Tiger Ace. In: COH2 Balance |
Thread: INPUT LAG Relics Lost Cause17 Dec 2013, 16:57 PM
Hi Ciez , Perhaps. I'm certainly not qualified to make a statement either way on this since I know very little of networking and next to nothing about how Relic actually handles everything behind the scenes with regard to this. Would really take one of their insiders to comment on the issue as to whether or not there's an unseen factor causing increased delay. I'd like to assume that CoH2, being a newer game, actually has more information to communicate which might be a cause for increased lag when compared directly to COH1, but I could be completely mistaken in this assumption. Also, I really do feel your pain. Most of my games are relatively smooth and I really appreciate them implementing their most recent fix that has increased unit responsiveness, but every now and then I get a game that is simply unplayable. (Often correlates with very bad-mannered Chinese/Aussie players) Very frustrating experience watching your units stand in a molotov for 3 seconds before even starting to move out - even though you ordered them to move while the Cons were throwing the damn thing. In: COH2 Gameplay |
Thread: INPUT LAG Relics Lost Cause17 Dec 2013, 16:43 PM
The input lag is more likely caused by a poor P2P connection than anything else. Relic has implemented multiple fixes already and has announced that they're looking into other solutions. However, at the end of the day, no matter how good you are, you simply cannot "code out" poor connectivity. Also, as Inverse has explained (I didn't know this until he enlightened me) pretty much every major RTS still uses P2P connections because of the nature of the game. I'll save myself the embarrassment of trying to explain why this is the case because I do not know enough on the subject - perhaps Inverse or someone with more experience/knowledge of networking can step in and explain it for me. For now suffice it to say that using a server to host the game would actually increase the delay. Anyways, what I'm getting at is that you can't really blame Relic when the fault doesn't necessarily lie on their end. Also keep in mind that as you increase the amount of players in a given match, the delay will increase exponentially because the amount of information that has to be sent increases dramatically, and you have to communicate this information to a greater number of players. Have you tried playing 1v1s or 2v2s and see if the lag is reduced there? (I don't know which game mode you play the most, just seems like most people prefer team games, which is fine) In: COH2 Gameplay |
Thread: ZiS-3 vs Pak-4017 Dec 2013, 16:30 PM
Very good analysis. Personally I still prefer a PaK because of how much better it is against armor, and like Barton I find the barrage to be very underwhelming for 60 munitions. (Example - watch Barton barrage Hans' position in game 2 of the most recent SNF. Hans has like 4 squads in the area, loses 3 total models and walks back about 5 feet. Yeah, not worth the price). Ultimately I believe that ZiS/PaK comes down to personal preference for many reasons already stated in this thread. However, I believe that when a squad re-crews a weapon, it keeps all properties of that squad? As in, if you recrewed a ZiS with Pgrens (not sure why you'd actually do this but... for the sake of discussion) I believe they'd keep their armor and guns. Unless I mis-heard PQ on the most recent SNF stream he was saying that re-crewing a HMG42 with Shocks will result in a 2.25 armor crew... with PPSH-41s... and the HMG. Yeah, have fun trying to kill that. Anyone else have better clarification on this matter though? I'm not positive I heard PQ correctly, but I do think that re-crewing (not merging) keeps all properties of the squad that re-crews. In: COH2 Balance |
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