Okay, I'm not a strategist, but I've taken a look at your replay.
1. Map.
-Düsseldorf, like many other heavily urban, is terrible for WM. Veto it next time.
2. Commander.
-While your early pick of Mech Assault was good, you didn't use it to your advantage. First, they should be off in the backline, harrassing and flanking, instead of capping. Also, you used them point-blank against a garrisoned Infantry Section from the wrong side (too many windows!) and got gunned down.
-Your team-mate's pick of Luftwaffe Supply was pretty bad. Although it let you build up an armor advantage, you threw it away trying to counter their emplacements. The armor flank was great, the execution could have been better.
-Spearhead Doctrine, with its smoke, fragmentation bombs, and mortar halftrack would have suited your teammate better.
-If you didn't pick Mech Assault, Jaeger Armor would have been better: spotting scopes and recon to set up Pak (and later, Elefant) seiges, plus the powerful Stuka Dive Bombing are excellent emplacement counters.
3. Teamwork.
You and your teammate almost fought two separate 1v1s on the same map. You didn't push together for mid until the late game, nor did you make an effort to hold onto your fuel point early-to-mid game (before your bunker went down). WM is all about combined arms. Focusing on the same part of the map when you make pushes is crucial.
4. Unit choices.
-With T2 rushes, it's usually advised that you go for more MGs than Assault Grenadiers. MG42-AGren-MG42-AGren-MG42-BP2-Pio-T2 is a very strong build order, especially because Brits don't have indirect fire before they get a mortar emplacement.
-Use MGs with Pios/AGrens, a suppression+charging/flanking unit, and push them back as far as possible early on. Follow the aggression with a HT for forward reinforcement or flamers, prepare for AEC with double 222.
-Since you went Mech Assault, skip T3 and go for T4; you'll need the late-game firepower against Brits, especially emplacement brits. If you really needed a tank, get a StuG E for anti-infantry duties, supported by Paks (and possibly Shrek PGrens). T4 will give you access to the really powerful Sturmpanzer IV, which works wonders against infantry and structures. The Panther can draw fire from a Bofors and keep enemy armor at bay. The Panzerwerfer is excellent at forcing Braces and wiping blobs.
That's all I've got to say, emplacement play is pretty cheesy, but it can be countered!
Good luck on the battlefield! |
Hello everyone,
I recently acquired this commander, and I would ask for advice on how to best play this commander.
More specifically,
-What build orders work great with this commander?
-How, and when should I make use of the commander's abilities?
Thanks in advance! |
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I'll have a look at the Tiger issue as soon as I can (I'm a bit busy this week). The requirement for the tiger should be having both T3 and T4 built (no skipping tiers, that is).
I noticed that you needed to build all of the tech structures, it seems to be a simple typo.
I will, at some point try to figure out a fix for the doctrinal flak. First, however, I want to focus on giving players the tools to break down lockdown (e.g., emplacements) before I buff lockdown tools.
Here's an idea to make anti-emplacement play easier: (kudos to Planetsmasher)
- Make the emplacements able to be abandoned. The crew shouldn't be easily hit by direct fire, i.e. small arms, tank cannons, AT guns, but they should be very vulnerable to explosives dropping directly on their heads (artillery, airstrikes) or incendiary munitions, but the emplacement (and the gun) itself would require much more punishment to be destroyed.
- To counteract this, allow British emplacement crews to be able to "De-crew" their emplacement, much like USF vehicle crews can "Bail Out" of their tank. The idea is, that when you come under artillery fire or air attack, you decrew your emplacement, and afterwards, you hop the crew back into the emplacement, and repair the emplacement with your Royal Engineers.
- Also, to avoid "The Joys of Overpopulation," make "Heavy Weapon Crews" take up a large amount of population cap. They could have just 3 men, yet cost 9 population. Also make them as durable as USF vehicle crews (very squishy).
- To make capturing (stealing) British emplacements viable, allow every other faction to do the same thing. |
I'll lay out some raw statistics for you:
GTX 970 4GB (~220 £)
3DMark DX11 (1920x1080) score: 10,244
Benchmark temperature: 68 degrees C
PassMark score: 8,633
GTX 1060 3GB (~250 £)
3DMark DX11 (1920x1080) score: 10,449 (+2.5% over the GTX 970)
Benchmark temperature: 70 degrees C
PassMark score: 8,785 (+1% over the GTX 970)
GTX 1060 6GB (~300 £)
3DMark DX11 (1920x1080) score: 11,197 (+9.3% over the GTX 970)
Benchmark temperature: 75 degrees C
PassMark score: 9,039 (+4.7% over the GTX 970)
I'd go for a newer model to be more "future proof," that is, your computer will scale better into the future. The final verdict, however, is completely yours. |
In larger team games, pick commanders that have powerful late-game units and abilities.
For example, Mechanized Support, Soviet Industry, and Armored Assault are strong for team games.
There aren't any Soviet Commanders that have amazing team-synergy (support) power, but all three of the above doctrines have powerful late-game heavy armor choices, and two of them (Mechanized Support and Armored Assault) have great off-map abilities. |
Bug Reporting:
- LT BAR and Captain Bazooka upgrade pop-up informer (left side of screen, just above the minimap) is bugged.
- Tiger call-in requirements say "Requires T4, T4 built."
Ideas:
-OKW Doctrinal Flak: why not make it cost 150MP 60MU? Same cost as a WM MG42 Bunker, but it trades grenade resistance for a 360-degree fire arc. |
The Tiger Ace literally is a Tiger that comes with Vet 3 and +240HP, so adding special abilities would simply make it even stronger! I like Mr.Smith's idea to replace it with a KT, though.
I would say it's current issue is that it's 800MP call-in is cheesy. Making it the most expensive heavy tank that already comes out the latest would justify it being so powerful. Plus, it rewards unit preservation, as many people just trade away their Tiger Ace (especially due to its resource penalty).
However, the KT is also a great idea!
With a permanent sight buff, Riflemen might steamroll over Axis MGs even more, especially with their long-range smoke grenades. The Sniper ability sounds nice, though, and I'm thinking of giving it to Pathfinders from Airborne Company, along with letting them deploy from buildings.
With just 40 (up from 35) Line-of-Sight, I don't think this should be an issue.
Giving an active sniping ability to the Pathfinders just like in Ardennes Assault is decent, but it feels redundant as they can already do that (albeit passively). Since you removed Pathfinders completely from this doctrine, and as Mr. Smith said an uncloaked Marksman might die quickly in sniper-vs-sniper engagements, I think it should work out.
The Opel Blitz is pretty much a clone of the USF ambulance. What did you have in mind? Another troop transport is probably not needed, and not many people use those anyway.
I was referring to the ones in Assault Support.
USF Airborne will get a complete rework. Here's what I had in mind:
- Pathfinders that can spawn from buildings and call for MG/Mortar/ATG drops.
- Paratroopers might get a small buff, but they're mostly fine, I think.
- Resource Drop as seen on Ostheer commanders.
- P-47 MG strafe similar to the one in Tactical Support Company.
- The P-47 rocket loiter might be turned into a strafe as well, but I'm not sure yet!
Wehrmacht: German Mechanized Doctrine
0CP: Sd.Kfz. 250/1
Comes without a squad of Grenadiers. Now has an MG42 with the stats from the larger Sd.Kfz. 251/1 halftrack. Cost, health, armor, movement and veterancy copied from the Soviet M3A1. (Also available in Mechanized Assault Doctrine!)
1CP: Sd.Kfz. 223 Command Car
Costs 250MP/20Fu. This is a 222 with an MG42 instead of the 20mm gun; DPS is similar to the USF M20. It can throw smoke grenades as well as capture and lock down territory. The lockdown is improved with each rank of veterancy; the unit itself does not get better.
2CP: Withdraw and Refit
Copied from USF. Vehicles can be retreated from the battlefield to get some resources back.
5CP: Spotting Scopes
These are also available on the new vehicles in this commander.
9CP: StuH 42
This is basically a leFH 18 howitzer strapped to a StuG III. It performs similar to the Brummbär, so it's very effective against infantry blobs. Can be upgraded with an MG42 and Spotting Scope and gets a long-range artillery barrage at Vet 1.
Wow, this makes the doctrine much stronger. Two thumbs up!
I don't like the British faction at all, therefore I don't play them a lot. For that reason, I'm also working on another mod that completely reworks them (makes them quite similar to Ostheer, actually), so I might not bother with including some of their commanders here. Never say never, though!
I don't really understand how to play British all that well, because I am an extremely (sometimes overly) aggressive player, and I tend to fail with them that way. However, if you were re-working the Brits, Vipper's rework (posted in the official forum) is an incredible idea and decent starting point.
Edit: Is it okay if I PM you a list of my ideas?
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Thanks everyone!
I am intending to play games other than CoH 2, so I'll buy the extra RAM and the better GPU.
I guess I can show off my rig after I've bought all of my parts! |
If you can't afford around $30 (AUD) for 4GB of DDR3, I'm not sure you have any budget.
This cracked me up!
I was looking at RAM during the summer, it was under 16 USD for a 4GB DDR3 stick. Now the price has increased, so I was wondering if it might drop down anytime soon, or perhaps go on sale (Black Friday? Cyber Monday?).
Should I just get another 4GB stick (to replace the stick I lost), or should I buy an 8GB one? Perhaps a 8GBx2 dual channel kit?
It could also be a nice idea to get something like a gtx960. They are pretty cheap here and they are pretty good cards and will suit the games you want to play very well. Don't know the price in Taiwan though.
On graphics cards, the RX 460 has the highest cost/performance ratio second to the GTX 1060, but 200USD is over my budget, so I'll stick with the RX 460.
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