Dev, community liaison, and tester?
I hope your Japanese masters compensate you accordingly
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Bump for cuddle |
also, try cycling alt-enter a few times. |
It's funny how there are still so many bugs I know of that I never bother to report since they have been in the game for so long you almost forget about them till you see it again.
I know we've all seen it at one time or another.
Tank is charging forward just as it should, only to stop on a dime, reverse for half a second, and then continue forward as though it had just started moving. (no retained acceleration)
I do not know how to reproduce it though I do not think excessive clicking causes it.
Special acceleration and maneuverability abilities do not seem to cause it either as I have had it occur on tanks with no special movement ability. (Soviet armor for example)
I have seen it both in open fields, wooded paths, and narrow streets. It is not limited to any one class of armor either.
It both looks and feels like the tank hits an invisible acceleration strip going the wrong way like in some arcade racing game. |
Make a mortar.
He build several |
Yes thank you, I indeed picked the wrong commander and quickly realized that.. normally I just never go for Bofors and usually always pick AEC but I really wanted to try bofors out.
and yes, the vanguard air ability & a crocodile could've helped me a ton... I really missed those.
But can you explain me why "Counter Battery" Didn't work on my mortar pit? when he had leigs I constantly activated it with no result, nothing happend while the leig kept attacking it.. so eventually I turned it off as it didn't do anything. Did the leig outrange or what did I do wrong?
And thanks a lot for taking time to review my game ![:) :)](/images/Smileys/smile.gif)
I was referring to the base guns. I couldn't say about the mortar pit. I saw you use the ability but didn't see the results at the time. For the number of times you took the house on his side, a arty spot on your IS might have been good if only as a distraction. |
Try to think of emplacements as temporary area denial / mp bleeders in 4v4.
When the counters come out to kill the emplacements, build to capitalize on the lack of front line power.
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This will be a rolling commentary.
Your early game was a bit of a mess and you compounded the early errors by going for a static doctrine when your opponent had all but told you you in chat he was going for mobility and blobs. Late retreats cost you a lot of early pressure.
Consider mining before you start capping when you know the logical courses the enemy will send his light armor.
Eventually he started getting lazy/sloppy and it cost him a couple squads and his luchs so it essentially evened things up. It was at this time that you I guess woke up a little and got into the grove again.
At one point you gammon'd an isg while he had 3-4 squads in the middle of retreating. Had you targeted their retreat destination the timing would have been perfect for at least 3 squads to wipe.
To get the most out of counter battery, if you aren't building something you should have the ability active. I am sure you know this, but you didn't practice it.
It is incredibly easy to get stuck in pissing contests for mid. Recognizing that this has occurred and correcting for it first can be VERY damaging to your opponents momentum.
To your credit you did realize this eventually but again failed to mine. You clearly understand tactical retreats but never used them to their fullest i.e. mining behind you and retreating past them.
DAT MERRY GO ROUND TANK FIGHT! RNGesus finally looks upon you with favor. Sadly, this will be the only time.
OK that time you recognized he was retreating en mass and gammon'd at the right time all though a little off target. LOL why is it so hard to wipe his squads!
1 RE squad heading into the undefended territory (undefended because you know he only travels with his entire force) of the north and dropping mines would have forced him to bleed further while forcing him to split his forces if he wants to hold his fuel.
The hard-on you had for gammons, when they consistently showed they only bled mp without wiping should have encouraged you to force a situation where he would be forced to retreat and then using precision barrage on the retreat point.
Additionally by 45-50 minutes he had learned how to anticipate your gammons and acted accordingly.
A forward assembly would have done wonders for your power projection.
You started gammoning single squads with nothing else distracting your opponent. This becomes easily avoidable.
Remember that without a suppression unit nearby, OKW will always punish a forward AT emplacement in rapid succession. Don't build it until you can defend it from at least the first assault. I have learned this the hard way.
If you watch the replay, at 1:07:00 he caps mid with 5 squads, dancing them around the whole time. Just good for a giggle.
The last 10 minutes was a a fatigue fueled slug fest.
In my opinion, you lost this fight when you picked your doctrine. On that map specifically, OKW will almost always set up shop behind that building. Knowing this, go with a doctrine that can give you the most pressure to put on that spot. It is clear you chose Adv emplacement to rush the bofors center, but that was going to be redundant for the first 5 minutes anyway as you already had control of the church with an MG and he had already tipped his hand by then showing you what doctrine he had gone by using breakthrough tactics. This should have told you that the building would never hold an enemy MG unless you dropped it so you could have parked one in the building and built the bofors to cover the southern VP and Muni. Build a forward assembly behind the tree line and suddenly your power projection in the south becomes far stronger.
Vanguard would likely have been a more appropriate counter. As would a second HMG.
Thats my 2 cents. I hope it helps. |
This is as intended. Thanks
OK just checking. Thanks |
Not playing soviets very often lately but when I do I nearly always take this commander in AT games with my mates (if there are enough ambient buildings of course). AT Partisans back up your whole team strategy, you can tech with more risk, because partisans will save you if you get suprised by light vehicle/tank anywhere near an ambient building.
I would back up comm_ash in going for T70 and SU-76 instead of M5.
Best soft-skill about partisans is the ability to lay down mines. You will quickly have 4-5 partisans in a multiplayer game because there are many opportunities to call them. Use them to constantly lay down mines. 4-5 squads quickly mine a whole area.
We won many games by wrecking german armor with the combination of mines/At-grenades and Shreks.
Great commander especially for arranged allied teams without beeing p2w.
How are you producing that many tank hunters and still fielding enough cons to make the most out of rapid conscription AND put out a howitzer? Or at least a few 76s or 85s. |