COH3 FPV I just keep climbing with my Spec Ops build
ฝัง
- เผยแพร่เมื่อ 10 มิ.ย. 2024
- Company of Heroes 3 First Person View Game US Forces Special Operations vs DAK Armored Support on Pachino Stalemate and vs Wehrmacht on Road to Tunis
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Rope you have drastically improved over the last few weeks of uploads. Thanks for the gamed
I love the thumbnail TR!
Hello Tightrope !
Thanks you for this exchange ! 😉
I understand what you want do like this.
I think it is a bad surprise for DAK (late Mortar, and low armor vehicule for us).
And, vs WM, you use a pretty smart answer to T3 units, and "classic" T4 units. Delirious had just "no chance" to win like that.
Well, i do not play with DAK. So i don't know if a tactic can counter your plans with this BO.
But, with WM, i have already play this opening and i had taken an easy win in 24min (abandonment of the opponent, 250 tickets for me, 109 tickets for him).
This tactic can go to a "car crash" if WM use T2 option + Tank doc like that (with a good skill of course) :
- Early game : motocycle + MG + Grenadier (x3) + T2
- Middle Game : Jager (PzSchreck) + T1 Vet + Jager (G43) + T2 Vet + Jager (G43) + 8 Rad + MG + T4
- Late Game : Panther + Panther + Vet T4.
With your tactic, the game become impossible after the last Jager appears.
Greyhound cannot really make damage because he fight vs 3 Panzerfaust and 1 PanzerSchreck when he arrive on the battle.
3 SSF Commando + 2 MG + Captain + Greyhound, at the end of middle game (~14min), cannot match 3 Grenadiers + 3 Jagers + MG + 8 Rad on flank. The DPS of Jager on the way out camo is just too heavy on first 5s. Jager can show with flare to prevent trap's MG, and smoke to change the battle's ratio forces on engagment. And 8 Rad flanking job on the map, with smoke to retreat, bring stress and punish move for alone units.
When late game arrive ~16-17min, the first Panther come. And, here, this is very bad surprise for SSF Commandos ... Their Bazooka cannot percing the armor at middle and long range. At this time, with the upgrade life infantry choice, you cannot do something vs Panther (not enough fuel for T4). ATGun is the better choice, but there are too many Jager with theirs smokes. Heavy damages will come... on every fight ... Late Hellcat cannot match all of that ! At ~ 25 min, the US game is over.
To prevent these problems, i will change slightly your early game opening, like that :
- Early game : Call M29 Weasel + Engineer + T1 + 3 Fusiliers (or 2 + Mortar) + Captain ... And When M29 obtain Vet1 in the middle of early game on this BO, M29 give MG, taken by scout or engineer !!! 🧐(1 or 2 like you want).
- Middle game and late game : same BO
So you use every time your Manpower Income, without hole on the end of early game. Your frontline battle go to be great and strong earlier. And Sticky bomb prevent an assault vehicule/tank. With this strong frontline, no needed upgrade life early. This fuel can be allow a T4, ~ 17min, and Hellcats if Panthers appears in same time. With sticky bomb, you have a good chance to stuck opponent vehicule/Tank, and, of course, a good chance to attack on flank or rear.
Still baffled literal commandos don't get stealth mechanics.
Both of the UK commandos do and are one of my favourite units for it but not the US ones apparently, they're potent enough as they are tho, their weapon swap is terrifying
Ehmm well they are more of the ranger / stoss type of elite unit...
Not all commandos are stealth commandos.
The USF ones can legit swap weapons ONE of the best abilities in the game.
Stealth is optional for this mission. These are AMERICAN/Candadian commandos!
@@aziouss2863i get what you're saying, but irl all commandos were/are meant to be the commandos, aka stealth/recon/backline action units. That's like saying not all scouts have to be scouts etc.
@@michajagielski8381 Yhe i think of it more as in what type of missions the lads are doing.
They were packing ammo for johnsons and zooks!
I remeber that scene from band of brothers where that paratroopers were preparing for a stealth missions compared to an assault!
Love this build been doing something similar but with the Mechanized Support Center and early quad the build tightrope used to do !!
I feel like the quad needs a bit of a buff now that snares are easier to get off.
@@tightropetwo yeah it kind of just gets ran down
In the early game when tightrope was wondering weather to tech up or get a sniper etc...
I personally would go with 1 or 2 more SSF squad. A 1000 mp buffers means you got space.
Vs dak they seem like the perfect unit honestly.
They counter everything up to the P3. (including it too as a soft counter)
What do you guys think
What are your thoughts on Zoom upgrade timings? I love getting it, but Idk effective timings for it between the axis factions.
I'm guessing you meant zook. With this build if you aren't planning on getting tank depot, get it after the infantry reinforce cost reduction upgrade, before the first calliope. Probably around the 12-15 minute mark.
Those super zooks are no joke!
Yeah they give the bazooka side of the SSF some teeth
Cool build, everytime I try to play with SSF i get crushed
At 4:14 how did you set up the standard view so quick? Is there a shortcut or sth? Thanks!
Backspace
commandos are so damn tough
I tried this. Benefits from a mortar, available from weasel.
kind of funny how unless you going rangers the generally more effective builds ignore the barrack entirely when possible.
That is not true. The most common high rank builds usually make 3-4 riflemen.
1v1 caches arent insane when you're floating nigh 800-1200mp bud. Hell at that point grab a zook squad/57mm and another SSF squad and a cache. Tunnel vision self handicap
I've noticed that tightrope tends to float a lot in these FPVs, thing is though while I'm the type to utilize MP as soon as possible to get the biggest advantage, tightrope is the type to focus more on the battle and his build. It leads to him winning a lot of games I might lose because although I am being efficient with resources, I give myself more to manage and deal along with my build ideas and counters, not even mentioning building defenses/mines or setting up strategic plans.
Yeah a fuel cache would have been OK.
I think my feelings on how much I should be bleeding are thrown off when I have those 25% discounts. But generally if I'm at around 80 pop and winning I feel less pressure to push out a unit.
Ssf still lacking in dmg output they are still rubbish