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Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Today, 04:56 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
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I'm just humoring him. Cuddletronic already responded to me and checked the replay so I'm not worried about the guy who ALREADY admitted that he has little experience with or against stun nades has to say. Without his playercard displayed I can only assume he has zero matches played and is simply a forum warrior.
Ugh, this thread reminds me of the thread I made August last year on the official forums about Scavenger Artillery destroying USF bases, causing a loss in a 1v1, then people telling me I can repair my base and don't need to pay fuel to rebuild it so it's not OP...
I wonder if the same behavior on sturmpioneer concussion grenade is present. You don't see them too often.
Am I a Maxim spammer? I don't think so. I hope I'm not. I only build three.
Note: According to CELO, Hulksmash was ranked 138 then 160 something when I played him; he doesn't have lots of hours though. Only level 60 something, although for a new player he did very well and that reflects in his ladder rank.
Second automatch game tonight with Maxim maxim Maxim con con buildorder. This one was a bit harder to pull off just because of the nature of Semoskiy. What do you all think?
PS: I got matched against the same dude twice. The game between these two the okw player dropped after about 15 seconds so it wasn't worth uploading.
What does everyone think of this build? I think all of the appropriate counters were built. Good Teller mine placement got my t70. I was aware I did not sweep the area but took my chances.
Testing out this new Maxim Maxim Maxim Con Con build order I've discovered... boy is it fun.
In hindsight, I should have got AT gun right away instead of shock troops... I was just thinking about how badly I needed shock troops because they are wonderful.
Anyway, besides that, what does everyone think of this?
Hey Neris, what Planet Smasher said is really good for in-game mechanics, but something frequently overlooked is applicable to any videogame you're playing. Be focused on your game 100% if you can. If that means turning off your phone for the duration of the game, then do it. Being focused really improves your micromanagement: dodging grenades, pressing the retreat button, etc.
I also recommend using hotkeys. In your options menu, under the gameplay tab, you can change hotkey settings from classic to gridkey. What this means is that the abilities you see in the lower right hand of your screen are where they are on the keyboard: qwer asdf zxcv, and weapon upgrades are tgv. Using hotkeys may seem insignificant, but it definitely helps. Time can really be crucial when you're being shot at, taking artillery fire, etc.
tl;dr focus, use hotkeys.
Also, there are some gameplay features that you'll learn that are more nuanced: Molotovs take forever to throw whereas volks incendiary nade is a fraction of the time. When I first played against Wehrmacht, I found it hard to see the rifle-grenade animation on the grenadiers. One thing that I find useful about the katyusha is to know that the first four rockets of the barrage tend to go a little farther than the next two. I always aim a little high with my barrage as a result of this.
Knowing the timing of enemy vehicles or infantry is also important. If you just got T3 up as Soviets at the 12 minute mark, spending fuel on a T70 is probably a bad idea; there's almost certainly an AT gun on the field or maybe a puma depending on commander/faction/tech. It just takes more practice, more time, and careful observation.
Watch your own replays. Maybe you could've pushed on one half of the map but you didn't because you thought your opponent had a huge army over there when in reality they just built a couple of kubels and capped it while you were fighting a volks and sturmpio.
here's a recent game my friend Choccy and I played.
While I used three maxims, I had a bit of trouble fighting his double kubels: he was more mobile and could cut me off and go around my maxims, however, this is an example where soft/hard counters are outweighed by micro. There's some classic, aggressive Soviet MG gameplay, particularly in the mid game, that allowed me to bring in enfilading fire on some units on the middle VP. Also, never underestimate the power of the SU76. Soviets have a lot of indirect fire that isn't necessarily superb, but it can be massed to overwhelm one's opponent (not to mention flare vet 1 ability for mortars which makes them super accurate... when indirect fire has vision, it makes the auto-fire [not barrage] much more accurate).
I hope this thread helps you out, and keep uploading replays asking for advice! there's a separate replay review section on the forums I believe, and I saw the mentoring link posted in here as well. Don't be afraid to message people on .org or on steam if you encounter them!
I find double zooks, double bars, double Piats(lol) completely fine, no problem at all.
However LMGs are such potent weapons, that I think mainline infantry should not be able to hold two of these. It's no problem on elite infantry, since elite infantry can't be spammed and has to be used clever.
I agree. I played a 1v1 against a fellow Bear about the same skill level as me and he told me that he was forced to bring out a Sturmtiger because there was nothing he could do against double LMG rifles, although getting 1 Ober squad w/ LMG34 helped a lot.
Going slightly off topic here, I think LMG suppression should not be micro-less like Obersoldaten at vet 4. An ability for a small munition cost that is targeted on a unit (like RE volley fire) or like vcoh Riflemen where you have a timer and any unit fired at becomes suppressed would be more appropriate. The same or similar ability could be used at vet3 w/ LMG riflemen. Not Guards, because of their soft AT nature, and not Grenadiers because Wehr has easy access to suppression.
I think double BARs and bazookas is ok, but double M1919A6s is a little much. Although it is always important to consider the late game, when more options are available to kill infantry like indirect fire.
Please stay focused on an objective discussion and be nice to each other!
/one post invised for trolling
thank you
But seriously guys, taking schreck off of volks and giving them a cheap, low-moderate damage faust ability would effectively increase volks dps mid/late game (a plus for you OKW fanboys) while also eliminating schreck blobs (something Relic/other players want). It may force OKW players to tech for a puma to get some supplementary AT, maybe a couple of raketenwerfers rather than just one or none. OKW has 100% muni income now, so it's much more viable to plant mines, and get schrecks, and get nades, etc.