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Need an upper level player or analyst for play analysis.by: ShadowLinkX37 map: Arnhem Checkpoint1-
Profile of ShadowLinkX37
General Information
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: [1v1] Replay analysis1 Feb 2017, 07:02 AM
Need an upper level player or analyst to analyze my mistakes and see what I could've done better. In: Replay Reviews |
Thread: Need an upper level player or analyst for play analysis.1 Feb 2017, 06:59 AM
Feedback please In: Replays |
Thread: Newcomer sucks and needs advice!1 Feb 2017, 02:10 AM
You want me to look at the replay and post tips while Immature does the cast? Or do you think the cast is good? And if you'd like me to review this as well were you looking for aid beyond the 1st 15 minutes and how to push as brits or just that? In: Replays |
Thread: Can you help me improve? vol229 Jan 2017, 23:32 PM
Things to improve on: Floating was a large problem for you this match. early game you had around 500-700 manpower in the bank at any one time. You had a 222 early, 2nd pio for repairs if need be and flamer if you could be certain he wasn't going to have mines. 2nd pio will also help cap in the down time. In early engagements on the north munitions point you didn't use the garrison instead went for the light cover. Unsure if this was because it didn't occur to use or you wanted to possibly bait into the MG42. Garrisons are very powerful early game as the ways to clear them are limited and trading with them is often difficult. Just remember that a squad can only have as many men shooting out of the garrison as there are windows to that side. Squad preservation: Lost squads unnecessarily even in the early game. This should improve as micro improves and you can handle more engagements. Cutoffs: Every time you went to cutoff the fuel you went to the actual fuel point. You can decap a maps "cutoff" point to take a major chunck of territory out of connected territory by decapping that one point. The point for the right side on Kholodney Ferma Winter is the point just north of the fuel. Decapping this will disconnect the entire south if the middle VP or point outside of the left base is not capped by the right. Seemed to be a little timid with your 222 around rifle squads from fear of AT nades. Riflemen can't use AT nades till vet 1 and if they're pinned squads cannot fire back. Suppressed squads have reduced accuracy and 50% reload penalty. Making it prefered to charge suppressed squads to increase accuracy and negate cover. Do this as long as you know you won't be forced to retreat if he had a .50 cal behind his troops. Against USF you see a captain, you know hes going stuart. Need premptive AT. Again you saw the BAR zook on 1 squad combo. Indecisive use of riflemen specilization and will force him to either blob or lose enagements if he runs into anti infantry only squads such as LMG grens. Certain world features like stonewalls will stop tank rounds and force the impact across the wall where it hit. If your infantry squad is on the side where it hits the entire damage of the round will hit your clumped infantry sections. This can be seen at the 13:25 mark with your HMG getting decrew very quckly and your pgrens dropping models quickly. Don't right click on capture points. this will force your squads to clump up on the flags and be prime targets for explosive rounds from Stuarts and shermans and grenades. click in the capture zone not on it. USF can't build mines unless they select a doctrine with Riflemen field defenses or has an M20 which require the Lieutenant. No mines means you can be more aggressive. Just still be wary of AT nades. Pak guns when they reach vet 1 have an ability called target weakpoint. If a shot is taken within 6 seconds, connects, and penetrates. stuns the crew of the vehicle. rendering it immobile. Very useful if an opponet it trying to dive you or you you need to get another shot in when he overextends slightly. Many units have a vet 1 ability. Panzer 4s from Ostheer have Blitzkrieg, this allows for faster movement as well as a received accuracy bonus, meaning it is harder for opponets to hit your tank. UKF have Emergency War Speed and OKW have combat Blitz, both similar to blitzkrieg. In most cases have 1 gren for fausts just won't cut it. I always try and have at minimum of 2 mobile snares in my roster be it volks, fusiliers, grens or rifles. Conscripts are different though. Penal spam and Maxim spam don't usually utilize conscript AT snares and rely more on mines. If your opponet will not stop chasing you deeper and deeper and you havn't placed mines or he's missed them, keep moving your units back to stay away unless you can capitalize on his over extention. you lost both p4s because you stopped reverse moving. Seemed to underestimate 240mm arty. The slang term for 240mm and Railway arty is "RNG bombs" because they have massive scatter but a massive blast radius. Keep everything away from the scatter radius of those bombs. If you're not sure if you're safe from them, move farther away. better to be safe than sorry. fortunatly you were not punished by them this game, but you very much could have been. Always build mines if you have munitions and especially when your opponet has a fast moving dive lineup, something the allies rely on because they have weaker armor. If you have a point captured, in this case the middle VP, move up and defend it. He has to take it away from you; get those paks up covering for Tanks and the HMG for infantry. your pak positioning was very defensive but your HMG was there so that was good. USF mortar is pretty broke yeah? best thing to do is try and get a flank off on it and either force a retreat or if possible wipe the veterancy. Last p4 made wasn't neccesary, you had a P4 up and were 60 fuel from a tiger. Overall small mistakes again building into larger ones. Micro improvement will aid you greatly and will come with time and practice. Don't forget those vet 1 abilities. A lot of them are very useful. Floating kills you later from lower army size. That float turns to bleed. Always build mines. If you have extra munitions always build more mines, you can never have to many mines. In: Replays |
Thread: Help me improve OKW 1on128 Jan 2017, 23:20 PM
Things you did well: Build order: This was by the book, Volks -> kubel -> volks -> volks -> tech. Very standard, very solid. After this point though you floated manpower heavily, get a rakatten or an MG34 once your tech truck has gone up. The safe choice is the rakatten because good allied players will always bring out a light vehicle in this meta. You got the MG34 but it was a bit late and came at the same time as your luchs. It also took you awhile to get the rakatten. If you don't have premptive AT a t70s alpha damage (revealing of the T70) will wipe 1 squad easily and possibly more. Capping: Initial capping order was pretty good, sturms to the fuel and volks and kubel to connect it. Lacked capping lategame though because you blob capped. This means you had more than 1 squad capping at a time on the same point. If you're not fighting with those units its a waste of time for all but 1 of those squads. Things to improve on: Overall micro: A lot of times I just saw a lot of blobing and rushing head first into MGs. MGs will suppress large groups of units because the suppression effect effects units in an AoE of the unit being targeted. Space out your squads, come in from 4 different directions. If you're having trouble with unit control try using control groups. Ctrl + 0-9 will set a control group and then selecting that number will select that unit after. Next when you got preoccupied with another engagement othe engagments suffered HEAVILY. No grenade dodges, suppressed squads were often pinned and somewhat frequently wiped out. Squad preservation is very important on OKW as they have 5 levels of veterancy compared to the 3 of the other factions. Later game choices: In high tier games the stuka is a HUGE risk. It rarely will ever work out as OKW has higher teching cost fuel wise than other factions and have more expensive armor. This is a significant gap between armor arrival times of factions against OKW. 100 fuel is simply to expensive and it can be dived by medium armor and has a sizeable chance to die if no premptive actions are taken to prevent it from being dived. The 2nd luchs was a bit much for the state of the game at that point, and delayed your Panzer headquaters (T4) teching. This either kept you from ever teching T4 or you just did not tech it for another reason, but getting that t4 down while risky in the current state of the game will allow you to field medium armor and eventually a King Tiger. As well as the Obersoldaten, one of the best infantry squads in the game. Decrewed weapons: Multiple times you were able to decrew a maxim or zis guns but you did nothing with them. Destroy them with your own rakattens, sturm pioneer panzerscreck, command panther, scavenge them, steal them, just do something with them if you can. Letting your opponet recapture those weapons is like rebuilding that squad he lost for 50% off. To destroy a team weapon use the attack command "Q" on grid keys. Put your AT weapons on prioritze vehicles. the damage they do to infantry is insignificant and only reveals the position of your AT weapons. If your opponet knows the location of your AT, he can move his forces in a way where it will be ineffective or outflank and kill your AT. If you are ever playing against a soviet player and you upgrade your sturms with a panzerscreck you will lose very quickly against higher level players. The panzerschreck is not bad, but you have zero detection for mines and demos. High tier players will realize you have no detection and wipe squads with demo charges all day. You lost a luchs to a demo charge and even had the sturmpios nearby, no detection gear though. If you want a panzerscreck build another sturm pio for the sweeper if you cannot wait. Thats also another place you could've spent your manpower float, you had 2 luchs and no detection, a sturm pio would've been fantastic. Mines win games. Lastly if you have a command panther use the 35 munitions "Coordinated fire" ability on your opponets armor. That ability is borderline broken, raising all incoming damage against that target by 1.5x for 35 munitions. Overall you have a very solid foundation of OKW. Solid build orders, good commander selection for 1v1 and good capping order early. Just need to improve on keeping your squads spaced and busy. AT always on prioritize, build mines and minesweepers so your infantry and tanks are safe. In: Replays |
Thread: Thecrazycowboygeneral (UKF) vs ShadowLink (OKW)28 Jan 2017, 20:21 PM
gg In: Replays |
Thread: Can you help me improve?28 Jan 2017, 00:11 AM
The following links are to a casters channel named Tightrope Gaming. The man casting goes by the alias Tightrope/Tightropexilo. His series of Micro Tips & Tricks as well as the Coh2 Starter series give a solid foundation for mechanics and interactions, I'd highly suggest watching them. Playist for Micro Tips & Tricks: https://www.youtube.com/watch?v=2rkp3LLM3WA&list=PLMJFmZl8aYOdW4tzX-S3VL2tq5JfuiViK Playlist for Coh2 Starter Series: https://www.youtube.com/watch?v=fkDhwSaDOBA&list=PLMJFmZl8aYOeoRdddMg7im6dwJHI4y7bL This playlist includes all previous videos as well as 4 additional videos about things including garrisons and infiltration units that are also helpful. I placed the other 2 links because this playlist is rather messy and out of order. https://www.youtube.com/watch?v=avFkuz3DrnA&list=PLMJFmZl8aYOf337dGjOP8DlJchPDYWmKn HelpingHans is a Coh2 top tier player regarded as one of the best players currently playing. His Tip of the week videos are also very informative. https://www.youtube.com/watch?v=zroROTSphpY&list=PLwkm_w8wXFhjEX14k1f3Z2EWgYuIFi-Cf I'd recommend subscribing or at least checking back with these 2 YouTube channels to see if they have new or informative videos uploaded every once in awhlile. From the 2 build orders your gave examples from vCOH with the BAR rifles means m8 coming and the UKF bren carrier means late tech, disregard those previous knowledge basis for coh2. In coh2 USF will go for weapon racks BARs/zook tech in almost every game you play against them. M8 are a rarity to see in the current meta, and it doesn't look like they'll be returning to the meta for at least 1 additional patch. Bren carriers for the UKF is more preference of the UKF player. they can be good harrassing units and can hunt down the OKW kubels with little threat to them early game. For build orders, HelpingHans did a tip of the week on build orders not to long ago. It is in the playlist I listed above. It's a rather long video because it does include all 5 factions and most build orders. It will give you knowledge of build orders you can utilize as well as your opponets. Your knowledge of units for at least riflemen and volks are solid for Coh2. Rifles win at medium to close range with their m1garands due to accuracy and fire rate, but volks win at long range. Every situation in coh is a case by case basis. Something you probably understand being a vCOH player. Generally though it all depends on the weapons equiped by what. If I see rangers with no upgrades I know that they're a decent infantry section with good all around DPS in long/medium/short ranges. However if they get the thompson upgrades which all ranger squads should if the player can afford it, I know now they suffer heavily at long range, substantially at medium but will destroy you at close range. Paratroopers are decent at all ranges like the rangers but can have their DPS boosted at certain ranges with the thompson or M1919 upgrades. LMGs are powerful at long range. when someone tells you weapons are good at long range, it just means those weapons lose out up close usually due to fire rate. Kar98s on volks still hit their mark at close range, they just don't have the firerate to compete with the DPS coming out of the m1garands. LMGs require being stationary to fire with the exception of the Obersoldaten MG34 which can fire on the move. This is why attack moving is strongly encouraged with LMGs, as it gives them both the long range advantage and the force stop if an enemy is sighted so the squad can use their LMG. If you have additional questions I can answer feel free to ask. You're also more than welcome to add me on steam if you'd like a more direct way to ask questions. http://steamcommunity.com/id/ShadowLinkX37/ If your steam name is differant than your coh2.org name please tell me that through the steam chat function. In: Replay Reviews |
Thread: Can you help me improve?27 Jan 2017, 06:41 AM
After watching the match it looks more like small details that are holding you back. All these small mistakes build up into a pile of mistakes that result in a loss. Some things I saw you could improve on: Overall micro; at times you were fighting with squads and had other squads just sitting nearby not participating. Micro will generally improve with time spent ingame but focusing on keeping your units active will help you a large deal. Once you saw his captain, you should know with the current meta he was going stuart. You need some form of AT ASAP. When the stuart hit the field you had a pak being built, but if he chased down the gren squad on his alpha attack (initial revealing attack of the unit) you would have lost a squad and had no way to stop his dive. If that was a t70 you could've kissed that squad goodbye. Allied players right now will go for light vehicles in higher level matches because light vehicles are so strong in the current meta. Premptive AT. Do it every match or you'll bleed out and lose the game to a light tank. When you initially saw the fighting position in mid covering the VP, you can destroy that with your pak if you support the pak and/or you've forced considerable retreats. you eventually destroyed it with your P4 which is fine but you could've destroyed it earlier. You seemed to be either indecisive or made a costly missplay with teching T4 because you unlocked the battlehpase but then built a 2nd P4. I'd suggest really waiting on teching t4 as Ostheer as the benefits are generally situational. If you do want T4 you should wait until you can at least be half way to getting the fuel for the required unit you want after the teching cost. This way you have fuel in the bank if things go badly and you need to rebuild a p4 or need a stug for AT. This USF players main anti infatry was the Assualt engineers with flamers and then rifles with a single BAR and zook. If any player does that they're indecisive on the specilization of their rifles and will often force them to blob because they lack the AT or AI of just the 1 weapon and will need to compensate with another squad. If this happens give your infantry the best upgrades you can get, and blow his infantry out of the map. If you can't trade in infantry engagements you can't support your AT plateforms. Tanks can deal with infantry but are forced to kite even single grens out of fear of fausts. If nothing can stop your infantry you can run him over in the long run. You had multiple gren squads that needed LMG upgrades. Get those upgrades they aid a lot, and with LMG squads and just most squads in general use attack move so your squads fire a max range. This will allow for most time firing LMGs and avoid unneccessary deaths when you accidentally forget about a squad and run into a close quaters unit like sturmpios. Your commander roster was a bit subpar for 1v1 gameplay. Elephants will hardly ever be used in 1v1 due to the higher chance of flanks and less friendly support of heavy tank destroyers. Plus the maps are much smaller. Mechanized is probably the strongest Ostheer commander at the moment due to its callins and ability to skip teching. On this map I would have been very suitable to use Assualt Grenadiers as it was a medium to close range map. the Stug Es would have been highly effective against all the infantry running around and could've dealt with the stuart much quicker. also carries a Tiger for the late game. At one point in the early game I saw a gren squad move closer to a Assualt engineer squad just to get into light cover, however when your squad got there the engineers were there aswell. Cover is negated within 10 units of distance unless the cover is a garrison or is negative cover. If you have to close in for cover with a close quaters unit also closing in in the same direction, just put your squad in cover somewhere else or fight where your squad is good. Grens at long range in open still beat Assualt engineers and will either force him to disengage, charge you, or retreat. I did notice the capping order was rather lacking, just use the minimap or tac map to see what connects to where. If nothing else just go in order from closest to farthest. Mines win games Last point, You did this all in with your 2 p4s trying to kill 1 wolverine while he still had a sherman in support. Lost them both then tried to followup with your infantry and lost 4 squads 2 of which were your pios. THEN you called in a Tiger. Don't all in just before your heavy tank shows up. You lost so much that the tiger was highly ineffective and lost in about 1 minute. If you could've supported that tiger with both p4s and all 4 of those lost squads plus you needed the repairs from the pios. You could've pushed him to bleed to death or secured at minimum 2 VPs. Overall just small mistakes that lead to larger ones. Hopefully this info helped and Hector will hopefully pickup on some things I missed or you were confused on. Feel free to ask questions if there is something you don't understand or have any questions ingeneral. In: Replay Reviews |
Thread: Cheesiest Match in the World26 Jan 2017, 05:56 AM
There was indeed cheese in this match. In: Replays |
Thread: Discord Signup20 Jan 2017, 01:30 AM
ShadowLinkX37#5333 In: New Members |
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