Crescent is a first class douche. Accused me of drop-hacking.
He accused me of drop-hacking when I beat his soviet cheese-fest with some decent sniper play and some lucky steals.
https://www.coh2.org/replay/66923/can-someone-exonerate-me-from-this-accusation/page/1#post_id647924
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Post History of Joshua85
Thread: Enlighten me22 Jan 2018, 09:00 AM
In: Replay Reviews |
Thread: [1v1]How to Counter Guard Spam18 Jan 2018, 13:06 PM
I haven't watched your game, but as a casual lvl 12-13 wehr player I have also struggled against guard blobs as seem to work as soft counters against almost anything that wehr can put on the field. This can be especially frustrating when combined with a heavy t2 build of maxims and mortars as these will take out your mg2 and mortars which seem to be the main counter for guards. I realize that this is a l2p issue on my part, but I share your frustration towards this strat. In: Replay Reviews |
Thread: [1v1] Help with USF part 218 Jan 2018, 08:52 AM
I'm a bit pressed for time and already have a few other reviews in the pipeline, so it might take a few days before I get time to review more. One thing I would say without having watched is that if your are already ahead on points it is sometimes not the best option for a USF player to invest everything in trying to kill a KT. Often it is sufficient to whither it down and snare it (though I realize you said that this wasn't possible for you). In fact crippling it rather than killing it can even be beneficial as the opponent will be reluctant to use it until it has been fixed and therefore hold it back until it has been repaired. You are correct in assuming that a Jackson would be more suited for this than the EZ8's as the jackson can use its long range and good penetration to its benefit. With the Nerf to OKW repairs fixing up this beast will take a long-ass time and tie up lots of pop cap on the tank as well as any sturms working on it. This means that the OKW player will most likely be outgunned at every turn on the rest of the battlefield and play straight into the US players strengths of powerful infantry and medium tanks. In: Replay Reviews |
Thread: wm vs ukf kolodny ferma16 Jan 2018, 14:25 PM
I'll see if I have time to take a look. Some general tips vs emplacements is the following. non-doctrinal. - mortars - Stugs and Pak-40 attack ground into the fog of war. - flamewhroer halftrack if the bofors is placed near a blind spot that the HT can either shoot through or attack ground right next to the emplacement to cause strong AOE damage. Just take care if the bofors decides to attack ground, as it can shred your ht in a single volley. - sniper or cloaked unit. hold fire and use them to spot the emplacement, so help maximize the damage against them from paks or stugs. doctrinal counters: - LeFh18 - arguably the stongest hard counter against emplacements! - mortar HT - Incendiary barrage is somewhat expensive for the damage output IMO, but on the other hand it prevents units from reparing the emplacement. - Stuka dive bomb, railway atillery. These will more or less wipe out any emplacement, or at least leave them so damaged that you can easily move in and finish the job. again a cloaked sniper can be good to get line of sight. - close the pocket. This is a very situational ability that is only available on a sub-par doctrine for 1v1. But if you manage to get it to work and shut off the opponents emplacements, then you won't find a better ability to delete emplacements. In: Replay Reviews |
Thread: [1v1] Please help me with USF16 Jan 2018, 13:59 PM
Thank you so much. I really see what you mean about not anticipating what is coming next. I have played a few more games with your comments in mind and it has been very helpful! I'm glad to hear it! Thinking ahead is always important, but especially for USF as people can sometimes get so invested in their strong early game, that they forget to look ahead and prepare for the stong german late game. In: Replay Reviews |
Thread: Uploading for match chat, that was.. something12 Jan 2018, 09:12 AM
I wonder if "hgaksjdghskjdhglaskjhgadjkl" is the sound of him throwing up In: Replays |
Thread: [1v1] Please help me with USF11 Jan 2018, 19:16 PM
Sorry for the delay. Here we go (I'm writing as I watch): - Decent choice of commanders and bulletins. If I was to suggest something then it would be to swap the riflemen reload bonus for the riflemen experience, but that's really nitpicking. - Small thing, but your eschelons were derping around a bit in the beginning. In the end they made the right choice however, and went to secure the cut-off. Always start with that - 1:30 when you pick a docrine with sandbags, you should make use of this whenever possible. Build sandbags right up to the centre of munitions and fuel points so your enemy can't benefit from them. you can also build tank traps for similar green cover and wire off the sides so the opponent can't benefit. All this can be done within the time it takes to cap and will give good defensive bonuses. on an open map like langreskaya you really can't have too many sandbag positions. Just make sure that your opponent can't benefit from them. - 2 mins. good engagement and grenade dodge on the west side. You completely outplayed your opponent there. no need to retreat though! you still had 4 men and could have capped the point. as you did't have an ambulance yet there is really no reason for them to pull back at this point. - 3:30 good use of garrison, but your eschelons should already be behind cover while capping the opponent muni. No reason for them to stand out in the open. - 4 mins. good job with the kubel. You are doing garrsion fighting right - 5 mins. a tad risky to go for a Utility car at this point in stead of an ambulance. It is not completely undoable, but you should consider having your wounded units hang back to heal up and allow the opponent to take some ground. Territories can be retaken at this point, but the manpower bleed of fightin with depleted units will can end up biting you in the a**, especially as USF. - 5:15 veery late retreat from the riflemen! it was pure luck that they survived. - 10 mins. you ran into the same mg a couple of time and ended up wasting a smokegrenade and immediately retreating. having two (!) mortar HT on the field you could easily have used their free smoke ability on the house before advancing. Even if the mg had left it would have cost you nothing. Also two mortar ht at this point is a tad much, except for the lulz - 10:30 when he did the infantry push he had no veichles to back him up so there was no need to retreat all your veichles back to base. If you were feeling a bit cheeky you could even have let him give you a single faust to waste his munitions, as your veichle crew could have fixed in afterwards in less than a minute. - 11 mins in you still havent placed any mines but have gone heavily into doctrinal lmgs. While this is certainly a viable strategy I would recommend that you do some defensive mining at this stage of the game, so you can stop a rush dead in its tracks. - 13 mins It seems you are forgetting to use the mortars barrage ability. The ability is free and increases the rate of fire. for some units it also increases the range. Use it every time you have a good idea of where an opponents unit might be. The AA half track is also generally the better option when going leutenant and picking a doctrine where you can build mines. using the utility car only to fight with is straight up a weaker option than picking the AA-HT. - 14 mins. And here we see the problem when the luchs hit the field. outside rifle grenades you have no AT whatsoever and no munitions to spare. An AA half track could have kept it off but lacking both that and munis It is more or less GG at this point. - trying to go for captain as a last ditch result wasn't a bad idea, but unfortunately your lack of foresight had already set the cards for you at this point. This might be less relevant after the new patch, but earlier when the luchs was a 90% certainty from OKW, I would say that skipping lt and going captain is generally the better choice vs OKW as it gives more AT options. If going LT you HAVE to prioritize zooks over lmgs. double zook on a rear eschelon is the absolute minimum before even considering the delicious 1919s Overall you played well and outplayed your opponent on several occations. Especially your use of buildings was very good. You main flaw was a lack of thinking ahead. When things are going poorly you need to think of the things you need to change it, when things are going good like they did for you, you need to think of what you can expect to face next. you were dominating so much on your infantry game that you forgot everything about having a counter for veichles. For all the other minor mistakes, this was what ultimately lost you the fight. Always think of the next step. Hopefully this was of some helpå and don't hesitate if you want to ask other questions or want me to clarify something - In: Replay Reviews |
Thread: [1v1] Please help me with USF9 Jan 2018, 10:29 AM
I'll see if I can get time to look at this tonight In: Replay Reviews |
Thread: Did i miss something here or are flame engineers OP?8 Jan 2018, 21:32 PM
Allright here's my review which I'm writing as I'm watching. Also I will keep my focus on you and the soviet player rather than the rest of the game: - 2 mins in. it is a bit of an unfortunate placement of your mg allowing it to be flanked. usually your mg should move behind your first forward infantry so it can scout ahead. Good job with the soft retreat, so you didn't loose too much field presense. - 3 mins in. As soon as the soviet player takes the big house, so might want to just set up the preimiter there and focus capping elsewhere. At this point he was literally keeping three of your units busy with a single engineer squad. you also held your mg a bit too far back which meant it did nothing to contribute with flushing the house. - 4.30 again you get flanked by engineers. you should try to consider your firing arc more carefully and also keep the mg supported. Remember if there are multiple enemies within the firing arc you can manually target the different squads. this is usefull for supressing many squads. Just don't misclick or your mg will pack up - 5.30 it should be noted that your team mate is getting his a** handed to him by the USF player, so there's a fair chance that these setbacks are the cause of a snowball effect which is more or less out of your control. - 6+ mins is a bit late for a medic bunker and you sent in some veery depleted squads which you simply cannot afford when they cost 30 mp/soldier! If you don't get an earlier med bunker, you need to use the vet 1 medical ability to head very wounded squads. - 7 mins. not sure why you went for the 251 ht rather than a 222, when you didn't have the munis for an upgrade. the 222 would have been amazing vs the engineer heavy build. - 10 point at this stage your ally had put you guys way behind and the soviet was in a place where he could expand outside the fuel point. I'm guessing it's only downhill from here - From 12 and onwards you were more or less without fuel point and the game was effectively over as enemy could just bute force their way to victory. There's really not much to say other than you were outplayed and the USF setbacks played a large part in the defeat. Overall you definitely pulled your weight in the match and a large part of the defeat was out of your hands. Having said that you did overcommit to the right flank in stead of harrassing more on the centre or potentially supporting your team mate. In: Replay Reviews |
Thread: When lenny needs AT8 Jan 2018, 13:43 PM
In Lennys russia, conscripts who suffer from PTSD gets treated with PTRS. In: Scrap Yard |
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