Thread: Micro24 Aug 2015, 03:30 AM
we should try to define micro better, do you want to get better at positioning individual units during a firefight, or do u want to get better at macroing across the whole map and making sure your units are always doing something?
for the latter, you just need to keep reminding yourself to check up on all your units every few seconds. the easiest way for me is to 1. look at the top right corner at your units cards. 2. looking at the minimap every couple seconds. other ways that are very important is audio cues! a squad will tell you when an enemy squad is throwing a grenade at you, if theyre under attack, what kind of enemy theyre under attack from, and if theyre getting sniped!
another tool some people have failed to mention is the spacebar. pressing the spacebar will snap ur camera to the last notification, such as when a unit finishes training and walks onto the field, or when a unit finishes capping a point. so when you hear your announcer telling you your unit is finished training, hit space bar and immediately give it an order to where it should go. or if a unit finishes capping, hit spacebar so u can tell it to go cap another point.
the most important thing though is to always remind urself to look at the top right and make sure everything is in order. you will know wether ur units are engaged, dying, idle, suppressed, etc etc by looking at the top right.
theres one micro technique that is similar to the cloning technique from sc2. when you have a large number of units selected at once, you can press TAB to cycle through each unit in the group, and you can give them individual commands that are only issued to them instead of the whole group. this is useful when youre controlling blobs and want to get each squad into cover quickly or to spread out when artillery hits. its also useful when you have a large force in ur base and u want to move out into several areas of the map, you can select the whole group, press tab, order them to go to an area on the map, press tab again, order them to go to another area etc etc. |
Well whatever, enjoy your awesome LT that runs in open doors while your opponent fields vehicles.
you will have the LT way before light vehicles arrive, and you can get your captain by the time any significant threat arrives.
also the zook is not just average, it performs really well against light vehicles thanks to its higher rate of fire compared to the shrek, and you can always get them in the early-mid game because youll probably be floating munitions.
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Depends, I try not to go over 4 kinds of rifle infantry. I usually do a 3 rifle start, and a pathfinder. I get 2 paratroopers, but I also suicide a rifle squad usually so I can afford the upkeep, so in the end I have 5 rifle infantry in addition to officers and support weapons. Over the course of the game though I typically lose another rifle.
Alternatively u can do the bar finder build and go like 3 rifle into 2 or 3 Pathfinders with bars |
I'm not the one you asked, but I will just drop the assumption that in order to have some reliable AT in mid game, most people go, let's say, 4 rifles into Captain and then an AT gun. If you go LT first, there will definitely be a point in the game were a vehicle starts to annoy you while you don't have enough fuel to even get the Captain out. It's not a big window, but it sucks regardless. Plus, the LT is nothing else but a rifle squad with a BAR and adds absolutely nothing to the game aside from unlocking the support weapons and the M20, which is not useful against vehicles.
tl;dr LT delays your AT and is nothing but a rifle squad with a BAR
I think you underestimate the firepower of the lt squad. Don't forget it also has a Thompson in the squad as well. There actually isn't an axis squad at the time frame it comes out that can tackle the lt squad head on, you need to rely on Mgs or multiple squads to take out an lt. Once lmgs come out you have a better chance, but a smart usf player wouldtry to establish munitions control with the lt so they don't get an opportunity to get lmgs.
Plus if you don't get any light vehicles in lt tier, you can get a captain out pretty fast, and if you REALLY need to deal with vehicles you can always give your RE bazookas after a 15 fuel unlock. |
My main complaint about the USF is that unless you pick the Airborne commander, you never really have full access to your entire line of crew weapons.
I believe the info graphic they just released to outline the strengths and weaknesses of each faction said that the USF excels in combined arms.
How is this possible if they don't even have a base line mortar? How is this possible if they have to pick between either a MG or an AT gun?
The fundamental rock paper scissors idea of the game has been thrown out the window with the OKW and USF. USF players cannot adequately answer MG spam or heavy tanks.
When it takes significantly more effort for one faction to counter something that another faction does, it's not fun.
As a primarily USF player, I would like to have access to a complete set of crew weapons after the selection of Lieutenant or Captain. I believe that to be essential. A heavy tank comes secondary to that, for me at least.
what is stopping you from going both captain and lieutenant |
do players actually still have issues with maxim spam? i thought most everyone learned how to play against it. |
Why no Airborne? If you don't have any pathfinders, do you do anything to scout before attacking? I'm probably not playing the way that I should but it seems like I bleed a lot more mp when I don't have something that gives me greater vision. I could get a scout car but they rarely seem to pay for themselves and their mines are expensive for something that is more likely to be found by someone's mine detector than their armor.
playing airborne company is still viable i think, but the strategy is a little different than this one because you want to take advantage of pathfinders and paratroopers too. for scouting purposes u can use major recon, and u can also probe around with rear echelons.
So if you go rifle company would you still prioritise getting Jacksons out and not bother with EZ8s?
yes. i get rifle company for everything except the ez8
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indirect fire units already have a scatter penalty when barraging into fog. its like 20% or something like that i believe |
Things people should be looking for or what will rustle people's jimmies
1- Assault - Commandos (duh) - Air supremacy operation
2- MAYBE Valentine (?)
3- Anti building flame mortar support (hope they fixed it) - AVRE (Oh god)
4- Resupply HT (Shocktroops and conscripts are happy)
5- Forward operation post
6- Logistic glider
implying relic hasnt done balancing since the alpha. |
I will just assume you are trolling.
lmfao holy |