Profile of ShadowLinkX37
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Broadcast: https://www.twitch.tv/ShadowLinkX37
Steam: 76561198023067759
Residence: United States
Nationality: United States
Timezone: America/Detroit
Game Name: Shadow Link
Broadcast: https://www.twitch.tv/ShadowLinkX37
Steam: 76561198023067759
Residence: United States
Nationality: United States
Timezone: America/Detroit
Game Name: Shadow Link
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Post History of ShadowLinkX37
Thread: Coh2 Unit stats23 Oct 2017, 18:59 PM
Glad you're doing something like this ZZ It'll help a lot of players who don't know about coh2.hu and the mod tools In: Lobby | |||
Thread: Hey guys I want someone to watch my replay :)23 Oct 2017, 02:13 AM
I want advice on how to do micromanagement and good decisitions for the game. Plus how to improve the skills and strategies.Oh I am the british faction in this match btw. I was trying to use commandos in case he makes a huge fortification but I encountered the typical panzerkrieg tactic in which they go all in with the panzers to just destroy every emplacement. Thats why I didnt constructed mortars or a big cannon.
From the replay section. If you'd like another review please state so a strategist may assist. In: Replay Reviews | |||
Thread: [1v1] Crossroads OKW vs GB22 Oct 2017, 20:05 PM
I wouldn't neccessarily say "flank better" just look for flanks of opportunity. Like trenches give you that opportunity. And with deep flanks if you can win an engagement with volks and get your sturms deep behind enemy lines. That's almost guaranteed wipe if he doesn't know the sturms are there.
I'd agree with that. It's just an unneccesary risk. You can rely on fausts for a few minutes, but if he catches you while you're retreating and you don't have a defense ready, you could lose your light vehicle and your momentum.
Yup Leigs arn't the greatest but when you can just set them by your schwer and let them go AFK they're just free micro harrassment. Pretty BS imo. Howitzers are good sometimes but you REALLY need to get your worth out of it. I think i'd only use an LeFH against sim city.
Always
Basically. Captialize if you can but your opponet is going to have to be really slow on his micro if a panther is soloing a churchill. Takes around 70 seconds for a panther to deal with a churchill and that's without missing and always penning.
Sure but still LeIG can work
Potentially. I saw you accidentally build it instead of the LeFH at first XD, and then you tried later when you were being rushed when you probably just could've called in a KT. The Pak 43 is situational because it cannot move which means indirect is fantastic against it. Fortunatly brits have absolutely garbage indirect for 1v1. Brit pit is too expensive and mattress is doctrinal. So yes it can potentially work. I highly recommend shot blockers as well for the 43 since it has interdimensional shells.
Personally I get it ASAP after my luchs comes out. Faster healing means less bleed. Due to the amount of fuel you usually fall behind since you don't have linear tech though so you often get forced into command panther. That's one of the comeback pieces you can use as OKW. Otherwise it's raketens till you can get your schwer up and get a vehicle. If you have any questions, comments or concerns do not hesitate to ask. ShadowLinkX37 In: Replay Reviews | |||
Thread: How to efficiently aim stuka zu fuss ?22 Oct 2017, 19:41 PM
Do not designate the reverse barrage (as I will now refer to that) to only team weapons and standard barrages to blobs retreating. Use them as you see fit. If a team weapon is retreating and you want to try to hit all 6 rockets as he retreats go for it. The reverse barrage just makes the rockets land in faster succession, meaning you're almost guaranteed to miss some rockets if there's only 1 squad, but probably going to hit that 1 squad at least. It's a pretty decent mortar counter. It has almost no scatter at all even in fog which is what makes it so good. Plus the predictable points where the rockets will fall. If you're playing 1v1s I'd avoid using stuka unless you really need it and have some form of defense for it against mediums. 2v2s+ you can rely on your allies mediums/defenses etc to defend your stuka so I'd almost always grab at least 1. Yes it can work against 6 men crews, just has a lower chance of wiping since it needs to kill more men usually. In: OKW Strategies | |||
Thread: [1v1] Crossroads OKW vs GB22 Oct 2017, 04:56 AM
I'd say for the 1st 3rd of match you did what I'd expect of a top 200 player. Did well with resource spending, micro and building/denying cover. However after that point it looked like your gameplay and micro began to fatigue almost. Possibly because of to many engagements or to many units. Unsure. Regardless your game suffered. Couple things I want to go over specifically that will help you with future games. Red arrows = Bad Green arrow = Good Here you pushed into this vickers arc multiple times only to be stopped by it. MGs in trenches are difficult to beat, but since their arc cannot be aimed towards the sides it has a significant weakness. Here your opponet actually lined up that weakness perfectly for you with the hedgegrove. A flank with all your infanty could theoredically push off his infantry and then the machine gun, which would gain you access to both his cutoff and that side of the map for a time. 9:45 - 3 volks arriving mid into many tommies and not being micro'd. Possibly due to engagement on right, but that ended relativly quickly. Lost a lot of manpower and gave significant veterancy. This should improve with micro as well as shaking off the rust you mentioned. However if you don't use the tactical map or control groups I suggest you do. They're not required as some top players do not use these, but I find them to be invaluable when allowing for faster micro and map awareness. Early AT: When you saw his AEC on the field all you had against it was a luchs potentially and volks. You were building your MG34 at the time it was revealed to you. I would make a raketen immediatly after the MG34 or just stop the MG production to make it so you can effectivly defend your luchs. Going mechanized as OKW as your 1st tech choice relies heavily on the luchs being successful. If you lose it your momentum takes a nose dive. Manpower float: spend it unless you're saving your popcap for a unit you want to fill it with. You were losing the infantry war for the majority of the game. Out numbered and outmatched by tommies, and REs I would've highly suggested Obersoldaten once your T4 went up. Although under veted at first, they can do some heavy lifting lategame. Not to mention the bundle grenade or frangible utility. Although I wouldn't call the howitzer a waste of manpower, it probably wasn't the best choice at the time. However it did at least kill the mortar pit. Again obers would have been my prefered. Or even an ISG. Speaking of ISGs, you teched your T1 VERY late. I wouldn't recommend that as medics are a worthwhile investment. Although many of your infantry self heal at vet 3, team weapons and sturms do not. Mines: I don't recall seeing mines from you the entire game. Schu mines can and should be used to protect your luchs early, and can be used later to protect choke points, tech bases, LeFH etc. I would've also loved to see S-mines and potentially MG42 bunkers on flanks. Even just single S-mine patches in choke points randomly around the map can screw with your opponet and force bleed if he isn't careful. At 15 munitions per square as well. Panther: I'm sure you know some mistakes you made with your panther, however I didn't see you pop combat blitz when you were in a bind. This gives a speed boost yes, but it also gives MAJOR stat boosts. +100% to accuracy, as well as a RA bonus. Plus the speed makes scatter shots less likely to hit if you're moving faster. Bonuses like this are worthwhile even if you're just standing still. I use combat blitz in this manor all the time just give my tanks the edge in accuracy and RA. I'd avoid diving with the panther against churchills just because of the major HP pool vs the RoF of the panther. It simply just takes to long for the panther to kill a churchill to dive it without the chance to kill it. JP4s are the optimal choice against churchill variants although panthers and KTs can work. Those are major points you should take away from this. There are smaller things like sending your infantry out against tanks when you have no AT and just makes you bleed when you're trying to save for the KT, but those don't usually happen every game. However just remember that there is not point in fighting if you don't gain anything from winning. If you have any questions, comments or concerns do not hesitate to ask. ShadowLinkX37 In: Replay Reviews | |||
Thread: [1v1] Crossroads OKW vs GB22 Oct 2017, 03:37 AM
I'd love to take a look at this In: Replay Reviews | |||
Thread: How to efficiently aim stuka zu fuss ?22 Oct 2017, 01:49 AM
Because of the rocket projectile numbers being only 6, with practice you'll be able to tell where in the line they'll fall. Usually 2 per 1/3 of the line. Eventually you'll be able to put single rockets directly onto support teams wiping them if they're not heavily scattered. I suggest the more practice the better. It's pretty obvious point but never hurts For another tip try pointing the fall direction away from his base. Due to rocket travel time and launch time if you do this the rockets will all land closer to each other instead of them landing with a 1-2 second gap between pairs. You'll see different situations require both types of rocket dispersion. You can really nail squads if you can predict the correct retreat path and get the rockets to fall ontop of him as his retreats hopefully hitting all 6. Or drop them in the opposite direction to ensure he at least gets hit. In: OKW Strategies | |||
Thread: PLAYERUNKNOWN BATTLEGROUNDS20 Oct 2017, 03:57 AM
In: Other Games | |||
Thread: Double USF FTW ^^19 Oct 2017, 15:22 PM
Spot on In: Replays | |||
Thread: Double USF FTW ^^19 Oct 2017, 05:53 AM
. Such input In all seriousness though, if this post has no value can mods invis it In: Replays |
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