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Profile of ClassyDavid
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Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
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Post History of ClassyDavid
Thread: SMC Round 1 Game 2 Dave v Oziligath8 Apr 2018, 03:29 AM
In: Replays |
Thread: SMC Round 1 Game 1 Dave v Oziligath 8 Apr 2018, 03:28 AM
gg In: Replays |
Thread: How to play USF midgame?5 Apr 2018, 22:26 PM
Exactly as DevM said as in top level plays the easiest grenades to dodge are Allied frag grenades (expect Cons molo at vet 2, Shocks, and Guards grenade) as they have the longest wind up (aka throwing) animation so it's easy to dodge generally. Also, the grenade upgrade isn't cheap being 25 fuel and I believe 150 manpower. 25 fuel is a major investment not to mention needing the munitions to throw said grenades. BARs and Bazooka's are also a one time investment and always provide a return in combat by making your squads stronger in AI or AT capable. Side note is Rifles smoke being removed was a big deal to boot. Thanks for the tips guys I actually dislike Heavy Cav as while the Pershing is strong and all it doesn't mesh with USF game play of attacking from multiple angles with medium tanks i.e. shermans. Not saying it's a bad doctrine just hard to fit into my play style. It does provide off map smoke which can be key in a engagement at the cost hefty cost of 50 munitions and Rangers do provide some more AI power to the CPT tier at the cost of high reinforcement. Combined Arms is fine but not worth imo most of the time. However Heavy Cav is usable for the call in aspect as if you're behind you can go LT + CPT tier and use support weapons to hold off and take territory until you get the Pershing. Rifle Company is always useful due to flamers and getting double RE isn't a bad thing as one can get Bazooka's and sweeper while the other gets flamer and eventually a BAR. E8 is good against OST T3 rush and spam which is hugely popular of late and the Riflemen Fire Up! makes for some surprisingly fast flanks and negating damage from range. WP barrage is decent as it can force a pak wall to move or lose HP quickly. Airborne has always been a personal favorite of mine due to it's versatility and I stated the other reasons in a earlier post. Infantry isn't bad either as J4J likes to use but for myself I do dislike it as M1919s while strong do force you to remain still which is a big no no in my book when playing USF. Again however it comes to personal preference. Mortar Half track is really strong right now and hard counters OST mortars and can provide mobile support to force Volksgrenadiers out of sandbags which helps immensely. Priest is okay against OST but more useful for OKW to constantly bombard their bases. Finally Riflemen being able to build sandbags and mines is quite useful as it allows you to hold territory more effectively and surprise enemy infantry and tanks with them as no one expects them. |
Thread: How to play USF midgame?4 Apr 2018, 01:08 AM
(Definitely-not-Dave). Maybe ;b On a more serious note it does depend on what faction you're playing either OST or OKW. By the point you're in mid game is where I considered USF is at it's strongest as your armor is equal to Axis medium tanks more or less and Axis hasn't had the opportunity to make a late game defense. If playing on a map where certain buildings dominate the entire map flow or urban heavy I'd recommend Rifle or Armor company for flamers and use the USF mortar to smoke MGs out of buildings and use to smoke to force OST relocate or use the USF mortar just like any other mortar against OKW. If either of those companies don't suit you then the mortar half track hard counters OST mortars whilst also being incredibly strong against infantry squads. Not to mention the WP rounds can actually do more damage than a normal barrage when a MG is in a building. Airborne I find actually more useful for CPT as you only have to wait till 2 CP to .50cals where LT has to wait till 4 CP. .50cals sorely provide that ability to lock down sectors, help reduce bleed, and assist in assaults due to it's quick set up time. Paratroopers also find more use in CPT tier than LT due to CPT while still being good at AI with a BAR isn't as good as LT due to his veterancy. LMG or Thompsons work well either way depending on map, your micro, and ability to combine abilities (i.e. CPT using On Me! on Thompson paratroopers) Path finders are also generally a manpower sink as they don't suit that long range combat when you need to be mobile, aggressive, and close to maximize damage with USF (mostly). Now if you do float manpower they can be decent due their great line of sight. Might actually use them more and get back to you. Now shockingly if you're far enough ahead or have the chance to place munition or fuel caches, going grenades and weapon upgrades can really catch people off guard. No USF players really go grenades anymore till late game and even then half the time they still don't go it. Using smoke and BARs to assault a position lets you not only dominate OST in close range, the grenades can give you that edge against OKW. Anyways, hope this helps and good luck. |
Thread: equiping priority with BARs3 Apr 2018, 23:53 PM
I equip one BAR on each of my Rifle squads starting from highest veterancy to lowest. Once they all have one BAR then I'll start duel equipping. My line of thought is Rifles tend to lose against Volks and Gren get their upgrades and I always have rifles working in tandem together so it's helpful to have a BAR equip than having only M1 Garands. |
Thread: Seasonal Map Cup Spring 20183 Apr 2018, 01:02 AM
In: News |
Thread: SMC Spring Signups3 Apr 2018, 01:02 AM
Dave 76561198032338788 Playercard In: Events Central |
Thread: Seasonal Map Cup Spring 20183 Apr 2018, 00:30 AM
In: News |
Thread: Need advice. USF v OKW. 23 Mar 2018, 03:07 AM
Hope this still helps and sorry for the (very) late response. Moving on. I'll start with the good and that is your micro usage seems to be fair and you try and take advantage of cover when there is a engagement. You also used mines (and tried to plant more) from Infantry company which is rare to see and can really help bleed and force off Volksgrenadier squads. Light vehicle micro was good too and never overextended or allowed to be faust once as far as I could tell. Now, you left some squads too long in some engagements and lost them, AFK squads which got wiped, and so forth. That is purely player experience and only can get better the more you play so don't fret about it. I wouldn't go mortar if you went Infantry or Mech company as the mortar half track is excellent and allows you to res position quickly across the map. WP rounds also help clear garrisons faster and deny a area access. On weapon upgrades never mix and match weapons as it isn't worth it. Always duel equip Bazooka's or BARs or one BAR and one LMG. On Urban heavy maps it pays to have a mobile AT squad than a AT gun as to prevent vehicles from flanking and neutralizing AT guns. RE's also are more suited to being Bazooka carriers unless you are truly desperate for some more AI firepower. They're decent with weapon upgrades as they are good defensive infantry than but Rifles have far better combat power and that doesn't include veterancy to boot. Always try and take note of your opponents preferred way to play such as this OKW player liking to group his units together and cut off retreats. Again something which you'll pick up the longer you play and gain more experience. Hope this helps. In: Replay Reviews |
Thread: Operation Unthinkable Tournament - Sign-up Here22 Mar 2018, 14:04 PM
I might be able to make it back today or Friday the latest. Had to leave the state for a unforeseen issue. 76561198032338788 In: COH2 Gameplay |
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