Profile of Gbpirate
General Information
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Yesterday, 07:47 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, 07:47 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
Post History of Gbpirate
Thread: Strummingbird v Pirate3 Jan 2016, 07:24 AM
This time a decent 1v1 between Strummingbird and I. This was a lot of fun! long gg In: Replays |
Thread: Armor Company3 Jan 2016, 02:01 AM
I appreciate this guide. Thanks Hector. Great work. In: Guides |
Thread: [Relic Must See] Key Balance 1v1-4v430 Dec 2015, 07:07 AM
I very much like these suggestions, Kyle. I like the idea with the handheld AT; it forces a reliance on mines, AT guns, and/or vehicle snares. Map layout/design is definitely important in 4v4s. Contrary to popular belief, these team games are also very competitive at the high levels. Yes, there is a lesser focus on micro, build orders, etc., however, there is a focus on teamwork and on commander choices, build orders, capping orders that benefit on others. It definitely is important to balance 4v4, but, as Relic is doing - balancing 1v1s first - is the right step. Perhaps the easiest "hotfix" to balance 3v3/4v4 is to reduce the amount of resources given from each territory point? In: COH2 Balance |
Thread: I am ready to stop sucking......27 Dec 2015, 20:41 PM
Well, for control groups you simply select a unit, hold control, and then press a number key. I usually organize the unit list in the upper right by engineer (1), infantry (2-5), Sniper (5), MG (6), armor (6-8), artillery (0). I never use nine for some reason. I prefer keeping my infantry squads on individual control groups and double up the same type of armor (P4, Comet, Panther) on 6 or 7. For me, it helps because I am used to the same general layout of the upper right, and if I hear "ahh mines" from my rifles, I can look up on the right and see who is in combat or who is losing models and just hit the unit icon and press r and make them retreat immediately. Also, if I see a unit is on low health or models, I can just click in the upper right and press R. The control groups help because I have the unit icons laid out how they usually appear to me. In: Strategy Desk |
Thread: I am ready to stop sucking......27 Dec 2015, 19:17 PM
What game modes do you play? Do you play every faction? I recommend a few things: 1) Always be 100% focused when you're playing 2) Play more 1v1s to improve your micro skills/independence 3) Use hotkeys (if you don't, use grid keys; can be changed in options in game) 4) Use control groups (hold control, then a number to select any number of units you want in a control group. Then, when you press the same number, you will select all of those units). 5) Get at least one decent, all-around buildorder 6) get capping orders (I have none set in stone and it's often painful for me.) 7) When you're losing, make sure to talk trash to your opponent because he/she is a no-life loser who spends too much time playing videogames. Don't tell them that you're crying though. It will make you appear weak. In: Strategy Desk |
Thread: B-425 Dec 2015, 22:22 PM
There are a few things in coh2 that are broken: instant wiping machines (AVRE, Sturmtiger, B4) and things that are instant click-wipes (divebomb). Divebomb is stupid because it counters field artillery. Does it still have the insanely huge AoE against infantry? Anyway, B4 acting like a traditional artillery to some degree is a good idea. a 3 round barrage with long reload would be a good idea to make it balanced. Doing something with Stuka divebomb would be great, i.e removing it completely. In: COH2 Balance |
Thread: Maxims in 1v123 Dec 2015, 07:18 AM
I once faced a guy that had 5 DSHKs at one point. You are in the clear Yeah, the retreat bug is the biggest threat a Maxim-heavy build faces. I played a game against Iron Emperor (perhaps more than one) with this build and I happened to lose a maxim early due to my micro-stupidity epic fail... I believe Agion is a relatively new caster (I haven't heard of him before) and I think that reflects in the somewhat puzzled commentary he offers. Losing a maxim early doesn't mean it's game over... it's just harder to come back when you're facing an opponent of equal skill... I personally can tell you that it's really hard to deal with, it's not really spamming them in my opinion, but dealing with 2 (1 covering the other maxim) is just hard to deal with. |
Thread: Maxims in 1v121 Dec 2015, 22:14 PM
I'm doing something odd with these forums... lol. |
Thread: Maxims in 1v121 Dec 2015, 22:13 PM
Hi, I watched your replays. 3 Maxims 2 Cons opening is indeed good against certain builds. But IMO it relies too heavily on support weapon (in this case the Maxim) => more static play, your ability to maneuver is very limited => weak against vehicles (you don't have enough Cons to snare), snipers and indirect fires such as mortars, Leigs etc. Thanks for taking the time to watch the replays and give feedback! I think on Semoskiy it didn't work as well as I had hoped because of all of the houses, although it still managed to work out ok. In the game against Choccy I think I used the aggressively to a point (like when I brought enfilading fire with the third maxim on his 2-3 squads on the middle VP after suppressing them with the first two). On more open maps like Langreskaya, Minsk, Angoville it's easier to use them aggressively. They can also building hop quicker than axis MGs due to their short deploy time. I think when I have an infantry force of 2 cons/ 1 shock troop and a mortar, it makes the 3 maxims work well. T70 to push lead, SU76 if behind. Because there's no upgrades, I just spend muni on mines, so I don't think having more cons with AT snares is really an issue. Three Maxims make it easy to hold both fuels or deny one, something that in 1v1 can be very important to closing out a game early. Even if the enemy has sweepers, the mortar makes it dangerous for enemy tanks to sit on mines that are placed on chokepoints (Angoville, Kholodny Ferma winter/summer). I beat Iron Emperor with it. Had his Nazi ass base pinned Hi, I watched your replays. 3 Maxims 2 Cons opening is indeed good against certain builds. But IMO it relies too heavily on support weapon (in this case the Maxim) => more static play, your ability to maneuver is very limited => weak against vehicles (you don't have enough Cons to snare), snipers and indirect fires such as mortars, Leigs etc. |
Thread: Okw Elite Armored.21 Dec 2015, 07:31 AM
I played a 1v1 against a fellow Bear and he said he had to use sturmtiger to kill my double M1919 riflemen or else he would lose. And he won :c it can be good. Maybe as a last-ditch attempt if you need to win. In: COH2 Gameplay |
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Latest replays uploaded by Gbpirate
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VS~TAB~ maskedmonkey2 ~TAB~ GBPirate ~TAB~ Napalm ~TAB~ Augustus MariusRANK47 Kiss my ass please QQ263613288 Red Army (CHN)TAB on Rostovby: Gbpirate map: Faceoff at Rostov1-868
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VSGo hard like Yatagan Daedroth Mafia_Muma succesreussiteRobocopHighlander ~TAB~ Beemer8 ~TAB~ GBPirate Rasco400Strange bugby: Gbpirate map: Steppes1-1,328
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