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: 2v2 wehr+okw vs double brits, replay6 Feb 2017, 19:23 PM
I'll post thoughts shortly In: Replay Reviews |
Thread: Noob SU replay for review6 Feb 2017, 19:12 PM
I recommend Penals because they'll win at long range vs volks as well as close range. Cons accuracy is so poor they rely on RNG for them to win engagements at long range if all other factors are the same. As for referencing www.stats.coh2.hu I know that there a certain values on the site that are out of date so I cannot be certain they are correct. Yes F/N means "Far/Near" values. I'd recommend using the mod tools if you want accurate up to date values. Cons may have better DPS upclose with PPSHs, but the problem is having that lackluster DPS at long range. Yes guards are doctrinal infantry for the soviets. However guards are so powerful currently selecting a doctrine that contains them is reletivly common. No problems giving feedback. Ask for help and you'll receive some. In: Replays |
Thread: Noob SU replay for review6 Feb 2017, 09:22 AM
Things you can improve on aside from micro which will improve with time and practice: Don't select your commander until you plan to use it. You selected your commander right from the start of the game even though you did not have the required command points to use any abilities. Essentially you just limited your options while gaining no immediate benefit. I'd recommend not doing conscript spam against OKW. Volksgrenidiers beat conscripts in 1v1 engagements at essentially every point of the game and it only gets worse as the volks gain their STG upgrades. For the current live patch try Penals + guards or maxims + guards. Conscripts CAN work but you start at a disadvantage from the start by doing so. In a competetive scene you need every advantage you can take. I'd recommend building a t70 ASAP in 90% of all games as soviets. The t70 is cheap and highly effective squad killer. It destroys units on retreat with ease and can swing the game in your favor very quickly. It is buildable in nearly every game as soviets except some situations where you could be very far behind and need an SU76 instead. You were very good at using your munitions early game. Throwing a molotov about every minute for 10 minutes and using "Oorah!". As the game carried on though you threw molotovs less and oorah'd much more infrequently. By the end of the match you had almost a 900 munitions float. Spend those munitions! Mines, rapid conscription from your commander could've been used to gain conscript squads instead of using manpower to rebuild them and you could've used that manpower elsewhere. If I'm a soviet player and I see my opponet get panzerschrecks on his sturmpios, this is a MAJOR green light for demos and mines. A single demo charge can win you the game. As much as I hate demo charges and believe they need to be removed from the game, as long as they're in the game and you have excess munitions, build them. Same goes for mines. A single mine can snare a KT or Panther and win you the game. Don't be afraid to side tech into T1 or T2 whichever you were lacking, this game it was T2. You could've used a maxim to supress those infantry squads late game and hold VPs or you could've gotten a zis gun out earlier and destroyed his Schwer HQ before he was anywhere near fielding a tank. If you see a player place their Schwer HQ forward like that, I'd recommend setting up a strong siege position and destroying it. Using what you had this game as an example, Conscripts to build some sandbags to entrench followed up by a zis gun or 2 after side tech to destroy it. Entrench your penals as well and AT partisans. Another tip when you have some form of armor is that OKW players can't direct where their Schwer HQ fires. You can abuse this by sending in your armor into its flak gun range first so it targets your armor, and then have AT weapons behind your armor such as panzerschrecks and zis guns. You can also have your penals run up and satchel the base. Losing the schwer HQ as OKW is essentially game losing if they do not have a proper commander equipped. 1st SU85 went way to deep for higher level play. Would've hit a mine, rakatens, fausted etc. Double SU85 for a single KT may have been a bit overkill for a 1v1. It got the job done yes, but you had already destroyed his schwer HQ so there was not going to be any more medium tanks. As I'm sure you noticed your SU85s were all but useless at the end with no enemy tanks opposing them. I'd say as a general rule 1 SU85 per enemy tank maximum. NOTE "GENERAL RULE" if you feel the situation needs additional tank destroyers go for it. More t34/76s would've been good for the infantry at the end though. Also be sure to keep your AT weapons on prioritize vehicles. The damage they do to non armor sources is insignificant and only reveals your AT sources so your opponet can flank them. Overall micro will improve with time hopefully. Spend your munitions, molotovs, demos, oorah into close range for PPSHs, mines, rapid conscription, even tripwires. Loved the Katyusha pickup, that was a great choice for the game situation. Build a t70 almost every game. Punish players; no sweeper = many mines and demos. Opponet has a sweeper? Still build mines and demos. Forward schwer setup? Siege it with AT guns, mortars, armor. In: Replays |
Thread: Noob SU replay for review6 Feb 2017, 01:00 AM
I'll take a look at this but first what are you looking for from uploading? Are you looking for ways to improve your game? Is there anything specific you'd like me to focus on? In: Replays |
Thread: I'm looking for advice to counter a King Tiger in 1v14 Feb 2017, 09:18 AM
Things you did well: Good use of early mines. Mines win games and its good to see players use them. Mistakes that could be improved: When building units focus on getting that unit out as fast as possible. Early game your units were coming out much later than needed and this results in resource loss due to lack of territory. AT nades came online a bit late for double kubels and con spam. Once you've got the cons you need and begin floating get those AT nades against heavy kubel play. You'll be able to wipe them quicker and lower his capping power. Don't float manpower, if you're struggling to snag those kubels on an open map like this or arnhem checkpoint for example, get a zis gun to destroy them since you already went T2. It may not be fantastic for capping, but anything is better than floating resources. Didn't use the T70 self repair which will bring the shots needed from AT guns to kill the t70 from 2 to 3. Indecisivness lost you your SU-76. Wanted to kill the luchs and took a shot for double faust. Could have chased with engine damage and probably killed the luchs and then lost your SU-76, but you lost your SU-76 anyways to the 2nd volley of double fausts. Your first T34/85 came out onto the field and ran directly into the Schwer HQ for a frontal attack. You did not have knowledge of the rakaten locations or possible mines because you lacked a sweeper. You were not punished because the rakatens were out of position and no mines were planted but you could have lost your T34-85 very quickly had you been. Always have sweepers and infantry to support. Unsure why the 2nd SU-76 was created when you had to wait a full minute to get another T34/85. KT was fielded around 400/170 VPs your favor. 30:45 Those engineers sure went out with a bang. Lost a vet 3 T34/85 because you didn't have a sweeper or infantry support when you went after the KT. Moments later could've snared the KT with a con squad but didn't go in for it. SU-85 was in position to attack as well, but wasn't on focused sight. Generally you want to leave your SU-85 on focused sight because inorder to disable it after enabled there is a CD. If you pop it on and need it off immediatly you could lose your SU-85 because of the reduced movement speed and sight. Leaving it on will allow for enhanced sight range forward and as long as you support it no loss in peripheral vision. And if you get into trouble just take off focused sight and back away. 49:10 could've wiped a vet 5 volks on a demo charge, didn't detonate it. Dealing with KTs as soviets is easy enough as long as you know what you're doing and when to do it. The 2 best strategies are using SU85s to deal the damage from long range, when the KT advances, you reverse move the SU85 and because the KT is to slow to catch the SU85 you just continue to shoot him while he cannot shoot back. you'll have around a 60% chance to pen front armor with a SU85 at max range so it's decent. The 2nd tactic is to swarm with T34s. Mass T34s, circle the KT, ram if need be to disable something and take it down from the rear. Snaring a KT with a mine is also ups your chance of success significantly. Your SU85 did not succeed this match because of its position. Placing it mid was completely fine, but if you noticed when it died it was being blocked by a wood pile and couldn't reverse move immediatly when the KT moved up. Inrange of a KT SU85s will never win if both tanks are at max HP. Just need to be more wary of potential envirormental obstructions. Overall you did well. Early captures were strong and took out his T4 with your first medium armor and zis. Need to use more combined arms though, a lot of times I saw just armor or infantry moving into a position and led to retreats occasionally because the threat one of them faced could not be dealt with by that unit type. Personally I'd rely on SU85s to deal with KTs because T34 rushes can be crushed very quickly if the tanks hit a mine or take a faust and the KT has support of rakatens. Lastly, you NEED sweepers. you hit mines countless times that game and never built a sweeper. That luchs lived far to long that game. If it shows itself when you have medium armor, move your infantry with your armor and sweeper and rush him down if appropriate. In: Replays |
Thread: I'm looking for advice to counter a King Tiger in 1v14 Feb 2017, 07:43 AM
I'll take a look at this. I'll post thoughts after. In: Replays |
Thread: Why this game is unbalanced3 Feb 2017, 18:24 PM
Demos In: Replays |
Thread: Why this game is unbalanced2 Feb 2017, 22:19 PM
why do i need a comment here In: Replays |
Thread: [1v1] Replay analysis1 Feb 2017, 20:19 PM
Good tips. My panzer 4 micro was subpar that game. Think the most crucial mistake I made was going Spec ops com instead of scavenge. I went both p4s due needing Anti Infantry armor and p4s don't always cut it. An ostwind would have been nice. Plus I don't think I used spec ops com other than the arty flares once. Some other points I understood in my head at the time like how I didn't want another HMG because of the double mortars. Luckily I got his, unfortunatly it was for a breif time due to the 2 mortars. Stuka is a pretty large risk in 1v1s. could've actually paid off there though. It didn't even come to my mind. 1 AT gun, double mortars and an HMG + garrisons is a godsend for a stuka. Thanks for the review. In: Replay Reviews |
Thread: [1v1] Replay analysis1 Feb 2017, 19:12 PM
Thanks for the advice. I'm the OKW player though not the USF lol. At least I know my Panzer 4 vehicle play was bad In: Replay Reviews |
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Latest replays uploaded by ShadowLinkX37
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Need an upper level player or analyst for play analysis.by: ShadowLinkX37 map: Arnhem Checkpoint1-763
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