If you're talking about live go with maxim spam or penal spam into guards. Guards with DPs crush volks till they get to higher levels of veterancy and then they can still trade well due to their high vet and durabiliy.
Conscripts lose at essentially every point of the game vs volks. I wouldn't recommend relying on them as your core infantry against OKW.
As for the 1.4v Winter Balance Mod I'd recommend using maxim spam as it will give you access to the zis AT gun which will counter lights also played by OKW. Everyone is still having controversy with penals at the moment so we will have to wait and see where they stand. I'd be willing to bet standard rifles will still win against volks, but the ppsh and flamer upgrade or PTRS AT rifle may cripple their AI enough in certain situations to where the standard rifles are stronger. This of course is also map dependant. On longer ranged maps this could be a problem, but a CQC map like Dusseldorf which is a CQC 2v2 map ppsh and flamers would crush in the tigher spaces.
Profile of ShadowLinkX37
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Game Name: Shadow Link
Broadcast: https://www.twitch.tv/ShadowLinkX37
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Post History of ShadowLinkX37
Thread: Vs OKW9 Jan 2017, 06:11 AM
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Thread: Balance Team please look at this7 Dec 2016, 22:58 PM
I'll respond to your quotes in order. 1st: Yes you may have held off their light tanks but because you lacked the manpower to tech you couldn't apply pressure to their emplacements and the massing of priests. Something a medium tank could have done. They also didn't go light tanks which is stupid on their part but thats their gameplay issues. 2nd: Taking a line of text out of context is what stupid media sites use to trick underinformed people and easily swayed people. When you're debating with someone who is actually informed on a topic it has little effect compared to the effort you actually put into it. Either that or you don't understand what a period means. Personally I don't know. 3rd: Here you actually took the context of the line from the previous quote. Unsure how to respond because that just displays lack of connecting thoughts. To take something out of context and comment about it then directly after use it within it's context is mind boggling. Sarcasm is also not really appreciated and shows you do not wish to truely learn from your mistakes. Instead nearly lose to something you find unfair then when someone tells you "here this is what you could've done better" and respond with "hey I don't wanna learn new things I just want a nerf on things I don't want to play around". 4th: You're never "forced" to do anything. You kept going into this cycle once those mortar pits were up where you'd push out -> take some ground -> get blasted by mortars -> retreat -> reinforce. Also including the continueous reinforcement of the ISGs and the creation of the LeFH resulted in a lack of manpower and unable to tech up. However realizing this cycle would improve your gameplay midgame, maybe you'd push another flank so you lose less manpower while still caping, or maybe improve the micro of your ISGs so they take less model drops. Whatever the case would be, remaining in the cycle where you continue to bleed as you saw is no clearcut way to win. Finally, one of you guys had a mech truck however I forget who. I don't believe spending 65 fuel for a luchs or 70 fuel for a puma would truly impede your 400 fuel float to bring out a JT or KT. Infact, the puma is one of the best units to destroy emplacements. It out ranges bofors and can therefore safetly attack it and force rotations or even destroy it if it is supported. 5th: Realizing what your opponet has on the field is part of the game. All players use this ingame to estimate what units your opponet has and their possible locations. If you have seen your opponet has multiple REs with zooks, you can bet that those REs with zooks are on the map. Pretty simple stuff. For an example if you had a puma attack that bofors at long range, you could expect that those REs with zooks would rotate to defend that bofors. You may or may not see them rotate, but a good player will rotate a defense otherwise risk losing his emplacement. If he doesn't rotate, fantastic you can continue to deal damage to that emplacement and eventually kill it. If he does, you know he doesn't have as much or any AT somewhere else on the map, allowing for other armor to push in that location. Just because I could see all units in the replay doesn't mean I don't know what my opponet has and what they are in a real game. 6th: Mortars DO NOT track moving targets. If you can micro them to continuously move I'm certain 2-3 fusiliers and a sturm sweeper could avoid mortar fire. If the USF players decides to use his priests to barrage the push, pull back let them do it. Once those are finished use the same tactic, this time his priests are on CD. The USF player only had the 1 M1919 rifle and REs with zooks. REs can't hit a target for their life and 4 squads of infantry will decimate 1 squad of m1919 rifles. Panther vs. Comet: For purposes of this example we'll be using the lategame scenario of the replay where your british opponet has fielded 2 comets simultaineously. You were floating 850 manpower and over 500 fuel. However, your PzHQ was destroyed. Reconstructing your PzHQ + 2 panthers as OKW in fuel costs 535 fuel total (15+120+200+200). In manpower total costs would be 1280 (100+200+490+490). With the current float and possible revoking a fusilier squad spawned recently, because you were calling in more fusiliers, the costs of 2 panthers could've been easily obtained. Panther stats: 800HP, 320 Forward armor, 110 Rear armor, weapon kwk42_75mm: Range 50, Reload 6.1/6.4 min/max, Penetration 220/240/260 far/mid/near, Moving accuracy 0.65 multiplier, Damage 160. Comet stats: 800HP, 290 Forward armor, 130 Rear armor, weapon comet_17p_77mm: Range 50, Reload 5.9/6.4 min/max, Penetration 170/190/210 far/mid/near, Moving accuracy 0.75 multiplier, Damage 160. Now assuming you pushed up behind the left flank fuel with your 2 panthers pushing off the RE zooks and rifle squad with your fusiliers and sturm sweeper, the british man should come over with his 2 comets and try and fight the push. However when he gets there he has to stay at max range because of the fusilier AT snares. At max range the Comet has a 53.125% chance of pentrating the forward armor of the panthers while the panthers have a 75.862% chance to penetrate the comets front armor at max range. The best situation for the comets would be to engange in a moving battle with the panthers forcing the respective accuracy penalties on each tank. However due to the fusiliers AT snares they cannot advance towards the panthers for increased penetration chance. These numbers do not take into account base accuracy of either tank, the bonuses of veterancy, combatblitz and emergency war speed buffs and the possibility of the RE zooks returning from the base or the priests intervening. These numbers represent a 2v2 tank scenario which I created from the replay with best case scenarios using given units. The comets have a possible slight reload advantage but in a staionary fight stand close to no chance against the panthers. Its possible your RNG sucks and you miss 90% of panther shots, but statistically a panther should obliterate a comet as long as it remains Tank vs Tank and proper movement is utilized. All the while your JT should be obliterating emplacements. Hope this helped. In: Replays |
Thread: Balance Team please look at this7 Dec 2016, 19:15 PM
The Pro advices coming in Well considering early game you guys were so adamant on wasting your resources by sending your infantry to their cutoff and into a meatgrinder for manpower and then floated 400 fuel because of it and your first tank was a JT. I don't see wasting of resources changes your gameplay Kappa. In all seriousness to give advice though, Simcity players win when you allow them to setup multiple emplacements to protect each other. Your first tank being a JT at 15 command points relives so much pressure that you applied from holding that cutoff early. As for the zook blobs and comet spam, at most the brit player had 2 comets on the field at any one time. Earlier in the game the USF player had 2 REs and a vehicle crew running around with zooks, later in the game it was just 1 squad of REs. Regardless though, my comment stated you should force the rifle (there was only 1 rifle squad equiped with m1919s) into another engangment with your infantry so they would be unprepared for that push So you'd end up pushing up with your infantry and forcing the rifles back allowing for the tank rush, or distracting them allowing for the tank rush. With only 1 USF infantry squad sending in a few fusilier squads with a sturm sweeper could ward off 3 zook squads or at best 1 zook squad easily. If you're that worried about 1 or 2 comets send in Panthers for the rush. Comets have a 53% chance to pen front armor of a panther at max range so they trade very well against comets. Sitting back and letting someone spam priests and emplacements will allow their indirect to virtually get free kills and experience. You had the JT which allowed you to deal with those types of sitting back players but you didn't utilize it to its potential. The LefH is a solid counter to emplacements and generally does well against them. I did see it get off 1 barrage then got precision barraged. Other counters to emplacements includes medium tanks. Bofors are not nearly good enough to penetrate the OKW p4 and panthers while jagdpanzers have the range to avoid them. As for the map is to narrow to dive comment, yes it was a tight map, but for 20 minutes of the game prior to comets showing up all that was guarding the right flank was a bofors. A single medium tank could either force a rotation or just defeat the emplacements placed in mid. If they rotate push the left flank. They had very few mobile units to work with. In: Replays |
Thread: Balance Team please look at this7 Dec 2016, 06:38 AM
While I'd admit that commander is strong enough to be one of the best commanders of the june patch for british because its abilities are powerful, I don't think they're obscenely broken. Yes it could a slight cooldown increase or munitions cost increase on multiple abilities such as the command vehicle free recon and the standfast. Aside from the commander your ally had a JT for about 15 minutes before he decided to attack those emplacements. He also never used the 90 munition APCBC shell which lets you fire through that tree line they were hiding behind from the left flank. The right flank was also only guarded by a bofors for about 20 minutes of the game. That bofors also survived the entire game which should never be said for a bofors unless the UKF actually wins by crippling the enemy with said bofors. If theres a heavy tank on the field such as a KT or JT (both of which you had) emplacements can be dealt with easily in a well coordinated push. Just as a side tip, if you see someone priest spamming with that tactic, get a couple p4s or pumas and just dive them. Neither Allied player built a single mine that game but if you're paranoid about that just move a sweeper up with them. Try and force the riflemen into another location as well so there won't be any AT nades. In: Replays |
Thread: Balance Team please look at this6 Dec 2016, 22:02 PM
The only real abuse I saw was the vehicle crew population abuse. Other factors are more learn 2 play oriented. Also keep in mind that the balance team had a very limited scope with what they could actually play around with. Everyone knows USF crew pop abuse shouldn't be in the game but they weren't allowed to change that. They're hoping if this patch goes over well Relic will allow them to change more within the game. In: Replays |
Thread: Less than 10 points win6 Dec 2016, 03:44 AM
Being aggresive is just based on how many mobile squads you have. In this case, you had 3 rifles, a mortar, and an RE to his 4 volks and sturms. With the mortar generally you can't push up as quick, instead you use it to destroy other forms of indirect fire or entrenched positions. Advice: If you're getting pushed off your cutoff consistantly for 5 minutes try and go somewhere else on the map. If he is just throwing all his volks onto your cutoff go to his cutoff and take his side of the map. You'll either break even for territory or he'll come to you. If you break even odds are you'll win the game because OKW needs significant veterancy and their teching requirements are higher than other factions. If he decides to come to you fantastic, because you've taken the time to entrench yourself on his territory forcing him have moving penalities while firing as well as lack of cover for some time. For the majority of the game all he had on the top half of the map was an MG34 in that munitions house yet his territory extended beyond that because you didn't walk up there. Next big tip of advice is if you have the oppertunity to destroy teamweapons and you do not want them DO IT. Collecting teamweapons drastically reduces the manpower cost to get a full teamweapon back in fighting shape then just building another one. Also keep in mind that OKW can salvage abandoned teamweapons for fuel, accelerating their fuel. In: Replays |
Thread: Intense 2v2 tank slaughters19 Nov 2016, 01:17 AM
someone keep a record of how many tanks were lost In: Replays |
Thread: How do you beat this cheese?13 Nov 2016, 20:14 PM
Watched the replay. MGs are tough to deal with as OKW because of the poor faction design of not having grenades till after tech. The ISG isn't nearly worth its cost of manpower and popcap either. Regardless, you lacked squads very early where he had 4 cons, 3 maxims, and a pioneer to your 2 volks, sturms, and ISG. I'd recommend 3 volks as the usual per game but that's just me. If someone is going to maxim spam like that you should always use those incindiary grenades especially on heavy garrison maps like this. You couldn't nade earlier because you bought the 2 STG upgrades on your volks. Don't get me wrong, STGs on volks are a definate benefit but you needed more ways to clear garrisons than just 1 ISG. Because of those faction design flaws of OKW and the potency of the SOVS, it can make for a difficult matchup if your opponet used meta things. Penals on this map would've been devasting as well as a T70, which he built neither. You did alright given the situation but it was mainly a lot of small problems that compiled into the large problem. Lack of squads early, munis spent on STGs, unit preservation, the spliting of your forces. Also there was point in the game where you decrewed a maxim team and left the MG on the ground to cap the VP on the right on lower side. Eventually you got pushed off and he just recrewed the maxim, do not ever let that happen if you can help it. Recrew/salvage/destroy do something so he cannot use that weapon against you. In: Replays |
Thread: ShadowLink (OKW) vs. laddenscheeler (SOV) Map: Caen12 Nov 2016, 05:26 AM
ShadowLink Rank @ replay end: 265 laddenscheeler Rank @ replay end: 787 Game Length: ~27mins bit of a slaughter unfortunatly. couple cheeky grenades though. uploading to help with replay selection for channels as I've noticed a lack of replays recently, especially on the newer maps. In: Replays |
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M.F. 2v2 R1 G1 ShadowLink - COHm4st3r vs. Sky - DarkWarDemonby: ShadowLinkX37 map: (4) Crossing in the woods (v2)1-913
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