What's the highest number of CP's you have ever finished with in a automatch, 1 2's 3's or 4's?
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Because when there are big issues(obers, old KT, kubeljesus, old USF LMG blob, old super heavies) then it influences everyone. I play all 4 armies, I want to have options with all of them, I don't want to be forced to certain playstyle just because others are not valid to the point of auto lose.
I'm also following closely most high level players as that helps me improve myself.
I also won't rest until units that completely have fallen out of the game(SU-76, AI partisans, irregulars, StuG to a point, brummbar to a lesser extend etc.) have a role in game and are not throw away units to feed opponent exp.
There is also the question of people spitting utter bullshit to get as much buffs as they can for their beloved single faction-I just like to gun down these people for sport, but some are too stupid to know that they are wrong even if they will get hit to the face with a brick engraved with the word itself.
What's funny about this statement from you Katitof, is that by far and away YOU are the biggest Allied fanboy that frequents these forums. You are the one that always spits utter bullshit about Sovs and USF. You are always the first person to jump to the defence of Allies and claim whatever anyone is saying about them is total rubbish and it's just L2P and call them Axis fanboys, yet in the same sentence you crying that OKW/OST are OP.
Maybe, if the amount of games you played equalled your post count on COH2.org, people may take you a little more seriously, but as it stands whatever you say from here on in, it just gets disregarded as you are so predictable and Allies biased. |
I said thousands times this stick to cover bullshit just causing trouble.
- Making capping unit stepping out of the circle
- Making squad like maxim crew hugging together asking for riflenade
- Squadwipe™, Squadwipe™, Squadwipe™, going to cover = asking for Squadwipe™
For the love of God, rewrite the goddamn algorithm or just remove it.
+1 This. Couldn't have said it better myself. |
No,scenario works in ur mind where u believe flame arty,katyusha ,elite infantry can't dislodge ur pak wall which will take potshots on unsupported is-2 all day.In ur dreams.Without elfant ,ur basically fucked lategame vs soviet..ost has no chance.Tiger will lose 10 out of 10 times.A is-2 supported by zis always wins vs tiger supported by pak.
Then panther is inaccesible in 1 vs 1.Moreover it can't kill is-2 unless its reckless,only deter it from becoming too adventurous.An is-2 backed by zis ,panther can't do anything.
Nothing else will work.pz 4-u get 6 pz 4s,and they will still lsoe because not a single shot will penetrate.
Lately I've been countering the IS2 with Grens to faust it and then 3 Shrek PGrens attacking the IS2, split them up micro them well and hit it from the sides and rear with a damaged engine, and it's dead. Using CAS doctrine strafe all his inf thatt try to come and support it. |
Hey dude.
I know why you lost and it was for a number of reasons.
1. You made a bad teching decision. You teched T2 and then went straight for T4 on a map that has little fuel income. That was always going to end badly. T3 is the tech of choice on that map, P4's backed by Paks, Shreked PGrens and normal Grens with LMG.
2. Your team mate JellyD0nut was at one stage floating 1700mp and he did not tech past T2. If he spent some of that manpower putting down fuel OP's you would of been in a great position. Especially as he wanted to stall for a Tiger and you went T4 for Panthers.
3. You and JellyD0nut blobbed far too much. When your opponents get blob counters like the Pack Howitzer and Motor Carriage, you really need to spread out your units. You were both bleeding constant man power due to that.
4. Your commander choice was poor. On that map consider Luftwaffe Supply Doctrine and base your strategy around completely locking down the fuel and all of the territory on your side of the frozen river. Litter it with mines, bunkers, MG's Grens, Mortars and then just constantly drop fuel drops into the fuel point. This guarentees you a win if you manage to hold on to the fuel, something that should be quite easy if you both work together. You certainly had the opportunity to do so early.
5. Work as team. You did not work as a team early in the game, when it matters. Jelly should of pushed up with you and locked down your side of the river instead of trying to fight his own proxy war in the enemies territory. The key to Ostheer early vs USF in 2v2 is to stick close togther, lure him in to area where you want to fight him, don't go where he wants to fight you.
6. JellyD0dunts teching was also very poor. As said earlier, he did not tech past T2 and then floated 1700mp. If he had teched T3 as well as you, you both could of had P4's and pushed out to gain back ground. You had the counters for Jackson. Shreks and Paks.
Hope this helps. |
around 5-7 minute mark my m3 with a flame engie miraculously wiped about 6 squads. You could also see the extent to which alex can blob, and his skill in this particular game.
Are you for real?
All you did was blob cons and guards, yet you have a crack at Alexander for blobbing?
Grow up.
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If you want to compare with idiots using the FHQ, you are completely right.
Good luck vs FHQ with:
1) Good oppenents coordinated to spam 3 Soviet mortars at once
2) A hell of Cons sandbag and wire around the FHQ
3) Good choice of buildings that impossible to go down instantly even against MHT and Stuka, e.g. Train station, big French church, big French buildings
4) FHQ for total denial of muni and fuel of Axis
If you claim FHQ is easy to counter in big teamgames, either they are nubs or just Allies fanboy propaganda.
In a nut-shell, this is spot on. On maps especially Trospoints FHQ is impossible to counter, espically in 2v2, where one player makes 2 FHQ and the other techs. |
Please make something with the T34 spam + soviet industry, 5 T34 of 4 soviets at the 14 min is just GG, no replay saved sorry.
Why cant your team have 8 Pak 40's, 12 Teller Mines, 4 PGrens with shreks and 4 Panzer 4's waiting for them? |
That's called encirclement. Flanking is well....attacking from the flanks....there are two flanks.
Dude, you are being too literal. Just because flanking means attacking your opponent from the sides, doesn't mean you have to attack them from the same direction on that side.
You can flank your opponent if he is facing North, from the North East, East, South East, North West and West. There's five directions just there on both flanks. It is a lot harder to turn and face an MG to an incoming flank if the squads are approaching from the directions as described. If they are all approaching from due East or Due West then its quite easy to just turn and face the MG that way.
Am I making sense or do I have to break it down some more? |
How the hell do you flank from 4 directions lmao
Obviously you don't know your directions very well. LMAO.
North
South
East
West
North West
North East
South West
South East
There's at least 8 directions for you to choose from. If you have 4 rifles a RE and a LT. Use your LT to draw fire. Then flank with 4 rifles from any four of the directions listed above, relevant to where the MG is positioned. |