CoH3 1v1 Cast | Reakly (WM) vs JEFG (US)

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  • เผยแพร่เมื่อ 8 ก.ค. 2024
  • SHARK and GreyFox cast a tense 1v1 matchup between two top 20 players on Twin Beaches. Can JEFG's creative US play best Reakly's textbook WM?
    Reakly (WM) | LTU | #4 - Breakthrough Battlegroup
    JEFG (US) | ROK | #20 - Armored Battlegroup
    00:00 - 00:48 - Intro
    00:49 - 30:31 - Match
    30:32 - 34:08 - Build Order Review
    34:09 - 42:38 - Match Analysis and Recap
    #coh3 #companyofheroes3 #companyofheroes3gameplay #rts #rtsgames #rtsgaming
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ความคิดเห็น • 11

  • @reaklyf3451
    @reaklyf3451 9 วันที่ผ่านมา +5

    One caster is good, but two is better😄. Appreciate it dude👍

    • @N7-SHARK
      @N7-SHARK  9 วันที่ผ่านมา +1

      Yeah bro, of course... Outstanding game, please keep them coming

  • @anthonywest294
    @anthonywest294 8 วันที่ผ่านมา +5

    Pretty epic ending to that game. GG everyone

    • @N7-SHARK
      @N7-SHARK  8 วันที่ผ่านมา +1

      yeah i love explosive endings like that... sometimes with these super high level players they can be so clean that even at the end of the game it doesn't feel decided. this one was definitely over.

  • @Turtlewar
    @Turtlewar 8 วันที่ผ่านมา +2

    Damn! That last dive at the tiger was awesome. I thought he was gonna be able to escape with no losses. But the mines just ate up those ez8s. Great match

    • @N7-SHARK
      @N7-SHARK  8 วันที่ผ่านมา

      oh yeah. it was a bold strategy... high risk, high reward. but somehow reakly was ready for it. blocking and tackling ftw.

  • @dewdodu
    @dewdodu 9 วันที่ผ่านมา +3

    The MP 40 is similar but a bit worst then double bars, they are not a fully assault unit because only half the squad replace their weapons. What puts it over the top is the timing, squad merge, and the sprint.
    Pen works like this if pen>armor it 100% damages, if armor>pen then A/P. The pen on the easy has 3 bend points for Range of fire for Near is 10 meter with 160 pen, mid at 25 meter with 180, and far at 40 with 160. Values scale between those bend points. The easy accuracy is 4% at max distance multiply by the target size, most mediums are 20 so the number is 80% on at max distance. On a P4 an E8 will hit it 90% of the time and pen 100% of the time at a distance of 32.5 ROF, it will pen is till 94% and the secretly powerful thing about the E8 is that it suffers no moving accuracy penalty, "missing" does not mean not doing damage since the E8 also have a tight scatter which is why it good anti-infantry. The E8 armor is also really high at 195 frontal and its health pool is 840 but against the Tiger's main cannon always Pen, while the E8 will the pen 42%/76% of the time Front/Flank, the Tiger is also +5 range on the E8. It basically beat everything that not a Tiger but its not useless against it either. Especially because the E8 always have the HVAP rounds which allows 100% pen and boost its damage from 120 to 150.
    Hellcats have a much stronger version of 76mm, +5 range on the on the E8 matching the Tiger, same pen value of 220/250 Far/Near penetration, but the Tiger does have the mostly irrelevant 300 pen at near range. It also 40 fuel cheaper then the E8 and does 160 baseline damage not 120. You can build 3 HC for every 2 E8. Unfortunately, without the MCS upgrade it does not have the HVAP rounds or the free Flanking speed ability from the retrofit upgrade. However, the decision to build the Chaffe is a strange one consider its 50 fuel which is not cheap, its pen 180/110/80. Building 4 chaffee cost about as much as 3 hellcats. The biggest bonus to going E8 production is the option to build Hellcats along with extra MP to spare for Riflemen but tempowise you lose 110 fuel to go having to build the tank depo. The MP save doesn't come into effect until the second E8 is built. However, you can more comfortable spam Riflemen and the timing on the first E8 from the call in might not be much faster due to bigger CP and manpower cost.
    The infantry support center upgrade might further push the E8 down the line since neither the survival package or advance logistic is cheap fuelwise. The muni surplus does allow for double bars and more muni for S&D and HVAC, it also allows for a stronger early-mid. The captain can also help with the flanking maneuver + sprint is kinda nuts and marking vehicle is in theory good but sort only relevant on the Tiger and not sure if he survive one mark.
    Also not a fan of the global repairs its muni cost is better serve for HVAP and Seek and destroy.

    • @N7-SHARK
      @N7-SHARK  9 วันที่ผ่านมา

      first... thank you for the detailed and thoughtful comments!
      you're right about the MP40. 3 of the 6 grenadier models are upgraded. like other SMGs (thompson, sten, etc.) it does 5 damage per shot, while the engineer grease guns only do 3. there are a ton of other factors in DPS, such as accuracy and burst length, but those are the base stats.
      on the review of penetration... i'm actually working on a video right now to go into this in depth :) but you're spot on.
      i agree with you that, with the tank depot already built, the hellcats were probably a better option, especially with advanced rounds locked behind MSC.
      thanks for putting this all together!

    • @dewdodu
      @dewdodu 9 วันที่ผ่านมา

      @@N7-SHARK One of the weirdest thing seem to be the Guard's Thompson which is ridiculously cracked, its only ton down by the fact that 2 of them are holding zooks. The rifle lead carries a gimped version of the thompson that a worse garand, and get replace by the first bar. Royal engineers are also technically assault units, they actually win against most mainline close up.
      Stormtroopers are actually LMG units meaning they have good damage at all range. LMG have greater then 1 penetration and Gustatori and and Stormtroopers are the only infantry with higher armor. 1.50 for Gus and 1.25 for strup so they deflect small arms fire. Gus only get pen by 66% of small arms fire while strup only 80%.

    • @N7-SHARK
      @N7-SHARK  9 วันที่ผ่านมา

      Yup. The foot guards really didn't need the buff they got in the last patch, IMHO...
      Also, IIRC the bars have better penetration, so they add some ability for rifles to damage light vehicles and half-tracks

    • @dewdodu
      @dewdodu 9 วันที่ผ่านมา

      @@N7-SHARK Special weapon that are upgrade rather then sidegrade also stabilizes the damage of the unit as you lose model, because they are the last to go down. The fact that BARs have pen against vehicle is less relevant because they are not running into dingos and 4x4. Helps you kill the motorcycles and the 250 but is not like you're happy to run into a flak. It helps but Gus and Strups will still run down RMs.
      As for the Guards, I think if you give them a version of valor, they could tone down their damage, faster rate of fire per model killed. Also speaking of which, Guards get really weird with upgrades. Infantry training, Valor, Warcry, or assault flare makes them pretty terrifying. You could forget accuracy bonus makes them hit their zooks more often. They might not need it but assault type falls off at this stage in the game, I don't think Brits are winning off the backs of Guards anti infantry profile. It's mostly a zoning tool more then anything. I'd be a bit more afraid if they were long range anti-everything. They are good, they don't need that buff, but they are not good in that way and I think it sell them that they are a bit badass. They are hard to justify over more RE even if you do have the manpower or to spare for tanks.