Profile of Danyek
General Information
Register Time: 18 Oct 2015, 08:02 AM
Last Visit Time: 16 Apr 2018, 18:29 PM
Broadcast: https://www.twitch.tv/danyek1229
Steam: 76561198099964804
Nationality: Hungary
Register Time: 18 Oct 2015, 08:02 AM
Last Visit Time: 16 Apr 2018, 18:29 PM
Broadcast: https://www.twitch.tv/danyek1229
Steam: 76561198099964804
Nationality: Hungary
Signature
I'm a 2v2/1v1 player so my perspectives match these modes.
Post History of Danyek
Thread: Counter Battery (for mortar emplacement)29 Aug 2016, 19:48 PM
Sorry I didn't highlighted it. Also advanced emplacement wasn't only strong because of the counter battery (yes, mostly for it), but you can avoid 210 manpower for royal engies and build emplacements with standard Tommy squads. I suffered a lot from those rushed bofors on Trois Ponts and other maps like it. In: COH2 Gameplay |
Thread: Counter Battery (for mortar emplacement)29 Aug 2016, 12:30 PM
Maybe if you read my signature, you won't speak into thin air. I don't play 2v2+. And I was talking about the past, not the present. In: COH2 Gameplay |
Thread: Counter Battery (for mortar emplacement)29 Aug 2016, 09:14 AM
Advanced Emplacement Regiment for UKF was really overpowered for a long time after it's release. It meant FREE counter battery for every IDF unit. So basically: base 25 pdr guns and mortars got a free automatic fire button. The mortar pit's range is 115 (it had the largest range till the recent mortar hotfix) and afaik the base pounders covered the whole map. They countered every other enemy IDF unit without problems as I mentioned above, thanks to their range, they outranged everything. So in case you were wondering, yes, it's totally the same type of shot with a munition cost. PS: I still have PTSD from those times In: COH2 Gameplay |
Thread: [1v1]SUvsOKWcrossroads27 Aug 2016, 09:46 AM
Just don't try to play the meta at lower levels. Let them play their strategy and build up your own strategy around countering them. In: Replay Reviews |
Thread: 1v1 Soviet vs Wehr - Lost Glider - New player help!27 Aug 2016, 09:45 AM
So here's the review what you could've done better: General problemsGeneral thinking You constantly ran into an mg bunker at the top and MG 42 at middle road. If you recognized that you are running into them, try to clear the positions with your mortars and then advance. Or use smoke and flank them. It's not hard. Deploying partisans only won't win you the battle if you AFK your army the whole time at the base. 1/3 of the match, your whole army was chilling back at base. This time it was 10 minutes. 10 total minutes, where you weren't at the field, fighting for your territory, planting mines, pushing forward and etc. You could've killed that Panther and all Pumas if you would've thrown AT grenades with your cons and AT partisans. Simple as that: Use abilities. Unit capabilities Don't fight long range with conscripts against grens. Conscripts have very bad accuracy, they will only hit something what's at point blank range. But don't rush every unit down, as they'll lose a lot of their DPS if they lose the models by then they get into close range. Don't stand on negative cover in front of an mg. It'll mow down units really fast, as HMGs have very good burst, damage and accuracy at close range especially if you are standing on negative cover. Don't move ATGs (anti-tank gun) without proper support. They are only good against tanks, so escorting them with 1 or 2 units is MUST. They can't defend themselves from any infantry unit. Micro Try to focus down low health squads. There were a lot of moment where you could've wiped enemy squads just by right clicking on them as they retreat. It's important to wipe squads as it's much more expensive than reinforcing so it gives you a great advantage. You should have constantly barraged the house at the fuel as your opponent stationed an MG 42 the whole early and mid game. Very late retreats. Units in great danger impose a bigger importance than any other unit on the battlefield. Nothing is more important to avoid your squads from being wiped. // This can help you in every possible way to get out the maximum of your micro // Always shift move your engineers away from the place where they planted a mine. They are posing in a very unique way and you are giving away your mine locations. // Watch this till the 2:08 min mark // Aggression Push on all fronts, not just one place The soviet faction is one of the most aggressive ones found in CoH 2. You can rush every position thanks to the cheapness of the conscripts, but there's their T1, from which you can build much stronger but more expensive Penal Battalions. You can try to experiment with a lot of strategies, as the game doesn't punish you if you make 1-2 mistakes. Conclusion: Be a lot more aggressive with soviets. T-70 was too passive, there were no ATG from wehr player, could've punished them with a baserape, he couldn't have stopped you. Double fuel for wehr player most of the time. One if the bigger mistakes (if not the biggest) is letting the opponent securing double fuel, greatly increasing their income. You slowly fall behind your opponent this way. As it didn't show itself as he invested heavily in T1 build, he punished your SU-76 and T-70 very badly with a 16 min Panther. Know the maps Capture all territory point you can (you didn't cap the 2 points at the sides). There were a lot of flanking opportunities to pull off, but you didn't forge an advantage of them. From time to time you will know the maps better, knowing the maps is half the battle. Time marked problems1.30 min mark: Engineer stood idle for almost a minute. 2.20 and 3 min mark: You saw the MG entering the building earlier and now you walked in with your conscripts and got pinned. 3.20 min mark: Never fight 1v3 with conscripts, they are cannon fodder, but try to utilize them. 4.10 min mark: You almost flanked an mg but decided to go in front of it. Why? It could've lost a few models and given you a bit of map control. 5 min mark: Very low health squads, still no medic researched. 12 min mark: All your squads at the base. this is seriously why. you could've flanked them really hard as the mg42 wasn't covering the whole area, there was a passage that it couldn't see. 5.30 min mark: You got baited hard to walk into the same MG 42 in the same house as you chased the other MG 6.30 min mark: Don't build a new conscript if you have 0 manpower then, and all of your squads are waiting to get reinforced, still no medic. 7.10 min mark: You trapped your own conscripts between trees and base bunker. 8 min mark: you built a second mortar that's totally idle. 9.20 min mark: Not building T3, despite you even had the resources to bring out a T-70. 9.40 min mark: Built an AT gun. Why? You should've known that you won't see a vehicle soon as your enemy invested in a heavy T1 build. double mg42, double mortar, sniper, double gren, mg bunker. 17.20 min mark: Never go head-on against a Panther with a SU-76, you could've baited him, sadly ATG stayed at the back forever. // This can help // 23 min mark: Opponent stole the abandoned T-70. Destroy abandoned vehicles if you have to retreat, otherwise they'll be used against you. Final conclusion: You played very poorly, but increasing your micro, being aware of your units and knowing your and your enemy's units and the maps will help you a lot. Don't be sad that you lost, hopefully you learned a few things. Hope I helped! Cheers, Danyek In: Replay Reviews |
Thread: 1v1 Soviet vs Wehr - Lost Glider - New player help!27 Aug 2016, 07:40 AM
Hello! Watching second replay, will give a review in about 2-3 hours In: Replay Reviews |
Thread: How to deal with double OKW as Brit26 Aug 2016, 17:27 PM
This is why I don't play randumbs I stopped playing them when I constantly got leavers / afkers. I always vow myself that I never play any random, but from time to time my curiosity draws me to it, and I always regret it In: UKF Strategies |
Thread: How to deal with double OKW as Brit26 Aug 2016, 15:48 PM
Oh I didn't mean cover-cover fights, sorry for misleading. I mean when the sturms are rushing to a section in green cover and they're not getting any cover (maybe yellow, but not more) as they do it. In: UKF Strategies |
Thread: How to deal with double OKW as Brit26 Aug 2016, 15:36 PM
How? I've never seen a sturmpio alive after rushing a section in cover, that's totally new for me
Actually UC has quite good armor if you don't want to go head on against a 222. It can force away kübels really easily, poke the infantry away, and deal good damage against units that are not in cover. 10/10 best support unit - IGN In: UKF Strategies |
Thread: How to deal with double OKW as Brit26 Aug 2016, 15:03 PM
Don't forget that UKF is a really defensive faction. Try to move your sections from cover to cover, this way you are greatly reducing the chance that they catch you off guard. Also try to cap near each other with your units. Tommies in cover eat advancing sturmpios all day everyday. The problem with tommies is that their damage starts to stagnate at mid range, so they're best used long range. Move a vickers behind them to cover them if the enemy starts to get closer and pin them. Hope I helped! In: UKF Strategies |
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