Profile of Troyd
General Information
Broadcast: https://www.twitch.tv/troyd_destin
Twitter: https://twitter.com/troyddestin
Youtube: https://www.youtube.com/c/Troyd
Steam: 76561197995692950
Nationality: Canada
Game Name: Troyd
Broadcast: https://www.twitch.tv/troyd_destin
Twitter: https://twitter.com/troyddestin
Youtube: https://www.youtube.com/c/Troyd
Steam: 76561197995692950
Nationality: Canada
Game Name: Troyd
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Post History of Troyd
Thread: Top 100 - 2v2 Crossroads13 Jan 2020, 01:13 AM
Pretty fun game In: Replays |
Thread: Troyd & Tarnation vs Taylor & dreamwork11 Jan 2020, 06:05 AM
Pretty fun game! In: Replays |
Thread: Sign Up for the Battle for Berlin 2v2 Tournament9 May 2018, 15:14 PM
In: Events Central |
Thread: G43 rifles vs MG42 light machine-gun 7 May 2018, 14:26 PM
wich is better to use? Is g43 better on medium-range fights? It is entirely situational. Generally speaking, if you want play more aggressive... use G43s with 3-4 grens. Otherwise MG42s are a no-brainer upgrade for all play styles. At medium range I prefer G43s, simply because if a grenade gets thrown I can dodge it while still applying damage. G43s
MG42
Hope this helps! In: Strategy Desk |
Thread: Looking for help against grits in 2v24 May 2018, 14:51 PM
Brits in 2v2 are heavily reliant on their ability to hold ground in cover, their AEC for push power and are hampered by static indirect placements. As wehrmacht you should consider getting a sniper first against them in almost every setting (probably not urban). Their 4 man model squads mean that every sniper shot reduces their capability by 25%. After one or two shots, small pushes even with pios will win engagments against their positions. If they chase your sniper, they have to face either an MG or gren wall. This will force your opponent to rush a UC, AEC mor their own sniper to deal with yours. The proper response for the UC is to continually threaten it with grens, or bait it into an MG with incendiary rounds. The proper response for an AEC is a rushing a pak, 222 or well place teller. Use your grens to deter the AEC while applying damage with your sniper. The 22 can win a fight against the AEC if a gren can land a faust. Alternatively, bait the AEC into a teller using your sniper. The proper response for a sniper is to either build a 222 and rush it, or counter snipe him whiel he's out of position. To help you with this you may want to consider a doctrine that has air recon. Often both of your snipers will be cloaked but within range of one another, popping air recon will reveal his sniper - allowing you to quickly snipe him. A 222 will let you control the sniper while still applying damage with your own. |
Thread: A general OKW discussion for new players25 Apr 2018, 15:32 PM
Welcome back, OP(?)
Yes STG upgrades are superior upgrades, especially at close and mid range. At far range they are about equal in DPS. MP40s are superior to STGs in short range situations only, they really excel at vet 3 when you have all you received acucracy buffs - allow you to deal more damage over time as you drop models.
In a vacuum the LMG is better as it has higher DPS, especially at long range. Realistically speaking, the IR STGs are better on the move, and can the majority of cover bonuses and are superior in clsoe range situations. This means their effective DPS in a fluid enviroment is superior, especially alte game where there is cover everywhere.
There isn't a really good source as of right now (the favorite web community source is no longer up), but you can pull the values from the modding tools. But numbers are only valuable to a point, since this is a situational game.
My recomendation her eis to download the cheat mod off of steam, which will allow you to spaw/vet as much stuff as you want to test as many things as you want. Here's one of the two popular ones. https://steamcommunity.com/sharedfiles/filedetails/?id=692412438
Basic rule of thumb is that if its an LMG,flamethrower or AT weapon - it will drop.
DPS is based on the number weapons held by the squad, and their given profiles. The shreck upgrade changes the squad from 4STGS to 3STGs, improving its AT profile, but degrading its AI profile.
Both.
Flamers get a bonus against units in cover, it is actually beneficial to be in negative(red) cover or nuetral cover when fighting flamers.
its safe to engage any number of windows at range in green cover. Ideally, you want to attack a side with 1 or 0 windows.
Absolutely, green cover over 10 range is preferable. Cover is negated at 10 range, so always fight in cover beyond 10.
You are correct in this assessment. There is no way to control which window has which weapon though.
This is good practice. Here are some more tips. Treat it like an extremly mobile machine gun. Sight it with an infantry squad or cloaked rakten. If you buy a haltrack, always buy a ratken to back it up against light vehicle rushes. If it gets hit by an AT round, immediatly use the smoke ability, retreat and repair to full health. If your opponet is using smoke tomitigate the halftrack, use attack ground to counter his smoke.
No they do nto receive the cover bonus. The icon you see on the squad is just the level of cover most of your squad models are in. It does not speak to the direction of the cover, nor tell you if al lmodels are in cover. This is why flanking is so important, as cover is directional (unless its a bush) - the best way to negate green cover is to shoot models from a different direction.
Issuing movement commands near cover will clump squads. Issuing movement squads outside of cover will disperse them. This is your best method of controlling the spread of infantry.
No but this is the best response to the situation you described.
No
No, all same scatter values apply - you're just directing the shots fired. However there is no "homing" or tracking feature to the shots. Generally speaking, right cick is better when you have sight. Attack ground is better when your vehicle does not have los on your target. Attack ground can often mean hits through trees, smoke or othe obstacles.
Don't, put your t4 scherz at most covering your cutoff. Anything more agressive willopen it up to at gun / atrillery / handheld At fire. This can happen very early in the game, so don't risk 100 fuel and the construction time if you don't need too. Good players will punish you for agressive T4 placement.
Yes, it will kill everythign in a small radius where it hits. On retreating models it has a chance to miss, but is accuracte to gamble with.
I woudln't bother with attack ground, unless you specifically have a situation where there is a clump and the turrent isn't targeting the optimal location. The auto attack should be just as good at killing those clumps.
Wait till the next patch before using panthers again. If you must build a pnather, use it as a flanking unit.
Same answer as before, you can find it via the mod tools - but the community resource has recently gone offline.
It will hard coutner them, so long as you take advtange of the 60 range and properly screen it with infantry to prevent flanking dives and sight out to 60 range. Its great for killign tanks that were ambushed by your ratekens and are retreating as well. It also benefits heavily from veterancy, so keep it alive to improve its stopping power. The SU85 match up is the only one i'm usually scared about - its all about who hits who first. Both are TDs with 60 range.
The tank does not need to be fully stopped to get the bonus. You just need to hit the stop key before the next shot it fired. All tanks, even TDs receive an accuracy moving penalty. So pressing the stop key jsut before firing negates this particular problem.
All explosives deal reduced damage to things in green if fired over the green cover in question. Ie a grenade thrown over the front of the wall at a squad will deal half the damage as a grenade thrown from the side or behind. A mortar shell that goes over a wall to hit a squad will deal half the damage compared to one that lands in front of the wall
It provides air support in the form of one AT plane and one AI plane. During the ability you can reinforce your falls anywhere on the map.
Full damage is applied by grenades to retreating squads. The RA modifier is for projectile fire only. If your squad is in green and the grenade was thrown over the cover they are in, it is better to take the grenade and then retreat. If the grenade came froma flank, its better to retreat or dodge.
Yes, dependant onthe tank. You will have to use the mod tools to get current numbers. Generally speaking, the farther you are the lower your accuracy and penetration. This is why its better to get up close and flank with t34s - they have excellent close range penetration. In: OKW Strategies |
Thread: Spring Update - Balance thread19 Apr 2018, 20:26 PM
No, its about effective damage taken. This game has directional damage applied to specific models based on a statistical distribution, mitigated by terrain and distance factors. Two models allow you to defer, delay or spread applied damage from the distribution by leveraging the distance and specific models portion of the equations. Thus more models creates a moderately higher effective hp. This means the number of models a squad contains is a VERY BIG balancing factor when considering durability. See the age old arguments of 3 ostherr man team weapons vs 6 man soviet team weapons from the good old days, or 4 man grendiers vs 6 man grenadiers. In the case of a retreating sniper squad you're usually only ever shooting on model at a time, the second model is taking no damage or partial damage. This results in cases where both models have 2 health, took no model losses and are safe in the base. In the case of a mortar shell that 82 damage isn't being fully applied to the entire squad. Unless you've magically put both snipres models at the center of the motar shell, they will either both get out with low health or only lose one model. In the case of a tank shell hitting a sniper, you're applying a ton of DPS to one model but not the other. So even though your tank shell dealt 100-120 damage, you only applied it to a single entity with 45 health or so. Wasting over half of the damage.
They are though. For the exact same reason a conscript squad has more chances to retreat then a grendier squad does. This game is about directional damge applied to specific models. The situations you make i dont think apply:
You really can't increase RA more then it is. Snipers already take damage really easily; increasing it anymore will create situations where literally every shot will land on them. Snipers will start dying to right clicks, not flanks - making them not worthwhile building. The RA on snipers is already high, and the patch attempts to bring their retreat RA closer to their base one to help reduce the frustrating retreats thing.
No the sniper team won't die because you have two models, that are a distance apart. The shell lands in one spot, not both. Unless you're bunch your sniper together in which case, rip. Werfs are more likley to kill a sniper model (or squad) because of the saturated scatter Aoe profile it brings as opposed to single point and radius.
222 increased accuracy is already in the patch notes, its a problem against all infantry not just snipers.
RA doesn't help that much this situation (unless its really high, but we went over why you don't want it higher then it is), since damage is applied in a directional manner against specific models. Your falls target one model and volley him. The retreating model already home free. Or they split their fire, then one model gets sslighlty out of range and they switch fire from one model to another - failing to kill the first model they targeted. In: COH2 Balance |
Thread: Spring Update - Balance thread19 Apr 2018, 19:55 PM
This is the point. The 2 man design is far too durable, and the source of a lot of issues. You use them because they are nigh impossible to kill, and therefore give you a very high return on investment compared to other faction snipers. A more homogeneous sniper dynamic is sorely needed, each differentiated by abilities rather then durability. The proposed changes reward infantry flanks... Eg. Big flanks would clip one model, but the other rounds a corner and saves the "squad". Mortar shell lands and kills one model but not the other, it gets out. Counter snipe only kills one model, second model counter snipes you back. The 222 chases down the sniper, kills one model on a road but a con comes to cover with an AT nade and the last model gets out. Having cloaked falls ambush a sniper squad, killing only a single model as the second model retreats out. These are all situations where the brit or ost one model snipers would've died,thus allowing the high ROI on soviet snipers to persist and generate more value over the course of an entire game. This is similar to the 4man durability of ost vs 6 man durability of soviet argument. The one with more models is more likley to be able to retreat or stay on field longer. This is because damage in this game is directional and has to be applied to models individually to achieve a kill. More models = more chances to get out. Another good solution would be to limit factions to one sniper each - but then that limits gameplay choice. In: COH2 Balance |
Thread: Kharkov, Troyd (OST) & Solan (OST) vs Cesear (USF)& Eber(SU)14 Apr 2018, 20:50 PM
Kharkov, Troyd (OST) & Solan (OST) vs Cesear (USF)& Eber(SU) In: Replays |
Thread: Your thought on USF early game13 Apr 2018, 21:42 PM
I'm not really asking how to beat them, That's fine. I do not share your opinion and just trying demonstrate why. As it stands, rear echelons are more powerful and essential then they have ever in CoH2 been thanks to the smoke upgrade in the DBP, not to mention their abusive late game power when given weapons from excess munitions float. is it a real suggestion or a joke? Serious suggestion, I would say i'm rather experienced with USF Having an early mortar isn't an advantage if it does jack shit Mortars are the hard counters to MGs, if its doing "jack shit" you aren't using the unit properly. The USF mortar has excellent smoke range (no need to tech) and negates the MG fully during any rifle push. Any Wehrmacht player worth his salt is moving his MG as soon as it gets smoked, or else risk being grenaded / run over. The mortar's stopping power is also extremely good and, should you just want to attack ground or bombard the MG to death/force retreat instead. My opens against Wehrmacht are consistently 2 rifles and a mortar into LT (or 3rd rifle map control dependant). Sight for the mortar with rear echelon, use rifles to exploit gaps created by the mortar (smoke or bombards). The only thing you are truly powerless against is good sniper micro until your m20 comes out. I'm unsure how Wehrmacht can establish an mg on your cutoff without you being able to punish them by grabbing their own cut off to delay until you get smoke / mortar / Light vehicle. OST is far more fuel reliant then USF and overall they are simply not as mobile as USF. OST will suffer long term if they have to go without fuel and need to split up their forces to compensate for over extensions. Assuming there is an MG on your cutoff... in such a situation you should also be able to camp the retreat path with your rifles and wipe the overextended MG once you've pressured it with the mortar, or slammed into it with an early M20 / AAHT / smoke grenade + rifle& LT push. greande thing Early grenades unlock access to smoke, which again allows you rear echelons and officers to negate mg fire or reduce your opponent's overall damage output. Your first grenade will always be a surprise to your opponent as well, so there's a huge opportunity to wipe a squad with your first grenade. |
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Latest replays uploaded by Troyd
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Kharkov, Troyd (OST) & Solan (OST) vs Cesear (USF)& Eber(SU)by: Troyd map: Road to Kharkov1-1,074
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