Profile of van Voort
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Posts: 3552 | Subs: 2
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Residence: Morocco
Nationality: Morocco
Residence: Morocco
Nationality: Morocco
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Resident Soviet Whiner and Grand Master Bias Jedi; General Secretary of the Soviet Whine Hydra Collective; Axis Hating Sheeple; Allied Butt Buddy! Collect Them All!
Also the African Branch of TAB Bulletins
PS: The Italian Army fought with courage and skill
Also the African Branch of TAB Bulletins
PS: The Italian Army fought with courage and skill
Post History of van Voort
Thread: Fantasy Faction I: Builder Units6 Oct 2014, 05:05 AM
I suspect this one may be a foregone conclusion, but we will see In: COH2 Gameplay |
Thread: Fantasy Faction I: Builder Units6 Oct 2014, 04:51 AM
With Commander Survivor out of the way, we move onto FANTASY FACTION The objective: To build a faction out of the available units from all factions and commanders This will not have any off map abilities, only units Tech structure will be similar to OKH in that it has to be linear; units that will come in as call ins come in as call ins and at the same time as they otherwise would Units will have the same abilities and inherent upgrades as core, but HQ upgrades will be limited We will vote on these type by type until we are done. So, round 1, Builder Units: In: COH2 Gameplay |
Thread: Faceoff at Rostov.4 Oct 2014, 16:51 PM
It was ok when spawning side was random Now that the Soviets always get the North it's not fair To be ok it needs redesign or fix the spawning To be great it needs both In: COH2 Gameplay |
Thread: 1v1 L2P issue vs Ostheer3 Oct 2014, 00:49 AM
I just recently after 170 hours of custom and co-op games started doing automatched games. Well, if you have a German defensive turtle play and you cannot end the game before they get mega armour out let's look at the ways to break it up. I assume here that you are talking about a relatively compact German defensive position of MGs, bunkers and paks. Supported by a halftrack or bunker to reinforce and a med bunker these are hard to take out You've been successful with Guard Motor and that gives you good tools to deal with their armour when they get it out (button, mark target + 34/85) So let's work with that You can ignore them and cap the rest of the map, however that is not ending the game quickly enough for you. Also, by leaving them alone you would not be bleeding them MP, fuel or attention; nor are you getting close to the 9CP you need for the 34/85s So you need to attack them, preferably force them to come and find you. Method 1: You have access to the 120mm mortar. This works with all mortars, but the 120 is especially good. By buying 1 or 2 and attacking their position you will kill some models, this will cause a certain degree of MP bleed as they are obliged to reinforce; however once you get to Vet1 you can use precision strike to takeout entire weapons teams in one go and that will start to hurt Be ready for him to break his position and come find you, this is what you want because it will break the turtle Method 2: Tech to T4 but get a Katusha not an SU-85. One will cause bleed as above but not necessarily decrew or smash anything, two will hurt,3 will be deadly - if you can get 3. Expect him to hunt down your katusyha, so mine the likely routes he will come. If that works you know have a crippled enemy tank a long way from safety The Katushyas will also help in the armour battle by stripping away and damaging Pgrens and Paks and by driving off or killing engineers if he tries to repair to close If you want to try other docs, anything with incendiary barrage will hurt against static defenders and that comes early enough to be useful |
Thread: Hill 331 back, Ettlebruck 4v4 again? (Pls confirm)1 Oct 2014, 21:51 PM
This only shows that they don't really care about public opinion. Damn, apparently I have an existential crisis Hill is fun because you can't just drive tanks around and lol and Ettel is a nice close in battle where artillery is useful I know people don't necessarily like either of those things, but they fill a niche and provide a change Either is better than City 17 or Rostov with the current fixed starting positions In: Lobby |
Thread: Bearcruitment1 Oct 2014, 21:17 PM
van Voort has been beared. Welcome to the pack. Rawr! Thank you In: The Angry Bears |
Thread: Bearcruitment1 Oct 2014, 07:42 AM
Is this bear Angry enough? In: The Angry Bears |
Thread: win-lose-ratio from 15.9. - 25.9.2014 + much more30 Sep 2014, 11:34 AM
First they looked at my player card, and they told me I only played one faction, so my opinion didn't matter Then I played all factions, but they told me I only played team games and the balance is around 1v1, so my opinion didn't matter Then I played 1v1, but they told me I wasn't good enough because the game is balanced around top players so my opinion didn't matter Then they looked at the top 200 players across all factions and all games modes, and they said this wasn't accurate because it doesn't reflect the game as a whole But it didn't matter because I'd long since stopped listening to these idiots who will always find a reason to reject things they dislike In: COH2 Balance |
Thread: OKW and Caches30 Sep 2014, 11:24 AM
There is a lot of discussion about the balance of 4v4 and if this should be fixed, and if it should be fixed how to do it without affecting 1v1 I have a very simple solution to propose for this: OKW should not get benefit from caches OKW are designed as a resource poor faction reliant on scavenging and forced to make hard choices about what tech they take, what units they build and what they spend their munitions on In team games with OKH that breaks down as so long as there at least OKH player he is able to build caches and assist his teammates with their income. This is exacerbated by the fact that larger teams tend to have that many more units around that can be salvaged It also scripts the OKH players mid game, as he will be more or less obliged to spend MP caching the map in the mid game, especially if he is the only OKH player. Therefore I would propose that OKW do not any benefit from caches, there is already a precedent set for this when blitz trucks were nerfed to affect the owner only soon after WFA came out. OKW would then be consistent across all game modes as a resource starved faction and team game balance would be changed without in any way affecting 1v1 In: COH2 Balance |
Thread: 4v4 is a joke30 Sep 2014, 07:31 AM
Just stepped away from 1v1 / 2v2 and mess around in 4v4, all I could say, it is boring, and it is dreadfully broken. I can assure you that strategic points do matter in team games Early battles, and most the later ones, centre around the fuel points On steppes for example, if you have the island + mid fuel you are doing far, far better than a team that has the two top stars and the munitions. In: COH2 Balance |
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Latest replays uploaded by van Voort
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VS[AJM]AlphaElite2 ☆ NassaVegas ☆ Totenkopf POTTERS_MOM~TAB~ Iron Emperor ~TAB~ van Voort ~TAB~ A Sassy Badger RiffzBearrito1-1,516
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VS~TAB~ Cabreza ~TAB~ van Voort ~TAB~ Augustus Marius ~TAB~ Choccy Starfishranger squad Major League Infidel RAGE AFK SandmanSittard...by: van Voort map: Sittard Summer1-1,874
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VS~TAB~ Cabreza ~TAB~ van Voort ~TAB~ Augustus Marius ~TAB~ Choccy Starfishranger squad Major League Infidel RAGE AFK SandmanSittard...by: van Voort map: Sittard Summer1-1,695
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VSKorean Jesus CPU - Hard nicolas.alberto9 Daneglish~TAB~ GBPirate ~TAB~ Beemer8 ~TAB~ van Voort RobocopHighlanderWTF just happened here?by: van Voort map: Steppes5-1,935
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