Profile of Cyanara
General Information
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality: Australia
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality: Australia
Post History of Cyanara
Thread: Stupid Flak HQ gun shoots beyond its range is it intentional22 Nov 2014, 12:25 PM
You can vote for it on the bug tracker: https://trello.com/b/n9Gdhc9f/coh2-issue-tracker |
Thread: Cyanara [OKW] vs StephennJF [SOV]17 Nov 2014, 13:23 PM
Haha. I'll do my best! In: Replays |
Thread: Cyanara [OKW] vs StephennJF [SOV]14 Nov 2014, 13:44 PM
After giving up on 1v1 last patch and focusing on team games for ages I finally started to give it a try again and was lucky enough to get a match against StephennJF. I think this was my first game ever against him and it became a very tense match with some huge pushes and nice veteran units. Hope you enjoy! In: Replays |
Thread: Why I cant play COH 2 on the highest grafic settings ?14 Nov 2014, 09:50 AM
One of the big issues that doesn't get mentioned much is your graphics card's VRAM. Despite what the minimum recommended stuff says, COH2 uses more than 1GB of VRAM on lowest settings in my experience. WFA added higher quality textures and models, so it has also likely increased since launch. On highest graphical settings on the biggest snow maps, expect to use 3.5GB of VRAM easily. Prior to the very newest Nvidia cards the standard was 2GB of VRAM on most video cards. When a game needs more than that it has to start using slower normal RAM to make up the difference. This can create substantial stuttering in games. This may also cause some of your loading slowness. You can find out if this is your issue by using a nifty tool from Microsoft: Process Explorer Simply download and run the .exe from their site. Then click on the graphs at the top of the window. This will bring up a new window with more detailed graphs. Select the GPU tab. If the reported GPU Dedicated Memory is bumping up against your 1.5GB limit on larger snow maps, then you know you need to turn stuff like textures down until you've got some breathing room. Lower graphics will also reduce your loading times. Be warned though, even with 4GB of VRAM on my GTX770, snow maps still feel laggy for me despite no apparent system resource being maxed out that I can find. I'm convinced the game does have optimisation issues, particularly since the only other game I know that uses this much VRAM is COD Ghosts with its high textures tacked onto an old engine not designed for them. Still, it sounds like you've got a lot to gain by experimenting. |
Thread: 4vs4 Why so many stupendous players lately? 14 Nov 2014, 09:14 AM
Yep. Do you use CELO? It's very informative. In: COH2 Gameplay |
Thread: Improving the 4v4 Allied playerbase11 Nov 2014, 01:51 AM
Thanks for the suggestions guys. I've made a number of edits based on those that I personally agree with. I've also just improved some stuff in general to better make my points. I originally wrote it under a bit of time pressure. It would probably help if I added suggested build orders or detailed map tactics, but that's a whole other kettle of fish. In: Strategy Desk |
Thread: Improving the 4v4 Allied playerbase9 Nov 2014, 03:07 AM
I recently had the pleasure of making rank 1 on 4v4 USF random. It was probably one of the most gruelling experiences of my life, taking an insane amount of games with a terrible win/loss ratio. If you want a bitter laugh, have a look at the 4v4 top 10 ladders on the side of the page. Compare the win streaks of allied players vs axis. The usual refrain seems to be that this is because of balance in favour of the axis. While a game with 4 asymmetric teams as complicated as this one will always likely have balance issues, I don’t believe that’s the main problem (although I really do hate jagdtigers). Since having the pleasure of discovering CELO I’ve found that I’m privy to information that most players apparently don’t have: Everyone’s rank. This is what the average 4v4 random matchup looks like, in my considerable experience: Simply put, decently ranked Allied players are almost unheard of. This means that when a good Allied player does try to have a match, their teammates tend to be so lowly ranked as to discourage the good player from further games as Allies. It's a bit of a prisoner's dilemma, in a way. The best way around it is to form a team, although this will likely get you a separate AT rank. Bottom line: The matchmaking system has little opportunity to make a fair game, and that probably won't change until a patch that makes people feel like Allies have been buffed. I’ve occasionally had a good run of teammates on some weekends (about the only reason I was able to rank up so much), but that’s about it. The number of times my score at the end of the match had highest damage and kills and yet we still lost was just excruciating. When you have 4 opponents it’s extremely difficult to singlehandedly turn a game around. I’ve also had teammates who couldn’t beat the AIs when most of the other team dropped. However, I enjoy playing as Allies nonetheless. They are a good exercise in micro. So, in an attempt to attract more decent Allied players back to 4v4 random, and help everyone else improve, here are my best tips for winning: Bad MapsUnder the current patches teams *always* start on the same side of each map. Maps can be notoriously unbalanced in this game though. So, ensure you always veto as many of these maps as you can: City 17 Reason: Axis get an awesome building to camp the right fuel, and you don’t. The left fuel is nice and open so that Axis can spam HMGs and kubels. Faceoff at Rostov Reason: You have two narrow chokepoint routes to your fuel, at least one of which is red cover. Expect to get kubel-rushed and locked out. You also have to cross a river to get to anything. The Axis fuel is surrounded by excellent buildings and numerous wide entry points. This is probably the single least balanced 4v4 map and in desperate need of reworking. Or at least, you know, randomised starting sides again. Good Maps:La Gleize Reason: Buildings are your friend, especially against OKW. Rush those suckers. Also, easy fuel cut-offs. I can almost always capture the Axis fuel on the left, especially with a little teamwork. Plenty of flanks, and good chokepoints for mines. Also some open areas for your tanks. Lienne Forest Reason: Great city on the left and highly flankable forest on the right. Very hard map for OKW to set up on. Ambiguous MapsVielsam Reason: Still getting a feel for this new map, but it seems to favour OKW base camping at key points. Everything is miles away from everybody else's base and the minefield in the middle limits action in that area. Steppes Reason: One of the few relatively balanced maps, its open nature is great for Allied tank swarms late game, but it can be hard to get to that point. The lack of cover is perfect for Axis HMGs and kubelwagons to lock everything down early, not to mention paks. Good luck holding any fuel. Only experienced teammates are likely to be able to micro squads and snipers adequately. Soviet players are probably best suited to this map with their early access to support weapons. USF players should use smoke grenades and tech up to light armour ASAP. Ettelbruck Station (Not currently a 4v4 automatch map) Reason: The lack of movement in the narrow corridors can make for a very difficult late game for non-heavy tanks. This is pretty much an artillery map since everyone is more or less forced to put a blob of support weapons in a small area. Get mortars ASAP to blow a hole in their defences and push through so that you're not bunched up when they get stukas. Soviet artillery also has a range advantage on this small map. Lanzerath Ambush Reason: This is not a balanced map, but Allies can win at it. P47s are particularly effective on it. The catch is that the fuel points are not symmetrical. The Allied fuel point is near ammo and a VP, so it's constantly under threat. The Axis fuel point sits back in a quiet area. The middle VP also requires the Allies to pass through chokepoints and can be tricky to defend, although the barriers can suit indirect fire and forward retreat points. Open areas tend to favour Axis HMGs, so get Soviet players to go for support weapons early on. General Allied tips:
General all-round team play tips:
Anybody else have any suggestions? No faction balance complaints please. In: Strategy Desk |
Thread: Advanced Warfare--any good?7 Nov 2014, 10:57 AM
For a game that just gets reskinned every year and rakes in untold sums of money, it really is ridiculous that they don't have dedicated server farms around the world that can be shared between all the games in the series. It clearly wouldn't be a short term investment. In: Other Games |
Thread: Advanced Warfare--any good?7 Nov 2014, 08:42 AM
The lag was a deal breaker for me in Ghosts. It was like MW2 all over again. I barely touched the stupid game. Blops2 had Australian servers behind its matchmaking system, so it was highly playable online. I got a lot of hours into that one. It doesn't sound like that's the case with this one though, so I'll be damned if I'm going to blow $80 on it. In: Other Games |
Thread: CELO - Company of ELO3 Nov 2014, 12:39 PM
I love the new design with the team breakdowns! Ranks are still reporting as one place higher than they should be though. I was playing with another top 10 player today, and saw that their rank had the same issue. When the player was rank 1, it reported them as 'unranked'. Currently Game Watcher stops finding ranks after the first match. The green 'loading' bar down the bottom doesn't appear after the first match. I have to completely close down CELO and reopen it each time. No error messages coming up since the last hotfix though. Edit: Actually, I had Game Watcher running for about 20 minutes today before I got a game, and it also failed to load any player information despite being the first game, so I think the issue is related to how long it has been running, rather than whether it has displayed game information yet. |
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