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: Dropped weapons8 Jan 2015, 23:17 PM
PPSH should drop since german soldiers (especially in stalingrad,need a source) loved to pick them up an use them over their MP40s. Otherwise i think everything that should drop is dropping already. In: COH2 Gameplay |
Thread: Improving myself in 1v1 as USF8 Jan 2015, 01:16 AM
DOuble post In: Strategy Desk |
Thread: Improving myself in 1v1 as USF8 Jan 2015, 01:01 AM
This is too much for me... OKW is starving fuel? Good one... What did you lose killing the HQ trucks? Killing a flak truck means nothing to OKW really if he already has the obers and panthers/luchs out. Only time losing a flak HQ hurts is when it was destroyed before it produced crucial units like obers and luchs, panther. without those units most OKW players dont know how to play so they're toast before they build another HQ and said units,but if its already built then its pointless. Basically only try to destroy it if its defending a VERY important point like a VP/cutoff or if it was freshly set up and units havent been built yet. Attacking it when you're not really ready results in you getting bled to death while you frantically try to destroy it,at least in MY experiences EDIT* now that i read it again;seemingly you gave 2 57mms to the OKW trying to kill the Flak HQ im assuming.. which is just not good news for you at all. 57mm may be average against german tanks but against american paper its blatantly OP. it pens every shot with a wide arc and good damage,and once an OKW 57mm hits vet 1 you might as well surrender. not even a scott can really touch that. In regards to the OKW fuel, well 40+40 for 2 meds and then 2 flak trucks and luchs and panthers is honestly not that much fuel for OKW in a long drawn out game,(which they obviously excel at causing.) as long as he doesnt build anything from mech truck or a JP4 he'll have 2 panthers in ~30 mins or 1 KT in ~30 mins. youll have to kill the flak HQ probably 3-4 times to completely deny him armor and elite inf.. which doesnt even stop him from simply electing not to rebuild the flak HQ and just stalling for a KT. like i said,it only delays things by 5-10 mins per flak truck(Which isnt very long for OKW to stall,and they can probably pull this off a couple times a game if you arent neccessarily playing well.) In: Strategy Desk |
Thread: Improving myself in 1v1 as USF6 Jan 2015, 17:33 PM
New question. build 3 RE's 2 Rifles hes wasting time and bullets if he tries to kubelsturm the RE's and if he kubel sturms the Rifles then you can kill the kubel with the RE's. in the meantime try to secure and hold enough territory to rush an LT then m20.. Dont forget that 2 strat points or 1 strat point +cache is > than 1 fuel point/cutoff and barely any captured territory. when the OKW player does this you can just outproduce him fuel wise. just keep your cool and rush an LT m20. However if the OKW player is really good at this and you cant do what i mentioned above you might as well surrender In: Strategy Desk |
Thread: US faction able to go at will over population cap (normal?)6 Jan 2015, 17:16 PM
Well it is the point... if you let someone get 3 shermans and 3 jacksons and you dont have a similar sized force to counter it then theres a problem with what happened during the game,a LTP issue, such as too much fuel allowed, too passive, etc etc. This "Exploit" simply doesnt work in any serious contest. I used to go to 110 120 pop cap all the time,never more than 130 or 140,and whats that...1,2 more tanks??? This was during the early days of WFA with placement matchmaking,and even then it only won me games that were already won, or were just cluster fucks in general with equally bs "exploits" like Luftwaffe supply to OKW player, or opel cache spam but as i rose the ranks that become increasingly more difficult and even pointless to even try to pull off,matter of fact i havent even tried it in months. it just doesnt work. While you're waiting for your sherman train to reach critical mass,any competent player will just build tellers,Paks, schumines shrek blobs,etc and be ready for you. As you all know how good axis AT is...especially when you have time to prepare. In: COH2 Balance |
Thread: Howitzer Tank Overperforming1 Jan 2015, 00:10 AM
Make the scott fire blanks for all i care but buff riflemen lategame veterancy and american late game AT like the Jackson while you're at it! In: COH2 Balance |
Thread: Blobbing? - Remove the dragbox29 Dec 2014, 03:42 AM
Sorry but i think removing the box is not the solution. Maybe adding more splash damage to tanks could work. "OMG that sherman with AP rounds keeps wiping my Vet 3 LMG grens in one HIT. WTF NERF" In: COH2 Balance |
Thread: tank speed with damaged engine28 Dec 2014, 16:16 PM
Part of the problem I had might be the narrower arc of pak compared to usf at. Aren't there different sorts of criticals with some of them almost immobilizing vehicles? There are different levels of engine damage. Norma;(Common) Heavy(Rare) You can still move but noticeably slower than normal engine damage. The damaged engine deck on the tank has a bigger fire than usual. Destroyed(extremely rare) Basically reduces engine and rotation speed to nothing. It might as well be immobilized. You ever put your car in "Drive" and just let it coast without pressing the gas on flat ground? Thats what its like. The engine fire is MASSIVE on the back of the tank. Most tanks that get this are doomed. Especially the Vanilla OST and SOV as their repair speeds arent up to the levels of the OKW sturms w/ sweepers and USF crews. Immobilized(From M20 mine,or light AT mines if you're really unlucky., Your tank is totally stuck in place and will not move at all) Like i said its Impossible for a damaged engine panzer IV to manuever any slower than an engine damage sherman UNLESS the panzer IV has heavy engine damage and the sherman does not. Its actually more likely that an engine damage Panther does to allied infantrywhat you're claiming in your original post. |
Thread: Soviet 2v2 Randoms and Tier 1 28 Dec 2014, 16:02 PM
Yeah you'd think after getting raped by luch's and FLak HT's that they'd think "Hmm,maybe if i tech Tier 2 WITH TIER 1 i Might have a balanced effective fighting force! that WONT get countered by flak vehicles!" Moral of the story: Dont play random 2v2 unless you're mentally prepared to take the L on your playercard because of your teammate. There's really no other sensible solution. In: Lobby |
Thread: tank speed with damaged engine22 Dec 2014, 03:11 AM
what you're CLAIMING is statistically impossible unless the panzer 4 gets heavy engine damage from an at grenade(IF IT even PENETRATES) It has .1 less speed than a sherman. Hardly a noticeable difference. The crew couldve popped out and repaired the crit.which i doubt, but otherwise thats pure hogwash, im sorry. |
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Latest replays uploaded by CookiezNcreem
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VSLooney ★ NorthWeapon ★ CookiezNcreem ★ comm_ash ★(◣╬◢) wyhnowork (◣╬◢) John1986 (◣╬◢) A Blue Nosed Gopher (◣╬◢) Cracknig#FREEDOMPAINTRAINby: CookiezNcreem map: Steppes19-3,654
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VS⍟USF⍟QueenRatchet123 CookiezNcreem ★ comm_ash ★ NorthWeapon ✪~TAB~72ebel_9 NUFFFYYY ~TAB~ Choccy Starfish ~TAB~ PuppetmasterUSF Allstars vs TABby: CookiezNcreem map: Essen Steelworks3-1,872
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