There could be some adjustments (brace should have a cost) but they are already almost never used in high level 1v1s, and losing an emplacement usually loses you the game.
If they are just straight nerfed they will disappear from the game, and personally I love me some asymmetry.
Lower the mp cost, add a small fuel cost, make it only one mortar. Maybe let the second mortar be crewable by a squad. |
In the finals, if a map is chosen in game 1, is that the map all 3 games are played on? |
To speak of little things, you float about 50 mp before you build your first gren squad, which is about 10 seconds late. These things can make all the difference in early engagements!
Your pios idle after laying wire and capping the point, try to set shift-orders so your units are always moving.
You get up to about 380mp just before 4 minutes in, which is a lot of wasted manpower. you could have had another gren on the field much earlier and had more map control or won the engagement in the middle.
Bringing out the 222 and then not immediately repairing it wastes a lot of its value. Either retreat those pios and repair it, or build a new pioneer squad sooner. You could also drive the 222 over to the pios altho that would be a high risk high reward move.
At 9:30 you stand in the middle of the road with your 3 grens. Take a few extra clicks and put them in cover.
Once the 222 goes down you are pretty screwed, tbh, since you didn't get a med bunker up and you end up without the munis to make one for a long time. I wouldn't make 3 G43 squads until you have a med bunker. With unhealed grens and no 222 there is no good counter to the m20 unless you pick the puma doc (not sure if you had it available).
Building the med bunker with no muni, and then building t3 with no fuel, really sealed your defeat. A sniper, another gren, a replacement 222 would all have been more helpful.
In summary:
Don't float so much manpower. Use the base building hotkeys and build your next unit ASAP.
Don't be lazy microing, put everything in cover all the time.
Don't be so aggressive with your 222, or at least don't drive past vet 1 rifles.
Don't build bunkers or tech if you don't have the muni or fuel to use those buildings.
The late units really hurt you the most. Ostheer relies on synergy between units, and you were very low on units almost all game because you didn't build things when you could. |
I can look at this one later tonight. |
In the later rounds where its not Bo1, do you take turns picking maps or is the map chosen at the start and all games are played on that map? |
https://www.coh2.org/topic/60897/gcs-main-round-stats-w-updates
Edit: The link is just to be clear that frustrating to play against is not the same as strong. Multiple kubels doesnt scale at all it's a cheesy all in. |
Post a replay if you want good advice, as without seeing what mistakes you're making its hard to know what suggestions to make.
That being said, volks cost 250 and don't require a tech building, wheras penals cost 300 and require building t1. You should have numerical superiority in most battles. If you stay at max range and keep your units grouped you should be able to win engagements. |
It's lame how you can't post a win against anyone in the top 25 without people calling it a "pridepost". I always thought pridepost was a silly phrase created by top players who couldn't handle losing.
This game was entertaining, ggwp. |
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GG. Funny that someone who just has a regular name insults someone else's name by saying it's boring.
Highlight of this one for me was definitely seeing the 6 man raketen crew fighting the 2 model volks squad. |