*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
September 29, 2024, 05:21:41 pm

Login with username, password and session length

Resources

Recent posts

[September 26, 2024, 09:37:35 am]

[September 06, 2024, 11:58:09 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 [2]   Go Down
  Print  
Author Topic: Tb0ss and skaffa raging  (Read 8490 times)
0 Members and 1 Guest are viewing this topic.
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #20 on: October 19, 2010, 12:59:17 pm »

^ You dimwit. It means you have two hands.
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #21 on: October 19, 2010, 04:59:11 pm »

i dont get what u mean by handle..
Logged


Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #22 on: October 19, 2010, 06:07:47 pm »

^ You dimwit. It means you have two hands.

I don't. Lost one in a tragic duck-feeding incident. Don't like to talk about it.
Logged

Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #23 on: October 19, 2010, 06:49:49 pm »

I don't. Lost one in a tragic duck-feeding incident. Don't like to talk about it.

Impossible!. you said you use hotkeys during Coh. that means you have 2 hands since it would be counter product to control mouse than stop and do hotkey than control mouse again. Douche!
Logged
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #24 on: October 19, 2010, 07:13:29 pm »

I use my robocop hand implant for hotkeys, duh.
Logged
CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #25 on: October 20, 2010, 01:01:44 am »

Second of all -  quad in a town map? how the flying fuck am i supposed to know that we are going to play a town map? i havent tried 95% of the maps yet, and i was not in on deciding the map before i set my sh.t up - IMO would be a waste to have 2x25 pop squads (one for urban and one for rural) when i can have 1 allround that can be adapted to all situations no?

Well, you don't have to have 24-25pop Core callin. Maybe you should split up your Core into maybe 3 parts? Have one as your "Absolutely Necessary Units" core and then the two other ones can be added in depending on the situation, Map is mostly open fields? Quad HT. Mostly Built-up area? Flamethrower Engineers and/or other units that are good against entrenched enemies (Assuming that your 'Core' units of your Core is 2 Para RR Squads with a Mortar.)

Gives you added versatility by mixing and matching and only adding a few seconds penalty to the Call-in timer at the start.
« Last Edit: October 20, 2010, 01:04:22 am by CommanderHolt » Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #26 on: October 20, 2010, 01:10:31 am »

I dont have a Core.

I have callins suited for purposes, and I bring them as needed in each game.

Less time efficient? Maybe, but learn to keep units on and the timer won't bother you.
Logged


.
.
.
.
.
.
.
.
.
.
.
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #27 on: October 20, 2010, 01:18:56 am »

Yes. my call'ins are all 1 unit. the timer does not bother me because id rather keep my pop cap up to full and bring on counters i need for the battlefield plus i should be loosing my whole pop during battle. preserving is key.
Logged
TR3X Offline
EIR Regular
Posts: 5


« Reply #28 on: October 20, 2010, 01:28:53 am »


Thx CMDHolt/AmPM/Demon !

This sounds like genuinely good advice, i was not aware of the timing penalty being that small, The Game mechanics a still all very new to me but it def. calls for some proper experimentation-

- would any of you guys happen to have good replays of this put effectively into action, basically so i can see just how much the call in is being delayed? -
Logged
CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #29 on: October 20, 2010, 01:37:01 am »

Well, I prefer to have at least two units per call-in unless if it popcap intensive like a tank, the time can really add up later in the game.

In general the more you call-in, the timer gets progressively longer, conversely, if you go about without a single in a certain amount of time (not sure how long through), it will shave off a few seconds the next time you try to call something in.

So smart play is encourage as throwing in stuff and losing/retreating them haphazardly bashes you with a longer clock.
Logged
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #30 on: October 20, 2010, 03:42:25 am »

Tr3x.

The formula for callin times :

5xNumber of callins brought on - 1xMinutes since start of the game.

So if you have brought on 5 callins and the game is 12 minutes in, you'd get :

5x5 - 1x12 = 25-12 = 13 seconds callin time.
Logged
sheffer Offline
EIR Veteran
Posts: 593



« Reply #31 on: October 20, 2010, 05:19:25 am »

2CommanderHolt
yes, its very good point. If u meet unusual tactic i will be defeated in first clash with standart atg+hmg+mortar+inf core. I call only m8 and jeep as my first calling in game vs very good players in reinf mode. And what i saw? Double ostwind start. 1 hellcat fihish them both.
Most usual "unusual" starts (lol):
1. P4 IST rush
2. Tiger\KT\Jagd (panther start is fail and very rear)
3. Sherman\double sherman start
4. M8's or other ai light vehicle spam
5. ... (any other high pop focused callings)
Logged


Senseless and ruthless.
Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.068 seconds with 36 queries.