Profile of BeastHunter
Post History of BeastHunter
Thread: Commander Revamp Patch - Bug List20 Sep 2018, 08:52 AM
The Churchill Crocodile in the Tactical Support Repiment has the right price in the newest version of the Patch (1.5) but still comes at 12 CP rather then 13 CP. In: Lobby |
Thread: Feedback for Commander Revamppatch20 Sep 2018, 07:25 AM
I think a flame grenade and smoke grenade aren't as strong as a smoke grenade (that might provide yellow cover for better ambushes against tacmap players) with following he grenades that might wipe team weapons without any further damage. I would prefer all infiltration units to use flame or stun grenades as you can react to them way better. In: Lobby |
Thread: Feedback for Commander Revamppatch20 Sep 2018, 07:16 AM
You should compare it to the Soviet M3A1 Halftrack that gets usually used as a clowncar it has a similar size and prize and fills a similar role. Another topic: could the Stug (III) Ausf. E get tied to tech similar to the Sdkfz. 234 Puma in the Mobile Defense Doctrine - otherwise one Call-In Meta will get replaced with a new one as the current Mechanized Assault Doctrine seems quite appealing for 1v1 games if you like PaK40 walls and do not like to pay for teching costs. In: Lobby |
Thread: Asking for Tips! Confusion against okw.14 Sep 2018, 13:43 PM
I think the right section for this replay and advices would be the Replay Review subforum but i'll give you my best: The first problem that you didn't react to was the map - Crossroads has 12 standard territory points beside 2 fuels, 2 ammos and 3 vps. This leads to the issue that the okw player could outtech you and keep good map pressure even though he invested 390 mp and 100 fuel into a walking stuka that does nothing beside shooting every 90s (it had a great effect but that only because okw was ahead in tech). If you do not want to get outteched you should try to keep atleast half the map or even better more and outtech your opponent. If you are playing 1v1 you should keep in mind that a "fair" amount of fuel at all times after the 2.30 min mark would be a fuel tick of +26 (on crossroads +29) if you want to use more ammo or want to play a game with many tech units of a lower tier for a longer time then you should still aim for your opponents cutoffs or ressources to deny (delay) him the options and benefits of teching. The second mistake you mad all through the game starting at the very beginning of the game was the inefficient capping order (you connected your til that point uncontested fuel only at the 2.40 min mark) and the coordinated defensive and offensive operations you carried out: You did fight almost every engagement on your opponents terms you faced more expensive or simply larger amounts of units in better or equal cover with lower numbers - which happened because you let some units idle (around min 7 1 at gun 1 hmg 1 conscript on your fuel not moving for a minute or longer while you got outnumbered and had to mass retreat) as a rule of thumb try to focus your units if you are behind (outnumbered or lower in tech if against light vehicles) and spread when you are ahead (just won engagements have a light vehicle to force retreats all over the map -> cap more efficient) The third misplay was in the buildorder (you teched just before your cutoff was attacked and didn't really achieve anything before teching so were behind in army size at a pretty bad timing) at the start and the bad way at adapting what you are up against: against okw there are quite a few possible openings: 1. 2-3 CE (including the first) into penals and a clowncar if you want to harass early on open maps (works great because okw gets fausts at 4:40 min or 5:20 depending on medic or mech hq) 2. 2-3 CE (or Cons) with a fast t2 and 2-3 maxims then whatever you need maybe a mortar for smoke/he vs hmgs or more cons to flank or build cover positions. 3. 4 Cons molotovs then usually engineers and a t2 maybe a maxim after any of this early game buildorders you should aim for a fast t3 and get a t70 especially when okw invested in a p2 as it is quite good for hunting or atleast scaring it away. A well microed t70 should colour the map blue for you so try to engage lone squads stay clear from raketens use sweepers if you are unsure about mines and stay away from possible fausts. Against mobile defense or okw mech hq you should be careful about pumas so maybe consider teching at nades or getting a Zis-3 at- gun as support. The fourth point that might have not been a problem in this game as your enemy didn't use all his options were the commander choice as a single pak43 or LeFH could have countered your entire composition and your heavy mortar didn't really pay off as you were facing only a single hmg later 2 raks and the volks could always reposition or fall back after getting hit from your mortar. I hope you can take something away from the post best wishes and luck in future games. |
Thread: Commander Revamp Mod - SOV (Urban Defense) vs OST13 Sep 2018, 13:45 PM
Mod version 1.4 The focus lies on the M42 AT-Gun I think it did perform quite well as it didn't get countered by a pwerfer or mortar and could continiously shoot on the forward OST Position while being able to stop a p4 from any deep pushes. Maybe the MP cost could be looked at again as it can perform in some ways better then a mortar as it is near impossible to dodge any barrages or single aimed shells. Otherwise the AT-Gun seems to finally be a worthy investment that doesn't bleed all game long. Focus is on the Midgame the first and last quarter show not much use of the m42. In: Replays |
Thread: Close the Pocket didn't work properly13 Sep 2018, 13:10 PM
Maybe there was a Soviet forward HQ inside the Pocket? It does count as Headquarter territory even if the territory is captured and the HQ destroyed iirc, otherwise if it happens more often you could save the replay and rewatch it or upload it. In: COH2 Gameplay |
Thread: What's the deal?13 Sep 2018, 13:06 PM
If you want to tech both: the Lieutenant and the Captain you shouldn't get more then 3 rifles but i wouldn't recommend to always plan on teching both tiers, instead i would recommend to use either the Recon Support Company for the Airborne + M1 AT-Gun drop if you go for Lieutenant or to use the Airborne Company which can support either Lieutenant or Captain tech quite well as you can drop either an M1 AT-Gun or the M2HB HMG. Both doctrines also give you access to a lategame offmap arty strike which allows to push of tanks or atgun walls. Another nice special on top of the support weapons are the airbornes as replacements for lost rifleman and depending on your playstyle pathfinders that can support your supportweapons by spotting for them. |
Thread: Feedback for Commander Revamppatch13 Sep 2018, 09:02 AM
I do not mind asymetrical balance but the AVRE is overshadowing the Sturmtiger with its way better reload and faster shooting (never even mind the faster reload with a command vehicle nearby) and lower veterancy requirements which will be even harder to gain for the Sturmtiger if it doesn't damage tanks like it used to do. In: Lobby |
Thread: Feedback for Commander Revamppatch13 Sep 2018, 08:26 AM
Funny thing about the AoE of the Sturmtiger in the current version of the revamp patch the AVRE does more damage to tanks if it hits right on the target while it seems it also has a better AoE vs tanks if it misses only slightly. So currently the Sturmtiger gets overshadowed by a cheaper vehicle that only lacks a bit of range compared to ST, has lower armor (but more health), a turret and lacks supression. In: Lobby |
Thread: Should the M5 HT get some balance love?12 Sep 2018, 18:23 PM
The manpower cost could be looked at as teh t70 is currently cheaper in that aspect and if you are blleding and need a light vehicle to get back in your game its is cheaper and safer to just get a t70 for 260 mp and 70 fuel instead of 270 mp and 30 fuel + 100 ammo and upgrade time. Lowering the mp cost would also allow it to get used as a forward mobile reinforcement point. |
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