"-Removed the collision detection on infantry casualties to prevent them from blocking retreating units."
Yes. Yes. Yes. Yes. Yes. Yes.
Profile of broodwarjc
General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Post History of broodwarjc
Thread: Notes for 4/2/154 Feb 2015, 23:23 PM
In: Lobby |
Thread: Need help understanding OKW play (replay)17 Jan 2015, 00:28 AM
Well a few things: 1. You quit early , even though you still had 2 Obers, 3 Volks squads, and over 500 MP plus over 130 fuel. 2. You could have built some more Raketens and positioned them with the Volks/Shreks to the rear of the IS-2(the goal not being to destroy it ,but rather force it off). 3. You kept attacking from the same angle. I know that map doesn't have a lot of room, but you never moved up the north/left flank and harassed HIS fuel. 4. Late game Kubel is really underwhelming, but it is okay for putting on a flank and covering fuel from sneaky infantry. 5. You did throw too many grenades early, grenades become a nice luxury late AFTER you have gotten shreks on all your volks. 6. You could have rebuilt Sturms and put put mines on flank or in front of cut-off, since the opponent kept attacking the same area. Here is a replay of me facing early KV-8 into IS-2s: In: OKW Strategies |
Thread: Some help with Wehr in 1v116 Jan 2015, 23:19 PM
I love the Gwher34 mortar. |
Thread: Should shreks be removed from volks? Poll16 Jan 2015, 22:47 PM
I refuse to vote. This poll has terrible options. In: COH2 Gameplay |
Thread: 1v1 IS2s base rush16 Jan 2015, 16:48 PM
A really good close game with 2 IS2s and a KV8 base rushing me. In: Replays |
Thread: 1v1 Sov Vs OKW KV8s on a rampage16 Jan 2015, 15:04 PM
2 KV8's get lots of wipes and destroy Panzerschwerer HQ early. My poor Vet 4 Obers.... In: Replays |
Thread: Losing by VPs15 Jan 2015, 13:04 PM
1v1 is a WAY different ball game then 4v4. I have played all the game modes and I can tell you things that are a standard in team modes get you beat in 1v1. First off the attention required is a lot more, because you have to cover 3 VPs, fuel point, and muni point(need those Shreks). If you are forced to retreat on one front you can't expect an ally to immediately counter-attack and take it back, sometimes you have to give up on that side and completely refocus elsewhere. Another point is a lone MG34 or Raketen, guarding a side, can get wiped in seconds while you are fighting on another front. Flanks are much tougher to cover in 1v1, because you don't have a team mate there. In team games OKW can play a great defensive game, because you only have to guard half or a third of the map but in 1v1 (unless you go Fortifications doc) their defensive play is much more limited due to the vulnerability of flanks and player's attention. Also Soviets don't HAVE to play the defensive game either, Con swarms and Shocks can roll over lines of Volks with ease. Obers can shore up that line quite a bit, but one good Molotov or grenade and Obers run for the hills(due to small squad size). The Maxim, 120M, and Zis however give them much better static options for mid to late game defensive play over the MG34, ISG, and Raketen. I don't even need to mention how Riflemen can just A-Move through enemy lines. My point is that holding VPs with defensive play as OKW is much harder than with other factions. You need to be more aggressive. In: OKW Strategies |
Thread: Is this bulletin any good? 15 Jan 2015, 12:16 PM
The good bulletins are decreased build time, increased Vet gain, and increased range. In: Strategy Desk |
Thread: Losing by VPs14 Jan 2015, 21:05 PM
I am like you, i like to take it easy and build up a force before attacking but it just won't work in 1 vs 1 and especially not with OKW. You need to keep your opponent on his toes all the time. It really does. I like 2v2 more than 1v1 due to being able to actually play defensive, but randoms make that mode so bad. I have found that I am used to pushing an attack away then falling back(because I was used to the second opponent sending his attack wave next). What I have found is even with half health 2 model squads you should still push ahead and cap points. You don't want to lose squads, but constantly retreating damaged squads(even after a successful fight), but with points not captured will lead to defeat. In: OKW Strategies |
Thread: Losing by VPs14 Jan 2015, 15:32 PM
I play OKW like I play Soviets in 1v1, spread out and attack multiple fronts. A shrek Volk and an Ober can be a deadly 2 unit team to capture a side point and drive off any defender. OKW doesn't play the defensive game as well as other factions, due to their "mortar"(The IeG)being a PoS. Plus no non-doctrinal MG and a very short range and not durable AT Gun (Raketen). So I find that they work best as a mobile assault force, don't blob, but rather spread out along a front and focus fire on the most deadly units. Have Volks with shrecks attack tanks, Obers and Sturms attack weapon crews or Shocks and have Luchs flank enemy positions. If you are used to being more passive like with Ostheer, you will find the VP drain too high a hill to climb as OKW. Be aggressive and be aggressive from multiple angles. In: OKW Strategies |
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