You can hear nic cage's voice in that headshot. |
I actually just started playing this. FPS games are my thing so as soon as I figure out the 10,000 possible combinations of maps and bomb/hostage/we sites, I'll be rocking and rolling.
I'm WHO.gg on Uplay |
Preferred game mode: Team Games
Requirements: I'm not going to throw up any rank requirements or anything. I'm looking for people who have a relatively aggressive play style and are willing to improvise and learn. Saying something is OP and bitching is not what I'm about.
Preferred time to play: Tuesday and Thursday evenings, weekends, ocassionaly 9-10p on Monday/Wednesday. I'm in central US time zone.
Preferred faction: Axis or Allies.
Contact: Message me here
Player Card: https://www.coh2.org/ladders/playercard/viewBoard/0/steamid/76561197960389903 |
Could it be that the mark expired while the mortar shell was still airborne? (thus, when the shell hit, the mark was refreshed?).
I bet that's it. |
However, hitting a marked enemy will NOT refresh the mark (Thus, you will still require a spotter).
Are you sure about that? Maybe it's just with tank fire, or maybe it was patched? In fact I had a guy accuse me of map hacks a while ago because my mortar pit kept tagging his Tiger. He apparently was too dumb to move it out of range of my mortar pit, but he kept relocating it and my mortar pit would keep hitting it even though I never refreshed my vision. |
I find MP float as a Brits a huge problem.
Don't forget about Caches, trenches, and forward assembly with retreat (if the map is large enough). A command bren carrier with free recon is huge too. I recently played a 2v2 where a guy went air landing officer AND built commandos. He'd draw fire with a section squad, then used an LOS hidden air landing officer's sprint ability plus the other commandos to sprint into close range and butcher my guys. (we won b/c they didn't capitalize on this, but it shredded me at the time)
You mentioned about bofors/mortar pits (don't forget they get HUGE buffs from the command vehicle and forward assembly).... I mean, the thing is, that's kind of the core design of Brits IMO. Emplacements into superior armor I feel is the faction design. I would think if you are wanting a more mobile army you'd go USF.
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Don't forget that going Hammer tactics makes it so that whenever a you deal damage to a vehicle, it's now spotted for about 10 seconds instead of the normal 2-3 seconds. This comes in handy if you are going for Fireflys and don't plan on building comets any time soon. |
Can anyone confirm that it doesn't do engine damage on full health 222? Though I image the Boys rifle should almost always put some damage on before HEAT grenade hits....
I can't "confirm" because I'm at work, but I know the Boys AT nade does 50 damage. So new health, 320 -50 = 270 270/320 health = 84% health.
I believe the threshold of damage for the snare to work is below 80, maybe even 75 or 70 percent, right? So it shouldn't snare. |
That would be a neat thing to implement (you can already issue Retreat and Stop commands from the Tactical Map. Why not reinforce?)
In the meantime, you could use this:
- Press Ctrl + F2 (selects ALL your units, anywhere on the map)
- Then, spam your reinforce hotkey
(only works from outside the tactical map)
Did not know this. This is why I'm your lone sub, though lol. |
So I felt guilty for robbing your demo v schwer idea so consider this reparations. I watched the replay at 1x to about 25 mins, then sped through the rest. I made notes with time stamps. You may be thinking who the garden is this guy and why should I listen to him. Annnnnd I have no answer for this.
Summary: The main thing I saw was that you didn't choose a commander until like 20 minutes in, but you knew he was scavange within the first 5-10. You also were floating around 500 MP during this time that you could have used to put the nail in the coffin.
Observations by Time (roughly):
5m - You had your sections in that squatty building with only two windows on each side. They could have fought much more effectively from the two story building, even if it meant giving up the squatty barn.
8m-9m - You built an AT gun. What were you hoping to counter? You had an AEC on the field at that point. A pz2 will lose to an AEC and a Puma isn't a super threat to infantry that you need to preemptively build AT to avoid getting steam rolled. You could have gone with commandos, a sniper, or gone ahead and built that mortar pit.
11m - You are floating around 400MP with still no commander choice. You could have built a trench just above the right fuel and put your MG in it. It would shut down that side of the map while the mortar pit cleans up. The mortar pit kind of sucks unless you either have a squad in it or a forward assembly near by so you could have built an extra RE squad to sit in it or a forward assembly.
14m - You teched. You wouldn't have had enough fuel by the time the tech finished to build anything. This isn't bad, many top tier players have at least 180-200 fuel before teching, which means you can start building your cromwell as soon as your teching is complete.
15m - You have the enemy cutoff (temporarily) but you went to cap the opponent's fuel. You could have gone for the VP to setup a triple cap. Vanguard's raid operation really comes in handy for capping and punishing big retreats
??m - At some point you got 2xbrens. They aren't a bad choice, but raid operation and the air support really come in handy later.
15m - You built a second AT gun. Again, you've been dominating on resources, he's built a puma... at WORST you are tied on fuel. What's that AT gun going to counter than your AEC + Cromwell + AT Gun can't at this stage? Again, a sniper, MG trenches, a glider, REs to repair faster... lots of better choices here.
17m - You lost your MG somewhere close to here, but you didn't rebuild it. Your original MG butchered people in that forward building, but you never made an attempt to put it back in there. Also, trenches go a really long way. Force your opponent into building shitty leigs.
19m - You've lost an AT gun at this point while derping with them on the right side. There are too many blind corners over there to be effective unless you have a trench/sim city/supporting infantry to cover. Plant mines right and use AT guns where it's more open on the left. You are building another AT gun and didn't make the biggest effort to re-crew the one you lost.
20m - Again, you could have rebuilt your mortar pit with the MP you are floating.
33m - You lost a squad while staring down a KT. You could have been looking at something else, but I got the feeling that you were playing chicken while trying to cap the VP. You were ahead on VPs, there's no need to get into panic mode and lose squads. It's going to be a grinder, just let it grind.
42m - You destroyed the KT. I'm not sure of the timing on this one, but if you could have cancelled the firefly, there wasn't that much reason for it. Another cromwell would have been more suitable.
43m - You yolo'd two tanks trying to get a kill. Sometimes shit happens and vehicles get away with a sliver of health. That's the game. Just let it happen and wait until a better opportunity presents itself.
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