Profile of Jadame!
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Thread: Let's Make USA Easier to Play Late Game10 Mar 2015, 09:36 AM
My favorite thing about USF crews when you order mixed group of damaged and undamaged tanks pull back, leave them and forget to click repairs individually, then all crews form full hp tanks abandon their tanks and run across half of the screen to repair one other tank you previously pulled back here and already repairing. Thats just... uhhh. In: COH2 Gameplay |
Thread: Jadame!'s Rifle Commander5 Mar 2015, 07:24 AM
those flamethowers upgrades mostly just backfire right or do you get them on urban maps. And there is literally zero word about flamethrowers Double bars all way to the top! TBH i found I really miss the HE sherman when fighting volks. the easy 8 feels a bit like a t34 int eh AI department in that it isnt reliable enough against those blobs. I never build shermans as usf, unless i know i can finish game with this first sherman. Jacksons is way to go, rifle/para blobs do their work not as good as obers but not much worse either. Just my specific approach to the faction, why use shermans ever, if you can use those amazing jacksons to cover allied mediums. They at least good at finishing retreating panthers unlike su 85s. He rounds is good against infantry tho, but on maps like Ettelbruck, where you can not rely on jacksons e8s really shine. |
Thread: Jadame!'s Rifle Commander5 Mar 2015, 05:02 AM
Pleased to see you spend your time on writing serious guide from what little i typed. Just some more-depth, but, probably, most important details: 1)As this strategy very-mp heavy early on, fast ambulance is crucial (untill you have ally with medics) as healing drastically reduces models loses and thus mp drain. If your first engagement went not so-good, you were forced to retreat (and with this particular build retreating half-wounded rifles with all models alive, which common in fighting against kubels, mgs and from buildings is really what you want to do), you need that medics form ambulance more then everything. Never reinforce retreated units until you already have 4 rifles - better call fresh vetted ones and wait with wounded in base. Then, if you really need fast ambulance (2+ units need healing badly), build it BEFORE lieutenant. Then, as soon as you got ambulance, if you don't have enough mp (you still need that lieutenant straight after, remember?) to fully replenish wounded units, just bring them close to the front with ambulance along, and when you will be there, you should accomulate around 100 mp to complete their healing and reinforcement without sacraficing liutenant timing. 2)As soon as you unlock t1, it is crucial moment to decide what to do next. If your team is winning, and/or mgs and kubels huge pain in your rifles arses, and enemies don't have mechanized truck for pumas, aa-halftrack would be amazing choice as its huge damage gives you a lot of cp. Just decide where you want to push (enemy fuel in Lienne Forest is good target to make entire enemy team to react, thus giving almost whole map to you allies if you manage to keep enemy busy long enought), bring all rifles to the meeting point, wait till aa arrival (it is crucial - do not attack without aa, you do not have luxury of fighting without your whole force, and you will need it, because, most likely it is going to be 1v2 or even more), then, using rifles as spotters make you decisive move. You will strike around time when okw players setting up theirs t3 flaks, so, with little luck you can catch them and destroy before they would be completed. Another good move is to attack their most exposed medic forward hq, as aa-halftracks does a lot of damage to it and suppresses everything around in no time, allowing you rifles shot crawling volks and sturms in their stupid faces, even if they desperately trying to reinforce. 3)As soon as you got enough ammunition for 3+ bars and retreating troops on the way to pick them up, unlock bars, and give to units with most vet. This have lower priority then rushed aa-halftrack, and if your units are busy on the field, it is better to wait and build caches instead. 4)You should always have your rifle-blob strong. Never lose units, but if some wicked rng or op obers wiped rifles squad, conciser calling another one immediately. Few exceptions consist of rushed aa-halftrack, as timing is crucial, or another e8, as tank is always preferable. Thats pretty much it, everything else comes from better usage of rifles and game understanding. Some personal remarks: games are different, and i don't know exact details, but you shouldn't float more than 300+ mp EVER before coming closer to cp requirements of e8s. Build caches, build caches everywhere, even in contested sectors, caches give your cp, destroyed caches give you even more cp, personally i never remembered to float everything near 1k mp with this build, but, on the other hand, i play very aggressively and my teammates rarely have spare mp on caches, so i have a lot of space in this department. As Rifle doc is very-ammo heavy later on (tons of bars, dozens of shermans to upgun), it could be wise idea to make second and third caches ammo ones. Thats how game looked with this build when kubels were balanced: 7 shermans. heh. Good times. |
Thread: 4vs4 as allied5 Mar 2015, 02:42 AM
You need at least some tanks or your opponent is just going to pistol whip you with indirect fire because allies can bring it in, in much more quantities than Axis can. And, again, whats keeps you from rushing and destroying allied indirect fire units with superior combat troops? I suppose you think allied indirect fire is better (Which is not, ostheer stock mortar>all indirect fire in the game except stuka, which is another axis unit. Just example of how insane it is ) because of those nasty 120mm one shot wipes, but if your opponent uses 120, which is not cheap by any means, where is your troops worth of same resources? Why they are not breaking enemy line and forcing those 120s to retreat with raw combat power advantage you have? The IS2 is better than the Tiger(including Tiger ace). Barely, plus tiger have superior at guns on it side, plus supporting grens have significantly more range on fausts, plus tiger have blitz on vet 1, plus... should i really continue? And just because Axis's more expensive tanks are better allied stock tanks doesn't mean that your units are worse stat wise. You can name it whatever you want, naming can not change fact that axis have best infantry, best tanks and even best tds(lol). Best everything. Not to mention insane synergy between all of what they have thanks to command panthers, command p4s, spotting scopes, ostheer and okw officers. Only advantage left to allies is hight shock-value of their units, which fades extremely fast in 4v4, and almost non-existent against axis who know what they do and how to counter this and that. In: COH2 Gameplay |
Thread: 4vs4 as allied5 Mar 2015, 00:13 AM
Micro won't destroy buildings or kill enemy indirect fire units. Which buildings? Those ones which die to one infiltration grenades volley? Others, which would be cleared by obers in seconds? And for indirect fire units, spreading infantry and avoiding mass-retreats greatly reduces damage impacted by it. Also, whats stops your advancing units from killing enemy indirect fire units? Allied units have the same health/armor/dps/accuracy in every single game mode. Same inferior health/armor/dps to their axis counterparts. Have you even seen what vet 5 stgs obers do to multiple vet 3 shock? What tiger ace could do to multiple vetted is-2s under vet 4 command panther aura? THE HORROR. but you can saw the same for axis as well. No. Of course, it is on paper, but this paper written by top 10 allied/okw player, who (may be) know what he is speaking about. And from my top play experience i can assure you, unless enemy team knows what exactly you doing, it is most likely to win 4v4 as axis in this patch without single tank build or called in. In: COH2 Gameplay |
Thread: 4vs4 as allied4 Mar 2015, 23:39 PM
You should explain more because the idea that the OKW AA HT is easier to replace than the USF AA HT is makes exactly zero sense. Without USF aa halftrack its impossible to breakthrough axis mgs and stand to obers, which come 1 or 2 minute later after halftrack hits the field (not the battle). Therefore, losing USF aa halftrack early = devastating blow, while losing even fresh p2 for OKW is like "meh, i still have upper hand with my vetted shrecks and obers", which with adequate micro can stand to all infantry and all but heaviest allied tanks Allies are harder to play because you need better coordination, not because allied units magically do less dps or have worse armor. WHAT? And the most viable set up for 4's is 2 OKW and 2 Ostheer. Yes, different reasons, which lay in OKW weakness in indirect fire, lack of phausts, decent at guns and p4s in time to protect those at guns and apply pressure. Tigers are irrelevant in 4's against a good allies team, what you want from Ostheer is Elefants and indirect fire support. WHAT? x 2. Axis with equal skill can win allies with infantry alone (well, as long as pak 43 count as infantry). Yes, balance that bad. Only thing you need for certain as axis in serious game is Luftwaffe supply or cas to bomb b-4s. In: COH2 Gameplay |
Thread: The new factions should be:4 Mar 2015, 22:42 PM
I still really don't think people actually know how afrika corps would be implemented in game. How is a faction restricted to 1942 tech supposed to compete with the other factions, while still being functionaly different from whermacht? Relic could always make some sort of pe clone to represent nature of Rommel hight-mobile pushing blitzkrieg to its limit forces with sucky Italian divisions and fearsome flaks 88 to fill their gap in defensive capabilities. In: COH2 Gameplay |
Thread: The new factions should be:4 Mar 2015, 21:57 PM
1 and 2 is pretty much the same. Deutsches Afrika Korps should represent Italian infantry backed by German tanks, guns and fighters vs UK commonwealth. In: COH2 Gameplay |
Thread: Player Card Worth and Community 4 Mar 2015, 17:53 PM
Sure thing, rocket scientist with bunch of diplomas in physics and random guy from the street have equally meaningful opinion on quantum mechanics. In: COH2 Gameplay |
Thread: 4vs4 as allied4 Mar 2015, 06:39 AM
M20 without smoke, which comes too late and dies to p2/shrecks/at guns/mg incendiary rounds/vetted obers. Yes, canister is amazing, but if there 2 volks with shrecks, driving close to them is suicide. I use greyhound only to spot for jacksons. In: COH2 Gameplay |
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