
Profile of Gbpirate
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Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Yesterday, 07:28 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence:
Canada
Nationality:
United States
Timezone: America/Toronto
Game Name: GBPirate
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Yesterday, 07:28 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence:

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Timezone: America/Toronto
Game Name: GBPirate
Post History of Gbpirate
Thread: If you're bored23 Jan 2016, 23:43 PM
Found a cool essay about Soviet defenses if anyone wants to kill a few hours of their time: http://ww2live.com/en/content/world-war-2-soviet-defensive-tactics-kursk-july-1943-col-david-m-glantz In: The Library |
Thread: Panzer III22 Jan 2016, 19:03 PM
Exactly the other way around. I did not mean Ostheer would turn unrealistic with the Panzer III. I meant it is not unrealistic if they don´t have it. They can have it but it´s not a must have. Gbpirate voiced the opinion Ostheer would be unrealistic without it. I was speaking more in the context of the campaign, not necessarily just the multiplayer wehrmacht faction. Relic should've just had a early/mid war and late war factions to start. Could've launched with four similar factions, giving them room to do things like Afrika Corps, Italian faction, British N. Africa/British Late war faction. of course, that's all complicated and such. I also really like Luvnest's idea, having Wehrmacht be a super aggressive, light/medium armor faction like it was in '41/ summer '42. In: COH2 Gameplay |
Thread: Axis panzershrek spam blobs- i'm losing it22 Jan 2016, 06:34 AM
I like playing against blobbers. It's fun. If you're playing as soviets, just get maxims. Maxims, maxims, more fucking maxims. Three is a good place to start. With your buddies, you can add on to that. A vickers behind a few maxims is good; so are a couple of .50 cals. As soviets you can use your maxims as your main infantry, holding the line, with cons/shocks (penals?) responding to mobile threats/keeping units off of your flank. With soviets, supermines are a lot of fun. Mine + demo (the demo slightly towards the oncoming enemy). This can be used on points, on roads, or anywhere you believe the nazi blob of death will come. Even though it's 120 munitions, what else are you going to spend muni on in the early/mid game? This supermine of doom will one shot a P4 and below. It will fuck up a blob. It will cripple panthers/heavy armor; usually they'll get heavy engine damage. According to Cruzzi's "the more you know" thread, demos that are detonated without the player clicking do something like 700 damage - much more than the 200 or so by manually clicking it. As brits you just gotta get a vickers or two, but that should be standard anyway. Be smart. Don't lose units to the blob. Watch ppl play, get some good friends to play 4v4 with, play 1v1 to touch up your micro, be familiar with all factions, etc. In: COH2 Balance |
Thread: usf aa halftrack pathing is really screwed up22 Jan 2016, 06:31 AM
Yeah, with Relic's change to vehicle pathing, any click within a relatively close area will make the halftrack move forwards. It's better just to use the reverse move when it's in combat/close to combat. Bit of a pain, really. In: COH2 Bugs |
Thread: Panzer III22 Jan 2016, 06:25 AM
Stupid how the P3 isn't in this game at all... Really takes away the historical accuracy. Anyway, it would've been cool if there were options for the short barreled and long barreled P3, or maybe just one long barreled one. P3 would be a great way to add into T2 as an expensive unit or with side tech, giving the player option of choosing P3 now, or wait 2-5 minutes for a tougher P4. Sadly, Relic didn't want side tech for Ost/Soviets, really. Vanilla coh2 seems almost like a step back from coh1. One would've expected them to build on that in terms of tech, especially with PE's upgrades which were, arguably, too numerous, yet also a good idea. In: COH2 Gameplay |
Thread: US Upgrades18 Jan 2016, 05:12 AM
@OP, what perspective are you asking? In all game modes, 1s, or 4s? In 4v4s, I often have to get grenades before CPT or LT simply because it is viable for ostheer to get 2-3 MGs if the other player gets 3-4 volks. Smoke can be vital for winning those early game engagements. In 1v1s, Nades are usually a mid game tech. Smoke Nades are good against enemy MGs, against tanks (USF smoke nade slows tank movement and disables main gun), and enemy LMG units at range (high vet grens in mid game, Obers). Using regular nades are, more often than not, not worth their price. for 2 nades you can get a BAR. Nades work better in the late game when your opponent is fatigued, against weapon teams, against low health squads, etc. Throwing grenades behindcover can also earn you wipes, but only do this if you see your opponent dodging nades, or if you know he's good. As for bazooka and BAR tech and not teching, in 1v1s, there's a few ways you can approach this and they differ slightly from 4v4s. As Skabinsk said, if you're floating a lot of muni, you want to research the tech so you can get that extra dps and beat volks, beat LMG grens. While he (judging by his playercard) tends to play lots of 3s and 4s, and prefers BARs, in 1s it's a bit of a different ball game on your own. Infantry Company and Tactical Support Company are both good because they have the M1919. The M1919 lets you win engagements at long range against volks grenadiers, and against grenadiers. in tandem, they can beat Obers as well, depending on micro, vet, health, etc. The BAR is a good mid range weapon, used with a flanking squad. In any case, BARs and M1919s will increase the dps of your riflemen. You've just got to decide what role you want your squad to play in the grand scheme of things. That being said, in 1s and 4s I find Tactical Support and Infantry Co. are my most used commanders because of the LMGs, in 1s, infantry because of the mines/sand bags, in 4s, tactical support because of the potency of the callipoe. Thus, I usually have access to M1919s. Putting M1919s on all of my rifles/squads gives me less things to micro, but mixing m1919s and BARS on different squads can really pay off. Typically, my build order is RE Rifle Rifle Rifle LT M20. You can also get 3 rifles and captain, or 4 rifles and captain. The RE at the beginning gives you a slight advantage in capping power. You can also put the 2nd RE squad in the M20, giving yourself an extra zook. Hector does this in his 1v1 armor co. strategy, then getting an extra bazooka on that squad, supplementing his subsequent captain tech. http://www.coh2.org/guides/47115/armor-company That's more of a build if you're fighting OKW Luchs or maybe Stug III E from Ostheer. You can do that late game as well in 1s. Zooks still pen medium armor and can tip tank engagements in your favor. That being said, getting the bar/zook tech can help for your AT. If you grab one extra zook on your M20 crew, then go captain, you've got 4 zooks, 3 for free, and you've got quite a strong mid game in terms of anti infantry and anti tank firepower. When it comes to BARs/M1919s, double M1919 LMGs will beat volks. If you've got 3 or 4 rifles with M1919s, you can beat obers, you can beat Grens, you can easily kill out of place MG42s/34s. One thing I like to do is put M1919s on one RE squad and 2 riflemen squads. ON the REs, this allows you to use your suppressive volley fire ability at range at minimal risk to the REs. On the two riflemen, this allows you to have long range dps squads that punish pioneers, assault grenadiers, sturmpioneers, or falls that are coming at you over open ground. I put BARs on the other two riflemen squads. These guys get into mid range, they go into the VPs and cap them under enemy fire. With 5 men, they're durable. With the BAR itself, they've got a lot of dps. They're first in line in most of the engagements. They're being covered by the 3 M1919 squads behind them; those M1919 squads are firing smoke nades first, in front of the MGs, or in front of the LMG34 Obers, allowing the BAR'd rifles to close and get into cover. I do this all the time as USF. In 1v1s, the mine ability is great for shutting down flanks by infantry or vehicles. If it's 40 minutes into the game, you can park your M20 in your base, then have a squad jump in it and plant a few M20 mines on a side of the map that you just capped. Long story short, always get BARs or M1919s. It's best to mix them up in your army, but not on a squad to squad level. Use smoke nades when you need to in the early/mid game, definitely in the late game. Build a muni cache or two. Use grenades sparingly. Always use your munitions. Use your M1919 and BAR squads together, in an intelligent way. Identify your biggest threat (suppression platforms, charging squads... armor?) |
Thread: Brit Tactical Support "Artillery Cover"18 Jan 2016, 04:31 AM
So, Ostheer can use Panzer Tactician to obscure sight on an individual vehicle, infantry can retreat, so, depending on your doctrine, you can be saved. OKW don't have access to any smoke, I believe, other than WP from Falls/Obers. That's a problem. Perhaps instead of being super accurate artillery, it could be area denial. Use your imagination: let's say the ability lasts 90-120 seconds, and every fifteen to twenty seconds a huge quantity of high damage rounds fall, rather randomly, in the target circle; the quantity of the rounds, however, will still inflict damage to units in the vast majority (80%?) of the area. Perhaps the first rounds can be not as saturated, or lower damage, thus giving the ability some usefulness in terms of damage due to the rather fast speed, but also some forgiveness for the axis players. This would allow some risky staying power from one's opponents, if they want to stay in a point and cap it between the salvos and also giving said opponents the opportunity to not get completely rekt! It'd be a compromise, so nobody's really happy, but it still gives the Brits some damage, it gives them the area denial, but it also gives the axis players some maneuvering room and allows their vehicles to escape if they choose. In: COH2 Balance |
Thread: [USF] Live And Learn +%10 faster vet bulletins stack18 Jan 2016, 03:26 AM
IN regards to OP's post about faster vet, it does mess up the pacing of veterancy and, in theory, other factions have the same ability with bulletins, but the issue is the fact that bulletin drops are random. If (some?) bulletins were tied to achievements like they were before warspoils/WFA dropped, that would make getting bulletins a lot more goal-oriented. Assuming Cuddletronic comes back to read this, or another Relic employee, I'd just like to say that having a warspoils system and explaining the probability of dropping bulletins/commanders for each faction to the player would lend a big hand to both competitive and casual players. When players know that they're making progress towards something, whether it's with actual %age numbers or words in relation to each other (unlikely, likely, etc.), they're more likely to keep grinding, to come back to the game, to keep playing, to keep putting hours in, and to keep buying dlc if necessary. I'm loving the 1v1 ESL tourneys. I'm liking the increase in competitive tournaments (4v4, 2v2 tourneys starting this month). I hope this isn't the end of Relic's time giving coh2 major support. War Spoils overhaul, finishing up the Eastern Front with 1944-45 Theatre of War packs, Brits campaign, optimization for hardware, and patches to make under used units/commanders in competitive matches viable (USF Recon Support/Mechanized Co., M8 Scott; role of Penals vs. Conscripts), patches to make the game more balanced/fair for each faction (MG34 for OKW, changing deathloop for Maxim, etc.) I love coh2. I love playing coh2 competitively. I'd hate to see it go, its servers shutdown, or the competitive player-base to leave because patch support ends. Single player, players who comp stomp with friends, they're all important players - and a much larger monetary and physical base - than the relatively small number of community players. Thanks Relic ![]() In: COH2 Bugs |
Thread: [USF] Live And Learn +%10 faster vet bulletins stack17 Jan 2016, 23:32 PM
Can rifles get 3x 3% accuracy bulletin? I only have one and it's "common"... i.e, not drop-able? In: COH2 Bugs |
Thread: Faction artillery options17 Jan 2016, 23:02 PM
Their kill potential is worthless against tanks because they will never reach their potential. no one except noobs are going to sit there and be hit by multiple shells. Eh, in 4v4s there are good chances that you can catch heavy enemy armor off guard - particularly the jagdtiger or the king tiger. It's impossible to kill the tank, yeah, but 2-4 howie shells landing on target isn't hard to do. That being said, if you can damage the engine of any of those big fuckers, it's easy to barrage in their intended path and still get a lot of hits. With priests I prioritize okw trucks, then heavy vehicles/blobs depending on the state of the game. In: COH2 Balance |
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