I've been trying to improve my gameplay a lot (as OKW) in 1v1's by watching replays to see what people opt to go for in 1v1's (commanders, buildings, units etcetc). But it's so .. diverse? It's pretty hard to determine why they went for these decisions as it's different per player.
When I am in a 1v1 as OKW against either UKF, USF or Soviets I usually am not sure when to build which structure as OKW and which vehicle to build (or maybe none at all)?
So maybe someone has some advice when to build T2,T3 and T4 ?
Do you go for T2 or T3 first? how many puma/flakHT or Luch are you going to make b4 T4, or maybe none?
I usually just do whatever feels right, but I also have games where I went straight for T4 without building armor and get punished by his tanks as I didn't build a puma.
So yeah in a nutshell: Are there certain build orders for OKW against certain opponents ?
I also couldn't find any build orders on the internet after the remake of OKW, so that's why I decided to make a topic.
I'm a pretty high level sc2 player, and just doing random crap doesn't work against high level players is what I noticed in RTS, so I have the feeling I need some structure before I continue playing 1v1's
Advice is welcome!
Thanks.
Build orders?
6 Jan 2016, 13:05 PM
#1
Posts: 78
7 Jan 2016, 13:56 PM
#2
Posts: 301
Hello.
I would say the "standard" bo is something like : kubel/volk/volk - T2 or T3 but it depends on the map, on the commander you choose and on the matchup.
Unlike Sc2, you and the opponent share the same ressource-space. In Sc2 it would mean that if you build a new base, it makes your ennemy loose one, which isn't the case.
In COH2 if you get ahead, your opponend is behind in therm of ressources. That mean that your build order is also dependant of the state of the game : how many replacements had to be done, how many squads did you loose, is one luch enough, will a second one completly crush my ennemy.
Basically i feel that you can at least predict your 4-5 first purchase and past that it is a mess where you try to #adapt more than the opponent because the flow of the game dictate whant you can/must build rather than a global strategy you planned long ago (based on your worker count ).
However, there are certain things like in Sc2 that you can predict from the opponent, like a T70 at the 6min mark (false number but it serves the exemple).
If i would be looking for a structure in 1v1 i would rather look for learning the maps by heart, know where green and yellow covers are, what buildings are criticals and the number of windows on each sides. Also i would learn capping orders which is a thing very close to a build order. There is plenty of way to go wrong in this section and doing random craps.
Kozo.
I would say the "standard" bo is something like : kubel/volk/volk - T2 or T3 but it depends on the map, on the commander you choose and on the matchup.
Unlike Sc2, you and the opponent share the same ressource-space. In Sc2 it would mean that if you build a new base, it makes your ennemy loose one, which isn't the case.
In COH2 if you get ahead, your opponend is behind in therm of ressources. That mean that your build order is also dependant of the state of the game : how many replacements had to be done, how many squads did you loose, is one luch enough, will a second one completly crush my ennemy.
Basically i feel that you can at least predict your 4-5 first purchase and past that it is a mess where you try to #adapt more than the opponent because the flow of the game dictate whant you can/must build rather than a global strategy you planned long ago (based on your worker count ).
However, there are certain things like in Sc2 that you can predict from the opponent, like a T70 at the 6min mark (false number but it serves the exemple).
If i would be looking for a structure in 1v1 i would rather look for learning the maps by heart, know where green and yellow covers are, what buildings are criticals and the number of windows on each sides. Also i would learn capping orders which is a thing very close to a build order. There is plenty of way to go wrong in this section and doing random craps.
Kozo.
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