Well it was your ally's first MP game
well its cool mate np
but i suggest you to view some games on youtube to get the basics before getting on mp 2v2 action. |
game with a funny ally that sent t70 and su 76s against p4s...
ended up making twice his damage done.
on starts i pushed my flank in a nice combined arms flanking, was too late on getting zis, but managed to stabilize
2 tigers rammed from flank, 2 vet 3 zis guns, 2 is2s racking havoc
all in all killed around 4 p4s 1 stug 2 panthers 2 tigers
nice use of german artillery / off map art and panzerwerfer costed me dearly |
you don't really need to kill it, you just need to prevent it from killing more of your units then your income.
but nevermind that now, after the latest change, the german player will get his income back after 10 minutes,
OMG...
|
form my experience with tiger ace,
the key is to stall it for 5 mins not losing too much, the tank worth approximately 5 minutes of income, so after that time you will begin to gain over your rival.
i preferably like to have multiple units to haras it same time. a mix of mobile 2 t34 on the flanks so it won't rush forward, 2 su 85s in the front to nip it, 2 zis guns spread out 30 degrees of it on each side, and a heavy tank like is2 to soak his damage for 2/3 shots.
i play mostly 2v2s so if my ally supplement my unit composition it is possible.
i never attempt to ram it unless from the rear, i never attempt to flank it, just constantly nip at it, you will lower its health by small bits each shot, and he will have trouble killing anything because you just back off with damaged units. he might rush the su85s and kill them if he wills but he'll need to back up afterwards.
this strat won't kill it but stall the ace
it is also a question of the game state, when tiger ace is called the caller gets estimate of +40 popcap worth of units instantly.(assuming you have the correct unit composition to counter what ever on the field ATM + a bit invested in prepping for the tiger)
i think that if he over runes you by more then 100% you will not survive even if you have the right units.
forexample, if you both have 60, you rival will jump to having 100 popcap worth of units that's less then 100% compared to you so you can survive. if you both have 40 popcap your rival jumps to 80, that is twice more and you will lose no matter which units you are having or going to build.
that's why i advocate for increasing the tiger ace popcap to 50/40, so it will be a last resort unit a german player can call while having small army, instead of a nail in a coffin that he can smack you with while having a large army himself preventing any chance of a comeback. |
No, these are the correct games. Episode 1 was Round 5 of the First Quali Tourney. Episode 2, the one here, was Contender Bout #1 between AndyisRIPPIN and xHoLyHammerx. Episode 3 was Round 5 of the Second Quali Tourney.
the title says: Contender Bout #2 -- VonIvan vs. OMGPOP!
where is that game?
the games that are posted were posted previously here : http://www.coh2.org/topic/10388/sunday-night-fights-s05e02
edit:
i found the problem
the link on this page:
http://www.coh2.org/topic/10559/sunday-night-fights-season-5-index
link to this page:
http://www.coh2.org/topic/10388/sunday-night-fights-s05e02
instead off this page:
http://www.coh2.org/topic/11267/sunday-night-fights-s05e04
|
worked for me ATM for regular maps, didnt work for rails |
first time i pulled off this combination against decent t4 armor push with success.
also played with a rather useless & ranting ally which ended up with less then half damage done then me. |
sorry guys, don't think they will re-implement it
1) overlapping gives the illusion of
a) more diversity
b) more choice
2) overlapping allows more commanders to be sold as dlc
3) i guess it was intended to allow more depth as it allows more ability combinations, unfortunately abilities were either:
a) not balanced well.
b) players did not learn how to utilize some of them efficiently.
4) doctrinal units promote the sales of the dlc, as it is more tempting for the player to buy a unit rather then an ability
5) relic replaced the choice of ability path within a commander with a choice of a commander pre-game.
so in the end some commanders contain more useful abilities then others, therefor other commanders simply not being used at all in high level play.
so, imo the request to remove overlapping is not practical as relic will not do it for commercial reasons (1,2,4) and their initial vision of the game (reason 3,5).
we can only hope that relic will check which abilities are not being used and buff them to promote diversity in the game.
frankly i would suggest instead of choosing commanders before the game, have the player select 1 ability per slot out of 3 choices randomly presented to them out of their total ability pool while the map loads (meaning 1 1 CP ability then 1 2 CP ability etc...)
literally building a "deck" of abilities for the coming match
this concepts is a great success in online "cards" game, as in:
1) duelofchampions by ubisoft
2) Hearthstone by blizzard
and other "clones" of this genre
it will:
1) add some strategic randomness and excitement to the game (unlike RNG gods, which is tactical randomness)
2) give players something to do while the map loads
3) force players to adapt to different abilities and reduce the rinse and repeat feeling of the game
4) present the player with more diverse opponents as the opponent can't execute his rinse and repeat tactic every game |
i think you posted here the wrong games |
art, if you put your hands on a good game 3v3 where 2 germans go tiger ace but soviets manage to survive, i gotta see it |