That actually sounds like an interesting strategy. I'm so bored of same ol' same ol' penal spam as soviets.
Thanks i was thinking of trying it myself
Someone should made me a strategist Kappa.
Thread: Replacing Cons with Guards31 May 2017, 14:26 PM
Thanks i was thinking of trying it myself Someone should made me a strategist Kappa. |
Thread: Bad runs31 May 2017, 13:25 PM
In: COH2 Gameplay |
Thread: Bad runs31 May 2017, 11:38 AM
I thought this might have been a message about uncontrollable diarrhea... Try playing different factions, taking a break or seeing what the meta is. Alternatively, keep playing so you drop so low you can only go up. In: COH2 Gameplay |
Thread: Great game vs very insulting player.31 May 2017, 11:36 AM
I would love to get this guys email address/phone number and give it to every cold-calling/messaging company on the planet. In: Replays |
Thread: Replacing Cons with Guards31 May 2017, 11:32 AM
Maybe try going for 2/3 engineers, one conscript and T1 tech then for an M3 (to put an engineer with a flamers in), then maybe a sniper, depending on the map. Hold out until 2cp where you can call in guards. You will probably build up a lot of manpower doing this so it might be a good idea to get medics while you wait for CP's. Then call in 3 guards squads as you get the manpower. Then tech to, and get a t70. (you have the AT in the guards so the T70 should be able to survive and work well even if late. then whatever, dependent of which guard doc etc, but T34-76's spammed are always good. This wont be the most effective way to play soviets but, it might work and it might be fun. Also i see you are pretty new and you only have 3 posts, so i looked at them. I see you said you played mostly Ost, 4v4. Is this for a team game strat? Are you branching out into the rest of the game? If so welcome to more competitive play! |
Thread: Airborne.30 May 2017, 14:30 PM
I put 'fine as is' because its a bad poll. I don't want to see it buffed but i would like to see the P47 attack changed somehow, possibly small changes elsewhere. Otherwise i think the doctrine is one of the most interesting USF has. While it may not have the appeal of tech free M10's, it is still a very good doctrine, and more than viable. In: COH2 Balance |
Thread: Trench abuse still possible29 May 2017, 16:49 PM
Bloody hell, the guy is talking about a game being a bit Bullshit and you decide its time to whine about millennials? Don't you think that's a bit off-topic at the very least? On topic, while the match may not be a great example, Brit trenches and mortar pit do still need some changes... In: Replays |
Thread: 1v1 Checkpoint USF v OST26 May 2017, 09:42 AM
Here is how I use Airbourne: https://www.youtube.com/watch?v=xZ_hUPvW8dY #shamelessselfpromotion However yeah the strafe isn't great, but if you are going to use it, do so in conjunction with a larger push, so that the strike might finish off an already damaged tiger or help damage it so that your jacksons can finish the job. It is always quite the detraction, and remember that the zone is pretty big on it so in order for the enemy to get out the zone of fire tey have to move their tanks WAAAY back, so can be good to gain map back. Can orders are as simple as: connect resources to your base sector and head for the area of the map that has the resources you want. Simply put just cap stuff in order. Later on once you have more experience and you have a definite plan, you can experiment but its generally better to not try and be too fancy with it. Shermans are very good tanks for the cost, with LOADS of utility; the crew can rep its own tank, the smoke shells on it are great, the HE shells + 50.cal wipe inf all the time and the AP shells can deal fair damage to anything that comes out of Ost T3 and can handle a OKw P4 as well. Just dont they and play the Shermans like you would a heavier tank. About the muni, Zooks can be a great way to keep your RE squads relevant in the later game. Something i wanted to say as well is that you can play a little slower, prepare positions and formations. So keep a squad or two near your scotts (maybe a zooked RE and a rifle) so that when the other dude moved his (unsupported) pak up to fire at the scott you could have pushed it away or taken it. In: Replay Reviews |
Thread: 1v1 Checkpoint USF v OST25 May 2017, 21:23 PM
Okay the cap order at the start was ineffective and strange. Make sure you are either going to connect the resource points very soon or just cap something you can connect right away. You neglected the buildings at the start and if your opponent was a little more aggressive you would have had a really hard time getting them back. If you have a squad in the center it can also help you see what the other guy is doing. You insta-locked (well pretty soon) Airbourne without having much reason too, i feel. You would have probably been better off with a commander with flamers or the calliope for better indirect fire. You teched Major pretty early and while you did get a sherman out very quickly I think you didnt make enough use of the Sherman to when you had that advantage. When the sherman was on the field the other guy have one at gun and that was it. You probably could have ended the game at that moment. Else-wise i think you probably should have prioritized more infantry as you were very low on it for a long time. Scotts can be good but i think if you mostly want to just win then a Sherman with HE shells is always better. I dont think you have the micro skills to micro intensively two different fights on either side of the map, at least not against riflenades. In that case focusing on one fight is a better idea. If you cant win both fights, win one. When you got the jackson the other guy had one Stug and 2 at guns. All of which make your jackson ineffective and it means you cant fight infantry with it. Shermans have a higher rate of fire, can fight inf and can take more hits. With Stug armour what it is the Sherman pens it fine anyway. Better to get more shermans and then go for a big rush and kill everything at once with overwhelming numbers. Towards the end of the game you did get a little taxed, you blobbed and forgot squads here and there. That said you got unlucky vs that Tiger. Things to focus on: micro of squads across the map (tactical map helps), knowing when to retreat to not lose squads, and using audio-ques to help you identify when a nade is thrown/shot. There are many things you can do to learn, watch people like HelpingHans or Luvnest streaming and Tightropes micro tips and tricks videos. The flanking at the start of the game was good tho and you had a good teching and build order over-all. I dont know if you have a standard build order you use every game but yours was fine for this game. Food for thought the Thompsons on the paratroopers are very good Hope this helps man! Goodluck! In: Replay Reviews |
Thread: 1v1 Checkpoint USF v OST25 May 2017, 12:29 PM
ill take a look after today for you ![]() In: Replay Reviews |
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