Profile of CookiezNcreem
General Information
Register Time: 19 Dec 2013, 18:31 PM
Broadcast: https://www.twitch.tv/CookieZR6
Website: http://steamcommunity.com/groups/USFOPCOH2/members
Steam: 76561198094724817
Residence: United States
Nationality: United States
Timezone: America/Indiana/Knox
Game Name: CookiezNcreem
Register Time: 19 Dec 2013, 18:31 PM
Broadcast: https://www.twitch.tv/CookieZR6
Website: http://steamcommunity.com/groups/USFOPCOH2/members
Steam: 76561198094724817
Residence: United States
Nationality: United States
Timezone: America/Indiana/Knox
Game Name: CookiezNcreem
Post History of CookiezNcreem
Thread: OST Panzerwerfer: Truly Underpowered26 Mar 2015, 17:50 PM
A really cheap panzer werferino in a way that you could have about two of them for every katyusha(60-70 fuel each)with lower tech costs would be pure sex. In: COH2 Balance |
Thread: Relic - a word about DLCs : Our Rules and Guidelines26 Mar 2015, 17:37 PM
I was like, didn't we have already a thread about this. Haha I did the same thing In: Lobby |
Thread: Any tips to help me improve ? 26 Mar 2015, 04:54 AM
Hey Cookiezncreem thanks for taking a look. It saddens my heart to hear that I could of won if only with the correct DLC commander. No problem; Again I want to reiterate that i'm not forcing you into DLC,you COULD have won that game WITHOUT a tiger,and you can definitely win without a tiger doctrine,but its extremely difficult,basically masochism,or insanity,to play ostheer without a tiger doctrine these days. It used to be you could unlock the tiger at Level 45 with Assault Support doctrine,same thing for units like the ISU152. But they changed it to warspoil drops and buying it directly only with WFA. I REALLY want to stress that DLC HELPS A TON,its not an autowin. |
Thread: Any tips to help me improve ? 25 Mar 2015, 21:02 PM
Ostheer vs USF is a tough matchup for the Ostheer no matter how good or bad you are. One of the Ways to minimize this is by picking(or buying...) a Doctrine with a Tiger Tank. Out of all the tiger doctrines Mechanized Assault is the best. You have 0 docs with a Tiger which puts you a disadvantage,right from the loading screen. You can win without a tiger but its really hard. In a way this is Pay to win,unfortunately.. First things first,CAPPING ORDER. As ostheer,you need to consolidate your units to the section of the map that has: 1 VP to minimize victory point bleed 1 Muni point, 1 Fuel Point, And your cut off points. (note on all maps this isnt possible,Semoisky is one of the worst maps for Ostheer,refer to Map veto guide for more info on that) Send ALL YOUR AVAILABLE forces to this section of the map that has all these things,and try to hold these specific points until you knock out or nullify the light vehicle from lieutenant tier.(which means hold these points for the first 6-7 minutes,and THEN spread out) Spreading out too early makes it really easy for the USF to pick you apart,since on an individual basis your units are inferior,but together with combined arms they can handle USF units with ease. Your unit response to the fighting position was appropriate (a mortar). dont walk MGs near fighting positions. just wait for your mortar and hold your fuel and muni. Because you didnt consolidate your defenses near your supplies,you were easily isolated and picked apart,and your cutoff and fuel was taken. You didnt make an effort to take it back either. Combine your forces like you did in the middle of the map, around your fuel instead. at around 13 minutes,if you HAD MECHANIZED ASSAULT,you wouldve been able to squeeze out a STUG E instead of teching and buying a tank. You wouldve MURDERED him if you had a STUG E at this point. When he shot your Stug through the Hedge he was using Attack Ground. You can shoot through hedges like that and hit units on the other side. You couldve done the same thing to him with your Stug. By the way the stug was in a horrible position. Put a teller mine on that road to cover that approach instead of wasting a unit there. Also you're failing to break through because you have no tiger. Get a tiger doc get a tiger doc get a tiger doc The squad wipes were deserved, you tried to attack a Scott,and 2 shermans with 2 panzershreks and no armor support,what were you expecting? had you given up at that point? again having a tiger would help alot of your problems. I came to the conclusion that Alot of your problems were from not having a good Tiger doc like mechanized assault.to be honest...you have decent fundamentals,and your micro could be better(you can always improve,we all can :v),but you outplayed this guy this game,and he wasnt very smart. You just lacked the proper late game units to get the job done. (BUY MECHANIZED ASSAULT AND PLAY THE SAME WAY! Youll do fine!) Plant teller mines on flanks instead of placing actual units there. I swear im not some marketer from relic. you really need mechanized assault against usf. BUY THIS!!!!!!!!!!!!!!! And if my analysis was not enough :Mechanized assault Guide |
Thread: Lower base hq health25 Mar 2015, 18:30 PM
It takes like 3 strikes to kill an HQ with those arties. I tried it at the end of the game In the Victory Keep playing screen In: Lobby |
Thread: American Bunker spam -- how to deal25 Mar 2015, 18:05 PM
Well if anyone reads through this expecting to see hints on dealing with Fighting positions: Use attack ground once you know where the position is so you don't inch too close when trying to kill it. Any explosive weapon will make short work of a fighting position. DONT WASTE GRENADES ON IT! Use attack ground or autofire with ostheer mortar as its much more accurate than barrage Avoid it until you Can tech up and counter. it, don't waste men if you cannot take it, or them, out. Okw Flak half track and puma are both hard counters to an infinite number of fighting positions. In: Strategy Desk |
Thread: American Bunker spam -- how to deal25 Mar 2015, 17:37 PM
It's not about hind sight. how do I know if you aren't just walking your mortar directly into the fighting position MG itself? Or using the wrong barrage(auto fire is better) I can't help you with the information you presented, which is why I want a replay so I can understand where you're coming from. and if you don't want help then why post asking for it? You listed the counters and clearly you're doing something horribly wrong, since fighting positions are not free and two of them is 1 less rifle squad to fight...it's also two less RE squads if they're in the position itself...60 muni a position is not cheap, especially that early on..and every faction has access to early bunker positions or buildings..... Just post a replay so people can help you. Also OP if you really don't want to post a replay for everyone and their mother to "nitpick" you can still upload the file,and PM it to me. Im here to help you brotha In: Strategy Desk |
Thread: American Bunker spam -- how to deal25 Mar 2015, 16:02 PM
You suggested the right counters just use them properly. Post a replay In: Strategy Desk |
Thread: Close Air Support Help. 25 Mar 2015, 15:55 PM
Cheers for the responses guys, i feel like i gave up with the Scott when fighting against CAS but that was more cause i was getting burnt out with the match up and RNG, I'l make sure to go back to using more Sherman's and Scott's. I must say i didn't think about using the 50 cal i would have thought with the large amount of munitions going around the rifle nade happy grens would just wipe it but i can try using it again. Armor company IS good actually, and might be your best bet if the other commanders don't suffice. It's your own preference with commander choice. However which way you like to take care of enemy infantry, it'll work. Just focus on anti infantry and skimp on AT. A 50 cal will do more for you than another rifle squad will. if you do armor company go 3 rifle >1 engineer >LT >AA HT >captain> call in spam 4 rifles Greyhounds>Shermans can work too. |
Thread: Ask the Strategist!25 Mar 2015, 13:16 PM
Cons and penals sort of overlap, but cons are better long range and penals are better short range, are decent mid range, and have a flamethrower Penals have a semi auto rifle but aren't accurate at long range while cons have a bolt action and are somewhat better long range. They really overlap too much to matter. If you get penals you probably want a anti infantry and anti building squad, while cons are good at At nade support, molotovs,and the OOOOOOOORAHHHHH, they also have merge Whichever squad you pick depends on how you wanted to play that game. In: Strategy Desk |
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Latest replays uploaded by CookiezNcreem
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VSatank MarkedRaptor ⍟USF⍟QueenRatchet123 CookiezNcreem ✪[ƒocus]™SHS海 德意志非洲军团 [ƒocus]™Alexandro 千影USF WHOOPING ASS IN TEAM GAMEby: CookiezNcreem map: La Gleize20-3,110
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Company of Flames 2: VS BRAD from relic(DEC Balance preview)by: CookiezNcreem map: Angoville-6,466
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