Profile of skyshark
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Playercard of SHARK | ||||||||||||||||
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Post History of skyshark
Thread: How to Cure Cancer18 Mar 2017, 15:59 PM
Closing the pocket can be a beautiful thing against brit cancer... fitting that it was on Minsk Pocket, too. In: Replays |
Thread: Things you wish your 2v2 random mate knew16 Mar 2017, 03:31 AM
Communicate plans early on. If you're hellbent on pursuing a specific build order or commander, let me know. I try to communicate my build order or commander picks as much as possible. I mean, if you're going to Guard Motor or Special Ops or something, then I may not. I might go for an IS2 commander or any commander with offmap arti as a result. i really like this idea. 30 seconds before the match... especially one that shows you where the hell you're starting from... would be fantastic for encouraging teamplay and larger strategy vs the "side by side 1v1" thing that a lot of people end up doing. In: Lobby |
Thread: Show Us Your Rig4 Mar 2017, 18:25 PM
the sockets on the mobo that you plug the fans into. the kraken x52 has 4 fan headers built in, but they just run in parallel with the cpu fan header, so all my fans were running on the radiator fan speed. by plugging them in elsewhere, i can individually control them. |
Thread: Show Us Your Rig4 Mar 2017, 03:15 AM
Oh yeah, you can totally hear when they get going. Initially I had them in parallel with the kraken's push fans but had to find new headers for them. |
Thread: Show Us Your Rig3 Mar 2017, 18:06 PM
i think so... just the fans that came with the case. i'm debating upgrading them with the maglev ones, but my wife would probably kill me if i spent any more money on this guy right now. |
Thread: Show Us Your Rig3 Mar 2017, 16:54 PM
Just finished putting this together... slight overkill for CoH2, but I only build these about once every 5 years or so... Mobo: ASUS Strix 270G Gaming (mATX) CPU: Core i7 7700K (5.0 GHz) GPU: EVGA SC2 GTX 1080 Memory: 32 GB Corsair Vengeance LED DDR4 3200 Cooler: NZXT Kraken X52 Hard Drive: Kingston HyperX Predator 480 GB M.2 SSD PS: Corsair RM 850x |
Thread: Churchill Spam FTW20 Feb 2017, 13:20 PM
I've never seen this before... pretty original but very, very frustrating. In: Replays |
Thread: OKW vs USF 1on1 balance19 Feb 2017, 11:21 AM
hey man, check it out. several issues here. first, volks aren't meant to go toe-to-toe with anything other than conscripts. they're super cheap infantry. the STGs help, but if you're fighting squad-on-squad you're going to lose. against riflemen it won't be by much, but in this game, you shouldn't be intent with ANY 1-on-1 engagement. i play USF and OKW a lot, and i'm no pro player, but i'll try to simplify this for you. on the surface these factions play similarly, but there are differences, especially between volks and rifles. at long range, especially in cover, volks will win vs rifles all day. as a result, rifles need to close the distance or get help (flank or a second squad or a mortar). close range at vet 0 rifles will typically win, but RNG plays a huge role. BARs and STGs generally tip the balance unless both squads have them. REs do more damage to kubels because of their poor accuracy but high rate of fire... the kubel is a lot bigger than a dude, so they actually hit it vs their constant missing vs individual models. if you have decent micro, a good counter to USF early game is two kubels with sturms repairing... kite rifles with the kubels and you can bleed the crap out of them without suffering any MP drain yourself. mortar has some issues but you should be spreading out with volks and flanking constantly so it shouldn't impact your game as much as it affects ostheer. here's the other thing... people complain about stuart or AEC, but you KNOW it's coming. one raketen is decent, but two together in a little pack will easily force off enemy light vehicles. when the game reaches that natural pause where light vehicles are about to hit the field, get one or two. never hurts to be prepared. finally, if the other guy is all over you and winning every engagement, consolidate your forces. pick one part of the map to focus on, keep your units together for support, and use cover... force a retreat, and push forward a bit. it's hard to do this well in 1v1 since some guys are so good at constantly harassing, but don't try to be everywhere at once and don't attack piecemeal and you'll be ok. In: COH2 Balance |
Thread: The Problem with CoH2’s RNG: Consistency5 Feb 2017, 17:46 PM
it doesn't necessarily make sense, since if you call for a barrage, you're asking for saturation of an area and you've confirmed that you know where you're shooting. however, i thought that it'd be cool if artillery, instead of starting with flares, started with one or two "wildly inaccurate" bracketing rounds... then the pace ramped up as the rounds approached the desired impact point. that'd be cool. In: COH2 Gameplay |
Thread: The Problem with CoH2’s RNG: Consistency4 Feb 2017, 06:18 AM
You're all over the map with your arguments here, but I'll keep this simple. You want a skill game like poker? The RNG makes coh2 work that way. 1v1s are almost never a guarantee, but things like positioning and distance allow you to read the odds and take calculated risk. Does it suck when the odds are in your favor and you still lose? Sure. But an asshole can draw a flush on the last card and ruin your bluff too. Side question: do you even play this game any more? Ok cool, thanks. In: COH2 Gameplay |
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