No need
Great post though! |
Okay Swift, I'll just erase my post. :| Hahaha. |
What it takes it some communication early on. Right when you see your teammate isn't afk, tell him "focus mid and north" or "mid and south" or whatever is easiest for your fuel and VP's. Work from there.
Something which is also very important is to keep an eye on his commander choice, or just ask him which one he's using. If you're double USF and both using Pershings, you're fucked when it comes to arty and that can lose you games.
Bottom line is it comes down to communication... That is easily the most important component to success. |
For people who know how ELO works, rankings wise, I have a question.
I recently played a couple Top 50 OKW players in a 2v2 with a teammate who was unranked, he was playing as Soviets. He was ranked 550 with another faction and that was his only placement.
My question is, does the ELO system take into account your teammate's rank when you finish a game? As in, if I lose with this trash ass player on my team will it affect me less? And if I win with said player, will my ranks go up more because the matchup was lopsided and we somehow won?
Thanks |
If you hate spam so much stop playing 3v3 and 4v4. |
Does this replay still work since they just had a patch? |
|
Horrendous kill ratio, relied on USF excellent mid game to carry until late game.
I would love some advice on how to improve. |
I see that this guy was of the aggressive type. These games are much different than facing Ostheer, and they require a much different approach.
Early on, it was a bad move letting him take control of the house by your fuel. Pop your rear echelon in there as your first unit don't even cap anything. Send your rifle squad to the cutoff, and monitor any units coming from the munitions point.
Often times if they see you in the house(s) they'll just fuck off for a bit. Nothing is worse from an OKW perspective then sending a super early assualt and failing, meaning they have zero capture points and already in a hole for manpower.
Just take the proper precautions especially against OKW (meaning secure the houses around important capture points) because that can really set the tone for the entire game. Putting you on the back foot early on. As you go up the ladder you'll find people who do this aggressive play almost every single game.
For the first 3-5 minutes of the game the guy completely neglected his side. I would have taken your RE's off the front line and just shift-queued up that entire side all the way down to his fuel. It takes about 10-15 seconds to queue up and it really does pay off. Especially in getting your Stuart out faster.
Speaking of the Stuart, you should really start utilizing the "Shell shock" ability. It stuns the enemy vehicle for a good 5 seconds allowing you to flank and park your Stuart right on the Pz. II's ass. The best way to do this is to situate your Stuart right behind the enemy vehicle and hit the Stop key. That way the enemy vehicle has a pathing FIT and they seriously spazz out. Allowing you to finish off the enemy vehicle.
Keep in mind though this isn't smart if they have tons of support around. Just keep your captain and rifles close to fend off the Volks and this strategy works wonders. Because although this guy didn't do too much damage with his Pz. II, the higher you go up the ladder the more kiting the OKW players do and the slipperier they become! So seizing every chance to knock out enemy armor is critical.
As the game progresses I'm really seeing how a fighting position on your side would have helped you. It can ward off those pesky volks squads and an AT gun would have been pretty good to keep the P4 out of there.
Those Fallschirmjagers (infiltration unit) were pretty tricky to deal with but for two of those squads alone thats 880 man power. So always keep that in mind, try and play the attrition game. Squad wipes with from targeting squads with your Caliope is a great start.
Looks like as I typed that, you did wipe his squad with the Caliope. That's great because he was down to 75 man power after he called that in and that was ZERO return on his investment. Awesome job with that. Always try and minimize the range in which the Caliope fires from, especially if you're going for squad wipes!
If you can't win a certain area, cut HIS area off. Go behind him, capture his cutoff points, and force him into more favorable engagements for you.
Also, keep an eye on your team weapons. When we played and also a general trend in your play is you seem to lose sight of your mortars and they end up taking them. Big mistake... Always keep an eye on your units especially your team weapons, because it just means they get something they spent 0 manpower to invest in.
All in all, you're still in great shape. You haven't played many USF games, or many CoH2 games in general. Things will start to make more sense and you will start to improve you're still very new.
You are leaps and bounds better than I was at this stage, so keep plugging away and just know that ALL of us COH2 players have been at this stage. Once you get over the hump it starts to get even MORE fun.
You got this! |
So far, a few mins in, the capping order pretty good outside of the fact that you really should have harassed the other side more. Bring your mortar over, do a few barrages on that MG, and start harassing. It also punishes him for playing campy. He was clearly pretty content with staying in that corner... Go force him out by taking control of the whole map and the action starts shifting into more favorable engagements for you.
When your Stuart hit the field, your first instinct was to chase down the sniper, which is fine, but you really should have taken care of that MG near his fuel point. That should have been your first thing.
He had nothing over there and you would have completely forced him out of there, or even wiped it. Freeing up his cutoff point, his munitions, and his fuel for you to capture. Suffocating resources is key especially in 1v1.
I've also noticed that you threw a bazooka on your riflemen... Not so fast on that.
A) He had zero light vehicles.
B) You lose your DPS on those rifles when you slap sub-par AT on one of them. You're much better off putting BARs on rifles, and saving the Zooks for your Rear Echelon.
Also, that second Stuart was a fairly bad idea. You weren't far off from being able to get a Major + Sherman and that could have helped you win since it would have hit the field before the Pz. IV did. And this also goes back to harassing. If you sent that Stuart and an RE to take care of his side that would have delayed his P4 for at least a couple minutes. Giving your Sherman some extra minutes unopposed in the Armor department. Could have changed the game.
A few other things.
I wouldn't have quite picked Heavy Cavalry off the start. Give it a couple minutes to see what you may need in terms of LMGs on your infantry or even seeing if he's going to play the campy way. If he does play campy, I'd bring out the Caliope commander because you will need that as time goes on.
Also, field presence is huge in 1v1's. Meaning you really should have brought your ambulance up along with your Major to make your retreats faster to maintain map control.
All in all, this is a pretty common game to watch. I have had this play out against me time and time again. Dominate Ostheer in early game, hold majority of the map and get them down VP's, then boom they just become a powerhouse and you can't stop em lol.
Don't feel bad.
|