I run a pretty standard loadout. airborne, armor, pershing, with 50 cal bulletins.
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Also lets say you have a really bad british teammate that just builds a massive simcity in the corner of the map and the enemy builds 100 stukas to counter him,
This is where you come in with the M10 pain train and have a field day and win the game.
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I cannot seem to make the calliope(or priest, really.) work the same way regarding carrying, if it doesnt wipe the enemies entire army in one barrage its a huge pain. Considering its cost and popcap hit... it actually ends up making it harder to carry unless your first barrage is godlike. The quad with a stuart may work if you wanna finish the game fast though.
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50 cal bulletins? Do you often go lieutenant? If so, do you back tech to get him? I've tried going LT several times over the last week and it hasn't gone well.
If you lost enough games to lower your elo to 400 or so, you would find out what bad British teammates are (like spamming commandos on Hamlet, then using them against JLI + Obers at long range,or building bofors on center vp of Karkov, while under fire from 2-3 squads of Volks and eating a flame nade and backing up that brilliant decision by putting the mortar pit at the intersection of the roads so that the pit almost, but not completely blocks vehicle traffic)
As far as the Calliope goes, it works okay for me against people who blob, but you probably don't see as much of that at your level.
At 290MP and 6 popcap, I think Panzerfusiliers are slightly overperforming and could do with a very small nerf. I'd like to suggest the following changes:
- MP cost from 290 to 330
- Popcap from 6 to 7 (normalizes them with most other line infantry units)
- Gewehr 43 upgrade no longer gives increased sight (mostly just to encourage use of the flare ability)
That's all.
This would make them expensive AND useless. Their popcap should be 7 or 8. Other than that, they are fine. Well, except for the snare being about as bad as the USF one. Short range snares should go off reliably, quickly, and have no minimum distance.
Should I just buy the game agaon and start anew or is there any way to get your W/L ratio above %50?
You can always make a "family" account in steam and play with that account. You'll lose all warspoils, DLC, etc, but will start with a generic account and a 0/0 ratio.
Ultimately, it won't change anything. After 20 games, your ranking and w/l ratio from the two accounts will get close, probably around 50%. The only way you'll get above that is if you become one of the elite players so that matchmaking often puts you against lower ranked opponents.
I haven't been playing much lately, but when I was playing a lot, all of my 1v1 levels were 400-600 (unless experimenting too much) and the win ratios around 53%. I was a worse player six months ago, and the only numbers that changed were the elo numbers which were about 500-700 higher (still with a slightly positive win/loss ratio).
gelsen and dussel are all maps that favor usf. Gelsen is huge and allows for great building rushes and uncontested light vehicle play, like usf is a nightmare there. Dussel is thompson heaven. Semoiskiy isnt bad at all either.
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the pershing to me is too easily countered in 2v2 randoms, mainly if your team is having a bad game, you just wont have the right income to throw out your back cough cough get the job done. so If I do go pershing, its usually in AT where I can TRUST my teammate to hold the fuel or hold their own.
Thanks again. I'll try that loadout and see how it works for me.
With M10's, do you play conservatively with them until you get 3 or more and then try to swarm?
In 2v2 random as USF, which maps do you veto? I veto Gelsenkirchen, Dusseldorf, Semoiskiy, Rails and Metal, and Chateau for various reasons. I would most likely remove the veto from Gelsenkirchen but like having that one vetoed because it feels like it requires more teamwork than I usually get when playing random.
I have Tactical Support loaded out for open maps, Rifle and Heavy Calvary for other maps. On this game, I might have taken Priests if I had them but usually like Tatical Support better than Infantry. What do you load out for randoms?
2v2 random (I played USF as "Grumpy") against Taylor Swift and Paul
Normally these two clown me and and random teammate. This started out the same but we came back and were starting to get the upper hand, until the Brumbar, SturmTiger and Elefant came out.
Some of the questions I have:
Should I have went Major sooner and got a Jackson sooner or was it okay to try to hold out for Pershing?
If I hold out for the Pershing, how do I deal with the Brumbar (sp?)
How should we have dislodged the Brumbar and Elefant from the central VP? It was really difficult trying to get the outside two VP and keep them for any length of time.
Any tips for avoiding the SturmTiger?
2v2 random (I played USF as "Grumpy") against Taylor Swift and Paul
Normally these two clown me and and random teammate. This started out the same but we came back and were starting to get the upper hand, until the Brumbar, SturmTiger and Elefant came out.
Some of the questions I have:
Should I have went Major sooner and got a Jackson sooner or was it okay to try to hold out for Pershing?
If I hold out for the Pershing, how do I deal with the Brumbar (sp?)
How should we have dislodged the Brumbar and Elefant from the central VP? It was really difficult trying to get the outside two VP and keep them for any length of time.
Any tips for avoiding the SturmTiger?
Thanks for the review. A couple follow-up questions:
Is the second RE a bad idea? I often get two and try to use the second one to harass. In this case, I was getting pummeled so hard that I kept using it in the north.
Had I built the fighting pit where you suggested, would it have been worth it or would you normally skip it anyway?
Do you start by trying to secure the fuel and the ammo in the north? I looked at Hector's guide where he goes hyper-agressive on this. I've tried that but not had the same success that he does.
Here's another game where I got off to a terrible start. I lost two RE squads, was base-pinned, and down 500-70 by about 15 minutes into the match. It would be great if someone could look at only the first 20 minutes of this match (after that, either I started playing better or he started playing worse). Most of my 1v1's go like this, except about half of the time I'm too far behind to manage any type of comeback.
Decisions:
Went captain because I haven't been able to make lieutenant work against either OKW or OST this patch.
Didn't put a bazooka on my major, but mostly because I didn't get a major and chose to rely on Pershing, one AT gun and bazookas. (Why is it such a bad idea? - On small maps I usually don't make a forward retreat point so putting a bazooka on the major is one way to get some use from him)
When stopping the VP bleed, I concentrated mostly on keeping center vp and taking right vp as much as possible, occasionally harassing left vp.
ps - playing as Grumpy - The game dragged out for over 40 minutes but would mostly just like help on the first part.
Here's another game where I got off to a terrible start. I lost two RE squads, was base-pinned, and down 500-70 by about 15 minutes into the match. It would be great if someone could look at only the first 20 minutes of this match (after that, either I started playing better or he started playing worse). Most of my 1v1's go like this, except about half of the time I'm too far behind to manage any type of comeback.
Decisions:
Went captain because I haven't been able to make lieutenant work against either OKW or OST this patch.
Didn't put a bazooka on my major, but mostly because I didn't get a major and chose to rely on Pershing, one AT gun and bazookas. (Why is it such a bad idea? - On small maps I usually don't make a forward retreat point so putting a bazooka on the major is one way to get some use from him)
When stopping the VP bleed, I concentrated mostly on keeping center vp and taking right vp as much as possible, occasionally harassing left vp.