Eva, I'll 1v1 2v2 or 3v3 you for any amount of money. Best of three. Tourney rules on faction choice. We can both stream and replays uploaded to coh2.org
Funny part is, you're too scared despite always trying to talk mad shit.
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: SoE vs Evalance 12 Jul 2014, 15:54 PM
In: Replays |
Thread: US Armored Division Defeated by ISIS12 Jul 2014, 14:57 PM
Yeah 9th armored was in ww2 or something. And unless the US government has been lying about our non involvement vs ISIS (which wouldn't be surprising cuz our government lies about pretty much everything unfortunately) those pictures are almost certainly of a victory over the Iraqi military, which was provided with state of the art US vehicles and weapons. Too bad they're all giant pussies and peace out instantly. In: Scrap Yard |
Thread: CieZ's Captain Opener12 Jul 2014, 14:19 PM
Yeah the headshot mechanic is tied to the pathfinder rifles, not the squad itself. Also BARs are best at mid and close. Not really sure why people would put BARs on them, unless I'm missing something. In team games a second pathfinder could be good but I think it'd be too fragile for a 1v1. |
Thread: OKW Panther12 Jul 2014, 06:15 AM
Stugs are super strong against all of Soviet T3 and they're pretty good against USF tanks. Against USF I'd rather hold out with double Pak40 until a Tiger comes. Jackons do a lot of damage, but even they have trouble actually finishing off a tiger before it backs up into range of Paks. Their AT capability got slightly nerfed (less pen) but they still do 160 damage per shot, fire faster than P4s, have a freaking amazing vet 1 ability (for AT) and gained splash damage - while getting reduced in cost. (And they out-range anything that is not a tank-destroyer). Basically, if you don't have a tiger commander going double Stug will probably be better AT and AI than getting a single Panther (while also being MUCH cheaper when you factor in the cost to tech to a Panther as Ost). Alternatively you can combine a P4 with a Stug, which is a nice combo. The main issue against USF is that Jacksons rip Stugs up - and are easily accessible from the Major (whereas if you see T34s, it is highly doubtful that you'll see SU85s). So yeah, Stugs are good. Moreso against Soviet T3 than USF. But I don't think a Panther is a viable choice in a 1v1 (and probably not in team games) for either Ost or OKW. The alternatives are just much stronger. In: COH2 Gameplay |
Thread: Volks12 Jul 2014, 06:06 AM
Volks are the most durable squad in the game thanks in part to having 5 men and their vet bonuses are both easy to get and extremely strong defensively (shooting high value units like tanks with schrecks and being cheap). I wish at least one of their vet levels would get changed to give them a bit more of an offensive flavor but they're good at what they do - being meatshields. If you're in good cover and force rifles to approach you - you can win fights but, sadly, you cannot expect them to go toe-to-toe with Rifles (they do quite well against Cons though). I use 3 in almost all of my OKW games, but you can get away with 2 if you want (especially if you use Fusiliers). I'd like to see them slightly buffed (or maybe cost dropped to 220 or 230) but they're certainly a handy squad to have around. Pair them up with MG34s, Fusiliers, Sturms or some elite infantry. Use them to take fire while your other squads kill stuff. Finally, they're the best schreck platform in the game (1 schreck on 5 durable models means you don't drop it very often). Long story short. They're not OP, but they're pretty good. In: OKW Strategies |
Thread: US late game12 Jul 2014, 06:00 AM
USF late game fucking sucks balls. USF early game is extremely strong. M1919s are a joke. Really not sure what game you're playing (or maybe you don't play because you constantly clutter the forum with overly biased and ignorant posts?)... First of all M1919A6 (defensive stance activated) beat every single infantry squad in the game by a mile. There is no infantry counter to this and OKW lack AI vehicles. Even without defensive stance they have an amazingly strong weapon profile and put out suppression. They're, by far, the best weapon upgrade in the game. Oh and if you don't feel like going the infantry commander you can get them on Paratroopers - which are arguably the best infantry squad in the game. (6 men, self healing, M1919s, reinforce on the field, spammable suppression fire, etc etc). I'd be shocked if defensive stance and/or M1919s do not get heavily nerfed - but currently USF absolutely dominates every other faction in terms of infantry. M36 Jackson is an absolute beast. It stomps the Puma, Luchs, and KT while still doing great against the Panther and the Jp4. It does not fear schrecks because of its mobility. As for against Ostheer, it completely hard counters everything in T3. Still beats Panthers (which are not at all viable to field in a 1v1 as Ost) and is extremely solid against Tigers. I will admit that Jacksons have to be afraid of the Pak40, which - when combined with Tigers - probably gives Ost the advantage in the late game. HE Sherman shells are crazy good - making the combination of M36 + Sherman a nightmare to deal with as OKW. Combined with the mounted MG on the Sherman I think it is probably the best AI tank in the game (maybe the Ostwind or KV8 get this honor? - but they're super weak to other tanks - the Sherman is not). M8A1 is also really good, I prefer the Sherman but plenty of top players combine the M8 with Jacksons and other AT to great effect. As I've mentioned earlier in the post USF has the best forward retreat mechanic in the form of the Major + Ambulance, and has a huge advantage over everyone in terms of repair speed. RET repair faster than all other engineers except for Sturms with the minesweeper package, and when combined with tank crews the USF can repair their tanks almost instantly. Anyways, I feel like I'm really repeating myself here - and given how long this post has become I doubt most people will read it in its entirety. But think about this for a minute. OMGPOP is 48-1 as USF. Sure he's an amazingly good player but his ONLY loss so far came at the hands of an exploit. As far as I go - I'm 10 wins 2 losses as USF (while not playing Lt + M15) - my only two losses being to Ostheer (and both losses at the hands of Tigers). Right now Ost and USF are definitely the top two factions. I give the slight edge to Ost because a late game of 3-4 Grens, 2 MG42, 2 PAK and Tigers is probably unbeatable. USF *can* win against Ostheer thanks to their early game prowess and they're significantly stronger than OKW and Soviet. To put it simply Ost > USF >>> Sov >> OKW. USF late game is FAAAAAAAAR from "fucking sucks balls" In: COH2 Balance |
Thread: US late game12 Jul 2014, 04:42 AM
Stugs can be really deadly against Soviet T3, especially when used to back up a P4. They're not as good vs USF though. Jackson just demolishes them. Luckily the PaK40 is extremely good vs USF. But yeah Su85 and Panther could use some love. I'm not sure about the Jp4. It seems to perform much better than the SU85, I think a lot of it has to do with the insane frontal armor - and it gets some amazing vet stuffs. As for improving USF late game... hmm... maybe tone down rifles a bit at vet 0 but improve their vet bonuses to compensate. Essentially they'd be worse than they are now at vet 0 but once they get to vet 3, they'd be stronger than current vet 3 rifles are. I think this could go a long way in helping Ost and OKW vs USF early pressure, while also making USF more competitive with the late game infantry of both factions. I don't have any specific numbers but it is a general idea. I don't know if the US fielded any AT guns bigger than the 57mm but adding a doctrinal "heavy" AT gun might be interesting, if there's a historical precedent for it. I'd also lower the cost, or improve the performance of the pack howi. It takes too long to pay off from my experience in 1v1s, although this would risk breaking team games... maybe... A doctrinal USF heavy tank could be nice. T-28 or Jumbo maybe? I dunno, I'm not super knowledgeable on the history side of things so maybe some one else can suggest some better heavy tank options. Overall I think lethality is actually slightly too high across the board right now. Obers, Fallshirms, BARS, M1919A6 and some tanks being the biggest offenders. I'd like to see the power level of the game drop a bit - especially mid/late (but keep USF tanks the same) and see where things stand. Nerfing USF early game, while nerfing everyone else's late game would effectively buff the USF in cases of a long game. In: COH2 Balance |
Thread: CieZ's Captain Opener12 Jul 2014, 04:35 AM
Against Ostheer they can be pretty great. You can also use smoke to "clear" a house - if you shoot the smoke inside the house the squad inside cannot see anything which can be really good on some maps. I don't really like to get early nades vs OKW because it is rarely worth throwing a nade at a Volk squad. If they're playing double MG34, they'd probably be worth grabbing, or if they're playing Sturm heavy. Mostly just a situational thing. I generally would rather save the early fuel/ammo for BARs or M1919 on my Paras, but there are certainly cases where they're well worth it. |
Thread: US late game12 Jul 2014, 01:11 AM
I agree with CieZ to a degree. In the hands of a good player Jacksons are very fearsome indeed. You don't need any other AT tool when you get them really, save maybe for At nades. Lol yeah their target priority is AWFUL. Makes me so mad sometimes. At least they have hold fire now... but still... you'd think a dedicated TD would you know... shoot at tanks or something. They're the best non-doctrinal tank destroyer by a long shot. In my book, by definition, that makes them over powered - at least in the tank destroyer department. They're not game breaking like the old ISU 152 or Sniper M3s or original 251 FHT was, but yeah. I guess I should clarify. Jacksons do not insta-win you the game with how good they are, but no tank destroyer outside of the Elefant and JT can match them in terms of raw AT power, which is why I consider them to be OP. (In a perfect world each TD would have strengths/weaknesses and be around the same powerlevel - asymmetrically). I'm totally in favor of an early game nerf to USF with a proper late game adjustment. I hate the "meta" of any faction being pressed to win early, or getting free wins late game. I'd much rather see each faction have equal chances at all stages of the game. In: COH2 Balance |
Thread: Any good OKW strategy?12 Jul 2014, 01:07 AM
Shameless self-promotion: In all seriousness I can try to help people out if they provide replays (can pm them to ciez23 on here) or if they have general questions. Replays are a lot easier since I can only answer questions with general theory. In: OKW Strategies |
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