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Thread: PAUL VS jae king of the hill SUNDAY4 Dec 2017, 11:02 AM
In: Replays |
Thread: Avoiding the tilt1 Dec 2017, 23:15 PM
Hello you nice people of the internet. After the untimely death of my old rig and black friday purchase of the new and better one, the hiatus seems to have messed with my strategic ability (I can't really blame it on the new and much better gaming hardware ) I play as the americans but it has been a general pattern for me to be ahead for most of the game only to tilt and throw it all away in the end. I have made some considerations on what I think I probably did wrong here, but would like some more specific feedback as well if anyone has time: - I underestimated my opponents grenade dodging ability, which made me burn a lot of valuable munitions. - I think it was a mistake going for armor commander. The reason I did was to be able to get the flamer and minelaying combo of combat engineers, but the better options would probably have been heavy cav for the mines for riflemen, who could also clear buildings with grenades. I still struggle more with americans because I usually rely a lot on mines for controlling the game. - I teched for leutenant, but never got any of the t2 units which was a huge waste and mistake in hindsight. I should at least have gotten a 50. cal for crowd control and probably also a utility car, but I was afraid that I might be chased down by a 222 (though he never fielded one) - I never teched for major, hoping to rely on wolverines in the beginning. That was probably a bad mistake as they don't seem ideal fighting under urban circumstances and the major would have made it possible for me to move my ambulance and retreat point forward which could probably have prevented the tilt. Now that I have submitted myself to thourough self-criticism I hope one of you might take the time to finish me off and point out the more specific parts of the game where I messed up. I'm here to learn so no need to mollycoddle me Thanks in advance! In: Replay Reviews |
Thread: Uploaded for review1 Dec 2017, 23:02 PM
I once against expose my inferiority for feedback by my betters In: Replays |
Thread: [1v1] UKF vs Wehr / All seemed fine then I lost...28 Nov 2017, 13:28 PM
You're very velcome
Only mgs and raketenwerfers are limited by such a firing arc. Infantry can shoot in every direction when firing out of a trench. Your only concern in this case should be if you see them preparing for a rifle grenade.
The short answer to this question would be no. Each faction performs differently, but you cannot say that germans are consistently better. If anything the argument could be made that in the current version Ostheer has been getting the short end of the stick, whilst OKW, Soviets and Brits have some aspects where they overperform In: Replay Reviews |
Thread: Need some OKW assistance 28 Nov 2017, 08:31 AM
It is always a joy to read your well-analyzed and concise points on the game. Yes I was recently promoted to strategist putting me in good company of generally much better players I try to fill the role of giving feedback to people on level 10 and below, as it is only little more than a year ago that I was there myself and thus might be able to better identify with their problems and frustrations. Along this line of thinking I have also initiated the early stages of writing a guide with the specific purpose of helping players reach level 10 by knowing how to overcome a lack of great micro and knowing which strategies and weapons that are disproportionately effective on lower skill levels (mines would be an obvious example of this, as almost nobody below lvl 10 consistently get sweepers). In: Replay Reviews |
Thread: [1v1] UKF vs Wehr / All seemed fine then I lost...27 Nov 2017, 19:34 PM
Looks like you are still missing a formal review, so I'll get on that Btw I'm writing this as I go along watching it, so some comments might reflect on me not knowing what happens next You start out by building a trench on your fuel point. On this map your fuel point is quite defensive and isolated, so your 50mp invesment might have been better spent on a more agressive placement, seeing how the opponent can't occupy british trenches in the current patch. on the munipoint og northern vp might have been better, but we'll see how you make use of it. - about 4 mins in you walk your Infantry section straight into the same mg that has just routed your engineers. This makes it easy pickings for the grens. At the same time you seem to have made an outrageously deep push with your vickers in what I can only assume have been a mistake that you overlooked. not only loosing a vickers within the first five minutes, but also handing it over to the germans can be pretty much gg for even seasoned players, as this can often trigger a downward spiral. I don't know if you are consistently using attack move, but if not then this is something you may want to start practicing - you might be slightly overfloating your own level of micro. It seems that you try to spread out your troops a lot to maximise capping. This can be good, but only if you are able to keep up with it. Many times you have soldiers standing idle and sometimes not even with in the capping circle. I'm not telling you to blob, but you might consider making more consolidated pushes with your units and focus on a few strategic areas at the time. "Strike with a fist, not with an open hand" - at the ten minute mark, at the time you loose your AEC, you almost manage to wipe a gren squad with your engineers. But just at the time when there is only one wounded model left, the engineers shift target to the full squad. When in an engagement try to pick your target by pressing right click, then immediately follwed by the "stop" order. This will make your unit focus on that squad until they are out of sight at which point they will stay put pick another target. This is a good way to go for the most vulnerable squad. - 10:40 ah so you used the trench for spawning commandos That is a decent idea, but I would still have put it further forward. As soon as their gammonbomb misses the grenadiers you decide to split rather than jumping into the trench. the trench give some amazing bonus to recieved accuracy and damagereduction, so you would most likely have managed to push away the soft cover grens if you did this. almost 13 mins you loose a very wounded IS with pyrotechnics. Until you improve I would suggest that you stick to medkits, as that is generally much more value for money and a safe investment you will always need. upgrading for a fifth man will also give you more time to react to danger before being wiped so this would also be highly recommended. I'm not sure that you have wiped a single enemy squad at this point, but either way you have certainly fallen behind although it might still be hard to feel it. - 18 mins. your AT gun was far ahead, unsupported and left to fend for itself. I understand that you might have been looking for the stug, but AT guns should never be ahead of the rest of your line and should always be supported. - You are correct that you managed to harrass his fuel, but he also managed to capture yours on a few occations and unlike you he did not invest in a medium veichle which cost you 120 (60 for teching and 60 for building). - Your opponent however is completely wrong that vickers are useless! It is arguably the best non-doctrinal mg in terms of raw damage. It is a bit hard to pinpoint exactly what went wrong, but if I were to give some overall pointers it would be: - focus more on core infantry (you built 3 vickers and a commando squad which is too much on this map if you don't have the infantry to back it up). - get healing on all IS and tech to five men so you can keep large and healthy squads that are less likely to get wiped. - Always keep your team weapons safe and supported, especially your AT guns! loosing a team weapon which falls in the hans of your opponent is double the pain. Hope this will help a bit and if you are looking for anything else more specific, feel free to ask In: Replay Reviews |
Thread: December Balance Preview27 Nov 2017, 14:05 PM
I really like the love that is being given to soviet elite infantry and think that it is great that the "tripwires for everyone" vet1 ability is becomming more specialized. Having said that the shock troops vet1 ability strikes me an incredibly weak compared to pretty much any other vet1 ability in the game. What do you think about perhaps instead making their vet1 ability a seperate cooldown for the grenades? I think this would make the shock troops a lot better at forcing repositions of mg-nests whilst not making it overly powerful as it would still be quite situational. In: Lobby |
Thread: Need some OKW assistance 27 Nov 2017, 12:11 PM
Super late, but I felt I had to pitch in. I suppose it is not really in my place, but if OP dosen't mind then I would like you to elaborate a bit on this feedback. It seems to me that you are overall saying that t1 us better on most maps, but seeing how the player should have already vetoed those maps, then the t2 is actually better. Assuming a player has vetoed these maps (urban maps I assume?) would this not make t2 better by default? You then go on to saying that it is better vs the current soviet meta as it has no dedicated AT, but does this mean that against any other faction or a t2 soviet the battlegroup t1 is generally better? Just to make this a bit more understandable to laymen, could you perhaps give some overall guidelines for teching spread out on factions? It could be something like: Vs Soviet you should geneally go t2 if you know the oppoenent has gone t1. Vs. Brits you should go t2 if.. Vs USF you should go t2 if.. Furhter more should this choice be based primarily on ISG vs. luchs or are there other units that are of equal consideration in the respective builds at the time of deployment (~5 mins into the game)? In: Replay Reviews |
Thread: seemed fine until...27 Nov 2017, 08:17 AM
Hi there and welcome to the forum. I wouldn't mind to give you some feedback, but we're going to have to do this by the books You need to upload your replay in the section for replay reviews: https://www.coh2.org/forum/109/replay-reviews In here you press the button with the small red star and then add the url link from this thread. picture You might also want to read this for good measure. Let me know if you have any questions In: Replays |
Thread: [DPB]PPSh's are not worth it 23 Nov 2017, 12:28 PM
PPsH upgrade for cons should become non-doctrinal now, and the doctrinal ability gets swapped with 1x DP1928 upgrade Interesting!I've generally always considered it the other way round, as in giving a non-doctrinal option for upgrading a dp-28. This could generally help cons scale to the late game without making to many difficult balancing changes that might have more wideranging consequences. In: Replays |
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