I bought my keyboard from here: http://www.maxkeyboard.com/
I bought the cherry mx red. They aren't as loud as the blues, but require less pressure than the browns (I believe). They're great. They also have all of the bells and whistles you need and if you really want to get fancy, you could buy different keycaps and what not. They're good, sturdy, and simple keyboards. |
Out of curiosity, do you guys tend to have lower KD ratios playing as USF? Is this normal? I mean, if you have a 1:2 KD, that game is not going well, but I find that even in games where I've won, my KD with my units can be 3:4 or 4:5. Not quite 1:1 and rarely do I get anything substantial unless I play against a timid opposing player.
I'm kinda curious if this is normal across other USF players or if I just suck and I need to micro my units better? |
Generally, no. OKW and Ostheer are so powerful in the late-game that if you don't try to starve them of resources early, you're just going to have a bad time. It's hard enough trying to maintain pressure in the early game, almost impossible without munitions or fuel in the late game.
When it comes to a well managed kubel, I find it better to block it's line of sight with a smoke nade. I also try to ensure that my units have 2 other units nearby for support. Generally, when OKW rushes kubel, it doesn't have any back up (sturmpioneers are too busy capping). If you do Riflemen then RE, you would have 3 units to fight against the kubel in the early game. Just make sure those 3 units are spread out to take advantage of the narrow firing arc.
I also think you neglect the Capt and their usefulness, but then again it seems you play Airborne so I can understand that perspective. Other than the Stuart and Captain themselves, the Howitzer and 57mm only require manpower, which, if micro managed and given a couple lucky shots, can help you get an opening in the mid-game. The Capt is a great counter to the Puma since they have 2 bazookas. If you have a veteran rifleman, you could disable the Puma and at least get it to retreat.
If you're lucky, they'll try to bunker down - mortars/mg - in which case, grab grenades, save up a bit of munitions and approach the defensive line. Drop the smoke in front of the mgs to block their LOS, run up and throw the grenades at their positions. |
So this was a fairly good game until I lost it at the end. Lesson learned. (In short, Stuka took out my retreating inf as I tried to chase down a wounded Panzer). |
I think the Manpower is worth it if you can't get the gas to grab the Major and the M8A1 in short manner. The Capt costs 80 gas, a nice chunk. If you rushed it, you sacrificed the LT's early anti-inf for anti-armor. In this scenario, I can understand getting the 75mm, especially if you decided not to unlock the BAR for your riflemen.
However, if you grabbed the LT and skipped CPT for the Major for tanks, I would be hard-pressed to justify the 75mm. |
The Kubel's arc of fire is pretty thin if you can get them close. Try to goad them into an ambush by using one of your riflemen to cap and the rest positioned around them for support. Use a smoke grenade to block the kubel's line of sight and get them to move in. Focus one at a time and do your best to bring it down to one kubel.
Alternatively, get the LT out and use him to flank a kubel, using a smoke grenade to block the line of sight of the 2nd kubel.
In either case, if the enemy realize what you're up to, they'll retreat or bring up some infantry to try to keep you at bay. Creating a fighting position with an MG and RE would give you a way to retreat or block kubel flanks as you press with your riflemen. |
My first replay upload, please be gentle. My teammate dropped at the beginning of the match. Fortunately, I was paired against the weaker teammate who kept falling into ambushes, but with the AI against the other, better player, it left a lot of room for him to build up Panthers and wreck me at times.
Suggestions are welcome. I know my micro-ing isn't that great and I made plenty of mistakes. |
Thanks for the warm welcome! I've already taken the opportunity to look at the 'debates'. Nothing too different than what you see in other competitive play games, haha. All I care about are the concepts and ideas people throw out and see if I can incorporate that into play as I'm not a big fan of build orders beyond the first few minutes.
Also, I play USF because it is much easier for me to get into games (most of the time, Axis players far outnumber USF in auto-matchups for me). |
I use it as a last resort, Area of Denial when faced against a blob of infantry and my infantry is retreating or trying to heal. It doesn't really offer much beyond that, imo. |
I bought the game awhile ago, then R2TW came out and I played that more and stopped playing COH2. Then I came back after getting the Western Front DLC for 50% off and I have been playing USF since.
But yeah, I curse the player that uses the kubel, but I enjoy the challenge of playing USF. I had to start off slow, learning how to play with the Armor Company and using them to counter the sturmpios (then realized how limited Armor Comp was late game), then moved towards Airborne, and now I'm a bit more of an Infantry, but I tend to switch between Airbone and Inf depending on the number of choke points available on the map.
I still am a pretty poor late-game player, especially when there are obersoldaten, or mass MG34 volks with panthers and tigers all over the map. I haven't done 1v1, yet. I mostly play 2v2, 3v3, and 4v4. So I have a fair number of losses, poor casualty ratio, and what not.
So yeah, I'm not what you can consider an active forum member, but I'll certainly be reading strats and maybe glean a bit of info here and there to improve my capabilities.
Thank you for this community! |