Hotkeys are easy...
The next step is assigning a group # to every squad, and using those.
This is what I'm working on right now - it's tough. I'm too used to the other way of doing things. But I need to improve my multitasking and by hotkeying squads you can just click through and the camera instantly focuses on them so you don't miss a beat.
Basically at a certain level of play, it really just comes down to who multitasks better and doesn't lose a squad, dodges every nade, stays out of sticky range, etc... One could say then luck really determines the very top levels...Sometimes even pros make major tactical mistakes though, but rarely.
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Post History of sluzbenik
Thread: Improving my play5 Jul 2013, 04:12 AM
In: COH2 Gameplay |
Thread: Red Army Artillery build4 Jul 2013, 15:32 PM
Haha, I had a game exactly like this two days ago. Two of us went Elefant against the Su-85 spam, but they were countered mostly by the ISUs equally far across the map. Every time we ran a squad up to cap the middle VP ISUs insta-gibbed the squad. Despite my new interest in smoke, it was not I who won the game...It was in fact a random my bud and I picked up, who after 25 minutes of mostly stalemate and the VPs ticking down, had the bright idea of using officer arty to smoke the middle VP. Thus we were able to cap it safely, and then we moved up the Elefants and moved some infantry further up to spot (yeah you can use recon, but I think once LOS is lost when the plane moves the Elefant will instantly pick another target, or no target). Once one of the ISUs went down we were able to make short work of the OTHER ISU and Su-85s guarding the last VP, and that was GG... But yeah, 3v3s and 4v4s are mostly chaos...Actually the 3v3s are more crazy because the 4v4 maps are so Vire River-ish without having a river, especially City 17. It's the team that manages to surf the chaos and be effective that wins... |
Thread: Red Army Artillery build4 Jul 2013, 06:02 AM
Re: 3v3 and up team games... I've never really understood the hate. Yes, the current 1v1 imbalances get magnified, but I don't think imbalance is exactly the problem. The same game as in 2v2 gets played out, with some of the heavier call-ins you wouldn't see in 1v1s. I hear this over and over, and no one ever wants to specify details. So, two Elefants are imbalanced? Constant strafing run sure is, I'll agree. But two Elefants are countered by 4 T-34s and 4 SU-85s. There's just more of everything. The biggest problem is the games are just lame, the COH2 maps don't really lend themselves to flanking and all the COH goodness. A lot of people just haven't played enough 4v4s in a serious manner to see how patterns and metagames evolved, and how some of us enjoyed playing with the imbalances to see if we could beat them. Ie., when last I played Montargis in COH it went down this way: 1) Axis can't get the fuel in the middle cuz of sniper + mortar. 2) Brit goes and parks on ammo hill, can't be stopped AT ALL. 3) Obvious win for Allies with all the res, but as we're playing annihilation, Axis has a chance of victory with uber-micro. 4) Thus the last metagame was "get the fuel if you can so we can still tech", and holding the Brit off when he came down from ammo hill was accomplished with tons of schwimwagons and snipers. Those players would then call in storms and Stuhs to weaken the Brit blob and hold off early armor. 5) What usually happened was enough arty, airborne blobs, and M10 kill packs would break defenses and end the game. However, if unit preservation and micro was superior on the Axis side, this wouldn't happen before T4 and better equipment came out. 6) But...especially if the Brit went down with some firestorm, Stuhs, etc, the game would change. Suddenly Axis has access to ammo, which could be used to get the fuel back... 7) And sometimes this would go on for a good hour or so if skill levels were basically balanced. So I fail to see why this is less interesting or less skillful than other game types, in fact, I find 4v4 to be incredibly fascinating because, when skill levels are equal, it comes down to great teamwork, and equally great micro. The same stuff is all there. It's a lot of blobbing, sure, but it's necessary as any lone unit could be killed off by running into multiple enemy units. If you think of blobs in 4v4 as individual units in 1v1, it might be a little more interesting. So far 4v4 is really meh in COH2...It really comes down to army composition, not even tactics or micro. It seems worse to me, because games are decided very quickly by who holds the fuel. Lack of annihilation mode compounds this. You sort of need annihilation mode in 4v4 so superior micro and teamwork can win out without the pressure of a VP game being decided in 10 minutes because one side held the fuel for 5 minutes. And again aside from strafe, what imbalances are we talking about? |
Thread: Unit Range Illustrations?3 Jul 2013, 21:32 PM
In COH2 if you were in range of the AT nade at the time your opponent presses the button, it always hits. In COH1 you had a split second to micro out of sticky range before the animation completed... I don't know why Relic changed it, but it would seem they want to punish bad positioning more than bad micro. Ie,, old system = You messed up/were surprised but it's ok, your micro is good so no engine damage. New system = You messed up/were surprised, so you will be punished with no second chances. |
Thread: Time to dust off the Elefant. O, and bunkers3 Jul 2013, 18:14 PM
Yeah I tend to agree, I won with you and your mate with like one SU-85 (uh I forget which name I was playing under, you quit after the KV-8 roasted your shreks that were flanking and I gave them to my shock troops)... It's just too hard to pull off shrek or tank flanks on any of these maps, except maybe Steppes. So either the Pak or the Elefant is a must right now in team games...Probably won't get to that point in 1v1, but I've seen a few replays with the Elefant. Tiger isn't even a damage sink, it's just a dirty toilet. |
Thread: Unit Range Illustrations?3 Jul 2013, 17:30 PM
I'm still not sure of the exact ranges of AT nades and other crap...Does anyone want to work on an illustrated guide? Ie., we will screen shot the circles and show the weapons range on the AC, flamenwurfer, tanks etc. This could be super useful. I hate that it's 10x more difficult to kite in this game because if you go inside the range and he presses the button, you get hit, whereas in COH1 you could drive back out and the animation would have to stop. Why did they have to do this? |
Thread: The Rzhev Maxim Shutdown2 Jul 2013, 18:54 PM
This is one of those maps where Maxims are particularly problematic. Notice how my random mate kept his clown cars close to my Maxims, mutually supporting one another. Frankly, in my opinion, there is NO Ostheer combo that can stop this early game. Maxims can be shut down, so can cars, but not used properly together. My fourth or fifth unit is always the AT Gun. Watch how fast the AC counter goes down. Watch how an MG I pusehd up too aggressively manages to kill one MG42, suppress two grens and avoid another MG42 while being surrounded and live to tell the tale with 4 guys left. It's so fucking stupid I can't even breathe. I should have been punished more for that mistake. If the idiot in south had just gone support, we would have been at their bases in 8 minutes instead of 13. It's that bad people, and anyone who thinks otherwise has to have his head examined. In: Replays |
Thread: Current balance - in pictures!2 Jul 2013, 18:50 PM
Awesomesauce! Maxim pic please! In: COH2 Balance |
Thread: Silly stuff - two tigers?30 Jun 2013, 12:08 PM
Somehow I really messed up midgame...and eventually find myself confronted with two tigers. Kind of noobish game, but some nice tank battles, lots of strafe abuse, lots of incendiary abuse, vet 3 shocks and Pgrens, and, of course, DOUBLE TIGERS! In: Replays |
Thread: Good Soviet Comeback/Maxim Spam28 Jun 2013, 21:44 PM
I just endlessly noobed it early game and so did my mate. Thank god for Croc tanks and incendiary barrage. Somehow we won with 50 tickers left. Maxims FTW! In: Replays |
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