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: OKW Panther12 Jul 2014, 00:57 AM
Why not just get a jp4 if okw and double stug or tiger if ostheer... In: COH2 Gameplay |
Thread: US late game11 Jul 2014, 23:57 PM
M36 Jacksons are a 60 range, highly mobile, turreted tank destroyer that do 240 damage per shot (Jp4, Su85 only do 160). It out-ranges everything OKW have except for the Jagdtiger/Jp4 (but honestly you'll never be able to field a JT in a legit 1v1). It out-DPS's the Jp4 by a lot, and can self repair meaning you can easily "attrition" it off the field. They're also in the same tier as the normal Sherman and the M8A1, making them a lot more viable to field as compared to Su85s (which are utter trash in 1v1) and Panthers (too expensive to get to in 1v1). I feel like I'm rambling, maybe putting it in list form will be better. The M36 Jackson has 60 range. #Winning It has a turret. It does 240 damage per shot. It is more mobile than any other TD (maybe the Panther is slightly more mobile? But we already know Panthers are terrible for their cost.) It is located in a great place in terms of tech (unlike the SU85 and the Panther). It can repair itself. I just don't see how you can lose M36 Jacksons to anything other than a JT or Elefant - which never show up in 1v1s. Pak43 would be a big issue I guess (I do love me some PaK43s). You can out maneuver schrecks and AT guns, you out-range the P4, Stug, Ostwind, Puma, KT, Tiger, Panther, Bruumbar. They're super mobile, unflankable tank killing machines that self repair and throw out 240 damage per shot... not really sure what else you could want from your TD. The health is somewhat irrelevant because you have so much mobility and repair power. Yeah the USF At gun needs vet 1 to get 70 range but it has the best arc of fire and takes all of 1 or 2 shots at a medium tank (with a fast rate of fire) to achieve this. I still consider the PaK 40 to be the best AT gun in the game, but the USF 57mm is damn impressive for how cheap it is. Probably slightly worse than the ZiS but definitely better than the Raketen. In: COH2 Balance |
Thread: US late game11 Jul 2014, 22:42 PM
Shermans are good. M8A1s are good, M36 Jacksons are god-tier overpowered. Vet 3 Rifles with 2x BAR sweep the floor with everything except highly vetted OKW infantry. Rifles with M1919A6 are actually 100% unbeatable by any infantry in the game when they're in defensive stance. M1919A6 Paratroopers can go toe to toe with anything outside of Vet 5 Obers. Not to mention having the best HMG in the game and a 70 range AT gun. USF can exceed 100 population with ease (although this is somewhat of an exploit imo so I wouldn't recommend using it). They have some of the best off-maps in the game, the best forward reinforce mechanic (can move it anywhere you want at any time). Really not sure what the problem is... OKW probably has a slight edge in the very late game but getting there is VERY difficult. USF has major advantages in the early/mid game and they're still amazingly strong in the late game. In: COH2 Balance |
Thread: OKW Panther11 Jul 2014, 22:36 PM
I've yet to see an OKW have a hard time fielding a panther unless they lose the early game terribly. I think personally most German players can't drive there tanks or use insufficient protection with them. Let me get about 4 easy 8's with 1 regular early sherman wich is easily done with my rifle commander pz4 don't stand a chance and either does a panther or king tiger or multiples of any if they can't drive them right or protect with shrek blobs. Panther is probably the best tank overall in the game so I don't see what people are talking about when its used right. Funny. The Panther is FAR from the best overall tank in the game. First of all, it is a dedicated tank destroyer, so I'm not sure how you can classify it as an "overall" tank. The main gun of the Panther is absolutely worthless against infantry. Luckily you can mount on MG on it but it still essentially tickles infantry. The main problem with this scenario is even if you flank an AT gun, it is going to take your Panther about 3 minutes to actually de-crew it. Secondly, the Panther costs an absurd amount for both Ostheer and OKW when you take into account the tech costs on top of a whopping 175 fuel. Sure a few other tanks cost more than 175 but they are all doctrinal - you can call them in without having to pay for extremely expensive tech. On top of that they're miles better than the Panther. The Panther struggles against T34/76 and T34/85 because of its bad accuracy, and is absolutely helpless when those tanks are backed up by AT guns. If you want to counter T34s just get Stugs. They're cheap, they can actually kill infantry, they have more DPS than the Panther as well as an overpowered vet 1 ability - not to mention the fact that they vet faster and (assuming an even game) you will always have a numerical advantage. It's beyond awful against the M36 Jackson - which outranges it and has amazing mobility plus a whopping 240 damage a shot... Oh and the Jackson is CHEAPER, and the crew can repair the tank - meaning your Jackson is going to have about double the field time as a Panther. The only unit the Panther is remotely good against is the SU85. Too bad that AT guns are better counters to SU85s, while being about 10x cheaper. Oh and the SU85 is awful anyways. So grats, your Panther gets to soft counter an already terrible tank. Long story short - the Panther and the Su85 both really need some love. They're both essentially unusable in high level play. In: COH2 Gameplay |
Thread: OKW Panther11 Jul 2014, 17:29 PM
Panther sucks, never make it, ever given its current state. /thread Also 1v1 has a higher skill cap than 2v2, sorry to tell you. I love 2v2 and play it more than 1v1 but it definitely does not require more skill. In: COH2 Gameplay |
Thread: Broken WF AT ensnare ability11 Jul 2014, 12:11 PM
I like not having the easy access to engine damage, it makes light vehicle play stronger and forces more combined arms since your infantry can't carry you straight to tanks. They really need to make the animations a bit more obvious though, maybe I'm just blind but I have such a hard time noticing the fusilier and rifleman at nades. In: COH2 Gameplay |
Thread: CieZ's Puma First OKW Build10 Jul 2014, 22:42 PM
If you don't like the 251 Flak, or don't find yourself being able to micro it very well then you can skip it. In the right situations in can definitely be extremely beneficial because there will be a long time between you killing their M15 with your Puma, and them getting out an M8 or a Sherman. Since they will also not have access to AT guns (unless they paradrop them, which is an abnormal commander choice for the M15 opener) as long as you kill the M15 pretty quickly after it hits the field your 251 Flak will have a lot of time to punish them. The way I see it is this: *If you kill their M15 quickly, getting the 251 Flak can be a very solid choice. It gives you something to help against garrisons, they won't have anything to kill it (aside from panic zooks) and it bleeds heavily. *If you're having trouble killing their M15, by all means grab a second Puma. Two will easily kill the M15, and they're still solid against M8s and Shermans (Jacksons kinda own them but with easy schrecks and cheap AT guns you don't really care about Jacksons too much) *If you just like Pumas, go for a second. They're really great units, especially against USF Lt and Soviet T1 builds. They're a lot weaker to Capt or Soviet T2 - so use caution there. *Just put up your healing truck. The IG can be really deadly when placed in good locations, and you have the option of forward reinforcement on maps like Kharkov/Semos as well as healing which is, in my opinion, a must-have by the time you field Fallshirms/Obers (although I don't think Obers are viable with the current cost of the flak HQ) and to a lesser extent Fusiliers. In: OKW Strategies |
Thread: CieZ's Captain Opener10 Jul 2014, 22:34 PM
@Barton - this strat was meant to be an alternative to the Lt + M15. I agree that Lt + M15 is the best opener, but it also gets old doing it game after game after game. Plus everyone with some sense of balance knows that the M15 is, still, grossly overpowered and will be nerfed in the future - meaning exploring other builds now can be beneficial down the road - getting ahead of the meta so to speak. @symbol - If the OKW player has 2-3 shrecked up Volks running around, or if they have 2 Raketens around it might be worth getting the M8A1 over the Sherman. In my experience the Sherman has more raw firepower (a lot of this comes from the mounted MG) and is really good at chasing around their elite infantry (Fallshirms/Obers). M8A1 is stronger if you need indirect fire - if they're playing very campy. Sherman HE shells are REALLY strong against garrisons, so keep that in mind as well. |
Thread: CieZ's Captain Opener10 Jul 2014, 01:52 AM
I've gone Stuart against Ostheer, and against healing truck openers but generally not against Pumas. The Stuart CAN do well against Pumas, but it is more risky than just grabbing an AT gun and going straight for a Sherman in my opinion. Grabbing a stuart also relies on them not having 2-3 schrecks running around. Stuarts are super nice against Sturms/Fallshirms/Obers/Fusiliers but not very efficient against schreck'd volks. |
Thread: CieZ's Captain Opener10 Jul 2014, 01:26 AM
Hey guys, been working on a new strat over the past few days. I wanted to find a viable strat that did not involve the M15 AA (we all know that thing is getting nerfed more soon). Additionally I wanted to capitalize on the fact that probably 95%+ of OKW players (including myself) always assume that an M15 is going to hit the field, and open with a Puma or 251 Flak. This build hard-counters the Puma opener as well as the 251 Flak opener, and is able to put a lot of mid-game MP bleed on the OKW with Paratroopers + Shermans. General build order: Rifle, Rifle, Rear Echelon(can be 3rd rifle instead), Ambulance, Pathfinders, Capt, AT Gun, Paratroopers/BARs (depending on CP/fuel/muni), Major, Sherman (or M8A1). Pros: *Completely hard counters mech HQ openers from OKW. *Plenty of AT firepower (normally something USF lacks until Jacksons) *Faster Sherman/M8 than a Lieut + M15 opener. *Pathfinders/Paratroopers are awesome. Cons: *Not as much early brute force as an M15 - your infantry micro needs to be pretty solid. *Weak against Ostheer - Captain doesn't give you much of anything helpful against MG42s, I would not recommend this build against Ostheer. You really need that M15 or M20 to push MGs off the map. *Potentially weaker against healing truck openers. Capt is a great support unit, and really strong against light vehicles but simply lacks the firepower that comes with a Lieut. Furthermore his thompson spreads damage evenly over a squad (making a great combo with pathfinders) but this damage can be easily healed once the medics are out. |
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