Profile of Ohme
General Information
Broadcast: https://www.twitch.tv/Ohmee
Steam: 76561198016430989
Residence: United States
Nationality: United States
Broadcast: https://www.twitch.tv/Ohmee
Steam: 76561198016430989
Residence: United States
Nationality: United States
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Post History of Ohme
Thread: Vehicle Scopes: Useless?10 Jan 2014, 03:16 AM
If you use units as forward observers, it makes little difference in the fight. Likewise, if an enemy unit reveals itself in the distance by shooting something of yours, it doesn't matter that you have a scope, because you could see the unit anyway. |
Thread: Which gaming mouse are you guys using?8 Jan 2014, 21:56 PM
I use this baby. I have it setup so the button grid on the side can be used to purchase units, use abilities, etc. It is setup to work with the grid hot-key system. I also use it for BF4 and have it setup to use all kinds of abilities on the mouse. |
Thread: Guard7 Jan 2014, 01:08 AM
I recently had a game where a P4 took on 2 guard squads at close range. The P4 had to back off because it was nearly dead from Guards fire alone. Granted, guards are not great AT, they do some damage to tanks, especially from side and back. The criticism that they are too costly for what they provide is totally valid when you consider the net cost to button 1 vehicle and throw 1 grenade with 1 squad (for example). I do think they are suitable units that do offer strategic and tactical choices. I tend to prefer units with more "Shock" value (which means shocks, dur) because their impact on the game is potentially greater. I think the DP cost could be reduced slightly. Button should be made to be more consistent, with a small reduction to time spent buttoned, and a small increase in range and perhaps a somewhat smaller cost. In: COH2 Gameplay |
Thread: EXPERTSDragonite!3 Jan 2014, 00:33 AM
Claims of "propaganda" and "indoctrination" seem like a stretch, especially when people continue to play the game and browse the website. In: Fan Clubs |
Thread: How to deal with pay2win "commanders"?3 Jan 2014, 00:27 AM
If your answer to a loss is: "pay2win, I quit." then you will certainly not enjoy the game. I agree that the state of some premium DLC commanders is a bit stronger than they should be, I don't feel like they are unbeatable in the slightest. If playing as Soviet, Elite Troops with its Tiger Ace is most definitely a challenge, if not an outright pain in the ass. Aside from the Tiger Ace, the doctrine is not that OP. Vetting costs fuel, and you should take advantage of your enemies reduced fuel reserves if they have vetted a lot of infantry. If they go vet crazy and vet 5 squads, that is 100 fuel, and like 275 MP. You should note when Vet squads come out early, and know that it delays T2, and Tanks. It is difficult to kill the vet squads, but try and force your opponent to retreat and reinforce squads. Snipers, Maxims, Shocks all do well. If you manage to kill a vet squad, the investment is lost. Mine the flank of your SU85 so the Panther cant circle around. If your opponent went T4 for Panthers, AND gave it vet 3, they have a HUGE investment into 1 unit. If you kill it, take advantage and push them off the map. If playing as German, Soviet Industry is the only doctrine that you really need to worry about. In 1v1 you win by punishing his infantry early and forcing him to reinforce or lose the whole map. The same is true in 2v2, 3v3, etc. I use Industry a lot in team games, and I manage to field a T70 by 4:30m in 3v3, and closer to 6m in 2v2. If you expect industry, save your munis for shreks. Don't over-invest in T1, don't get a Pak right away. Industry is crippled if you take out the early T70. A good player using industry will try and harass you, and bide time while amassing tanks. If they get overzealous with their first few tanks and you manage to kill them, they will be hurting. That said, the #1 thing you can do to improve is DO NOT THROW AWAY UNITS. Why fight a battle you can't win? If the enemy has overwhelming force, you will surely lose if you fight 1v3, 1v2 and half your army gets obliterated, and the other half needs to be reinforced. Bonus tip: If 3 squads are engaging 3 squads, tell your squads to focus fire one enemy squad. If you force a retreat, suddenly you have superior numbers. This works especially well against the two commanders I mentioned, because manpower is at a premium. |
Thread: Returning Player: So, which vehicles do I … ?31 Dec 2013, 21:52 PM
I like getting shreks + pak for AT, and then getting an Ostwind -> P4. Ostwind deals with infantry and T70s really well. With the shreks and AT gun you should be able to kill or at least chase off any T34s. |
Thread: Shocktroops at 1CP25 Dec 2013, 00:51 AM
There as something about 1cp shocks that seems a little too strong. It is my favorite soviet strategy, and my least favorite to fight against when I am German. That said, I am sure they wouldn't seem so effective if players handled them better. If you suspect shock spam, focus on overpowering conscripts in the early game. This means don't bother pitting one squad vs another, try to always have superior numbers. If you force retreats on one con squad at a time and force them to suffer losses, it gives you early map control. If they save for shocks they can easily call them right when 1cp hits. If you see shocks, don't bother fighting them. Back up, lure them to an MG, pin them, and fire from afar. Rush T2 and save all munitions for a FHT. TLDR: Don't fight shocks on their terms dummy. In: COH2 Balance |
Thread: Tiger Ace 23 Dec 2013, 21:34 PM
I generally don't use this doctrine, but a properly micro'd Tiger Ace is very difficult to kill. It is not invincible, but it takes a lot of work, and a concurrent mistake by the player. I have never killed one without ram. In: COH2 Gameplay |
Thread: Which bulletins do you pick?23 Dec 2013, 21:21 PM
The bulletins are not as significant as they were at launch with things like 10% suppression for MGs. I notice a lot of 1v1 players using gren/con bulletins. The +armor or +penetration bulletins work pretty good for tanks though. |
Thread: So.. um ..Don River13 Dec 2013, 23:47 PM
I like the map, but it does favor the player on the top for obvious reasons. It is cramped, and I have used wire, mines, and sandbags with great effect. We built a line with a couple sandbags and barbed wire in the middle, and it held for much of the game. That said: Too many narrow spaces, too many chokepoints, too much vertical height change in a small area. I like them all individually and together, but crammed into a small area is a little too much. In: COH2 Gameplay |
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Latest replays uploaded by Ohme
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VS[3XT]-PolishUnderground " [TTT]-Carbon05 [TTT]-CrazyAlpha [TTT]-Dirk Deaglercohbros/ Doc Rockwell cohbros/ Cocaine Accessories cohbros/ Ohme egg moneyTop tier 4v4 clash - cohbros/ vs TTTby: Ohme map: Angermuende8-2,368
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VScohbros/ Ohme cohbros/ Pig-Mee cohbros/ PandaFausts cohbros/ Midconflict[TTT]-PolishUnderground " [TTT]-Carbon05 [TTT]-CrazyAlpha [TTT]-Dirk Deaglercohbros/ vs TTT 4v4by: Ohme map: Faceoff at Rostov1-1,120
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VScohbros/ Doc Rockwell cohbros/ Cocaine Accessories cohbros/ Ohme cohbros/ PandaFaustsRice Omelet Suzutsuki JK.Bernie RtN.Milk Please!4v4 Upset! Epic Gameby: Ohme map: City 177-1,897
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VS~TAB~ FriedRise ~TAB~ Ruhani ~TAB~ m00 ~TAB~ Napalmcohbros/ Pig-Mee cohbros/ Doc Rockwell cohbros/ Ohme cohbros/ PandaFaustscohbros/ vs The Angry Bearsby: Ohme map: Angermuende3-1,272
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VScohbros/ pig-mee cohbros/ Ohme Cohbros/Midconflict cohbros/ DarkseaAgentNinjaGoat =UGB= =UGB= Tyr =UGB= Ditch =UGB= Banillocohbros/ vs =UGB= 4v4 throwdown!by: Ohme map: Steppes3-1,262
1711217069170071696616884167321557115329
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