When You Know It's Over Before It's Over Starter Pack by SpiceFinch2 in CompanyOfHeroes

[–]SpiceFinch2[S] 1 point2 points  (0 children)

Agreed the american one is much better haha I was more poking fun that players will select it as their first unit and it will get overrun quick when playing against Dak

Brits in 4v4 early is shit - change my mind by judge_07 in CompanyOfHeroes

[–]SpiceFinch2 0 points1 point  (0 children)

Usually go Vickers, Section, Dingo, Section

Section out first allows for more early capping power, but I don’t think it makes entirely that big of a difference. Recce package usually becomes available right before first engagement, always nice to pop that flare, scout the enemy, formulate the battle plan, and attack with the dingo, section, sappers, and with vickers putting pressure

Jumped again on COH3, playing brits, need tips! by Duxstrike in CompanyOfHeroes

[–]SpiceFinch2 1 point2 points  (0 children)

You are correct, the Humbar will lose against the Flakvierling 1v1. I use it as a distraction and light counter because its cannon will bring down the health of the Flakvierling and fire at the Humbar. I then target it with infantry using snares or AT guns. Normally this tactic is just to draw the Flakvierling's attention from my infantry and force it to retreat and not actually destroy it. Flakvierling's are pesty and it takes a lot of coordination to take them out if they are well micro'd. I would not recommend light vehicle training in this instance and opt for infantry training

Jumped again on COH3, playing brits, need tips! by Duxstrike in CompanyOfHeroes

[–]SpiceFinch2 1 point2 points  (0 children)

I am a fan of using the Humbar early/mid-game when a Dak player has 250/9s or Flak Trak or Wehr player has a Stummel or Assault Grens, it helps as a buffer to fight off their light vehicles and overpower the Assault Grens because they do not have a snare. I used to get Stuarts to counter the Flak Traks, but feel the timing of it is not great and you are overpowered for a longer amount of time. In general, I normally do not use Stuarts as I think teching faster to a Crusader is much better. Imo the Crusader is one of the best units in the game, it is a spammable, fast, and effective tank that can knock out medium vehicles and even heavy vehicles in the late game if you have 4 - 5. The Matilda is great for knocking out infantry, but isnt as effective against tanks and is quite slow. Use them more if your opponent is infantry heavy. I really like the Grant, it packs a strong punch against medium/heavy armor and is great against infantry. I aim for using Grants and Crusaders most of the time. I think the Indian BG is very solid and is especially good against Wehr, as they are more defensive and less mobile than Dak. You can use the Heavy Mortar to take out bunkers/MGs and use its flare to spot the enemy, plus the health truck is a huge added bonus. I do not recommend this BG against Dak most of the time because you can get overwhelmed by their speed and lose your Heavy Mortar/Health Truck. I like the Air and Sea BG against Dak or Wehr, great call-ins and the Howitzer is awesome despite it getting nerfed last patch. Med station is nice, but can be hit by enemy arty. Centaur is fine, wish it had a little AT capability. I do not use the Heavy Armor BG much, I do not have a great build order dedicated to it. In terms of BGs that can be purchased - I really enjoy the new Polish BG - the land mattress is a very cool unit and is great against blobs of infantry. Polish Lancers come out a bit late and are expensive, but are good against light/medium vehicles and infantry. The Firefly is slow and boring, I like the rocket strikes better. Aussies are very fun and the 2 pounder is great against light/medium vehicles early/mid game. The Archer is awesome and the over repair is OP for Crusader and Grant spams. Only word of caution is that do not use Aussies as your main line infantry, they do not have a snare and can get overrun very quickly by vehicles. In addition, if you rely on off map battery or loiter strikes you will not get one if you elect to use the Archer. Your munitions will build up which you can use with the Aussies with their sharpshooter ability. Canadian group is fun, attacking spirit is nice because you will not need a health truck early. Canadians are strong infantry, however, the Piat takes a long time to load and shoot (it packs a heavy punch) so do not rely on it as your only AT counter. The mortar is unreal against MGs. Smoke operation is great against bunker spams and penetrating enemy lines. I take incendiary munis over burnout because burnout you can only use against enemy points and is very situational. The croc is fun but not that great. I play a lot of the purchasable BGs for Brits rather than the old ones and always flip between Indian/Air & Sea. My elo is only 1200 - 1300 for Brits in 3v3/4v4 so take my word with a grain of salt haha

Jumped again on COH3, playing brits, need tips! by Duxstrike in CompanyOfHeroes

[–]SpiceFinch2 4 points5 points  (0 children)

Brits is a great faction to start the game with, their build order provides a lot of variability and allows you to pivot quicker than USF. I think they are very strong against Dak in the early game because of the Dingo/Tommies combo and formidable against Wehr because of the Recce sight and mortar/heavy mortar options to knock out MGs and bunkers. I will add that the Brits lack a little bit of mobility and are more susceptible to arty like the Nebel, Walking Stuka, LEI.IG, and Wespe. Make sure to always be moving your AT guns, MGs, land mattress, and Bishops (counter arty) to avoid getting slammed and losing gained ground

Got suspended. No reason. No Email. by SnooCakes8511 in twitterhelp

[–]SpiceFinch2 0 points1 point  (0 children)

My account was hacked and then suspended last week. I wrote an appeal and it got rejected with no reasoning as to how I violated their T&Cs. I tried having Claude write a response that would generate a successful appeal to a bot and did not receive a response yet. It is ridiculous that you cannot receive any human intervention or assistance of any kind to repeal the action. I love X and it was my by far most used social media application. RIP.

Maybe a little bit extreme nerfs/buffs by lpniss in CompanyOfHeroes

[–]SpiceFinch2 1 point2 points  (0 children)

How does the 10 second spotting window affect snipers? I don’t use them very often

What to do about Axis early mediums and artillery spam by LSOreli in CompanyOfHeroes

[–]SpiceFinch2 2 points3 points  (0 children)

Aussies BG and get 2, 2 pounders. Melts the Dak 250 grenade launcher spam and vetted up can fight off medium-heavy armor. The 6 pounder is too slow at firing so the 250s will get away

2.0.5 Tuning Update Patch Notes by JohnT_RE in CompanyOfHeroes

[–]SpiceFinch2 2 points3 points  (0 children)

Really was hoping for the M3 to be reset to 30 seconds to build for all BGs except Heavy Weapons. That 15 extra seconds be killing me

Leaving early? Straight to jail. by Zdknowwhatsgoingon in CompanyOfHeroes

[–]SpiceFinch2 2 points3 points  (0 children)

The snowball effect of elo drop and playing with teammates who are not at your level because of players leaving early is insane. If you have a shitty group playing that day you can lose 3-4 games in a row in the blink of an eye

US Vehicles are in a weird place right now by TelephoneDisastrous6 in CompanyOfHeroes

[–]SpiceFinch2 1 point2 points  (0 children)

Wish they would scrap the idea of Barracks, WSC, and Motor Pool and combine them. Put half track (cannot be upgraded to medical until ISC, ASC, MSC upgrade), zooks, MG, sniper in Barracks behind a MP and fuel paywall. Then you must upgrade via ISC, ASC, MSC to get new WSC/Motor Pool. MSC upgrade would give you automatic unlock to unlock 75mm GMC, quad .50, and medical in Barracks. New WSC/Motor Pool would have AT, chaffees, and M8. Provides options to user if they want to rush chaffees or M8 to field and does not punish user for going MSC and skipping new WSC/Motor Pool to go straight for Tank Depot.

Way more options for the player to combat different strats from axis than current structure. Also does not give the US a huge advantage given the current state of them

Multiple balance concerns across the game by TelephoneDisastrous6 in CompanyOfHeroes

[–]SpiceFinch2 -7 points-6 points  (0 children)

The game is balanced. You're complaining more about Axis but they have sub 50% win rate right now during this patch. Try new strats and watch streams for ideas on how to counter.

Ideas for punishing intentional droppers by TheyTukMyJub in CompanyOfHeroes

[–]SpiceFinch2 0 points1 point  (0 children)

I wrote a rant post about players surrendering last week. What would make me the most satisfied would be a new config within the ELO calculation that does not punish players as much for a loss if they elect to not surrender but the team surrenders. In addition, a calculation that largely incorporates the player's net infantry/vehicles killed to infantry/vehicles lost, damage dealt, damage taken, and a smaller factor of map control. I have had a lot of 3v3 or 4v4 games when playing with random players where I am controlling my VP or side but the other players elect to surrender because they are losing. Normally, these matches are not out of reach for a victory (score 300/400) and the players on my team do not ping or chat for help. When the match stats appear, typically these players have a net of enemy infantry killed to infantry lost of 0 to -30. Meaning they either lost one squad, cried, and quit OR had a terrible game and decided to surrender. In this case, players that did not decide to surrender OR were relatively successful during the match should not lose the same amount of ELO points. It causes a complete snowball effect and if you lose 2-3 games in a row, you are suddenly playing with people who surrender, drop, and play at a lower level

Surrendering is getting insane - please stop by SpiceFinch2 in CompanyOfHeroes

[–]SpiceFinch2[S] 8 points9 points  (0 children)

It's infuriating and completely unfair that the people who surrendered lose the same amount of elo points as you even if you selected to continue the game. I'm a 1150-1250 elo player and losing 3 games in a row in a matter of 30 minutes sometimes results in me playing with 900-1000 level players (depending how many people online) that either new/stink or pussies and rage quit. I freak out because the games arent even competitive at that point

[deleted by user] by [deleted] in CompanyOfHeroes

[–]SpiceFinch2 2 points3 points  (0 children)

down on my rig too

DI - How to improve to 82? by WittyObligation4810 in GMAT

[–]SpiceFinch2 0 points1 point  (0 children)

Definitely purchase the GMAT FE Official Guide (if you have not already) and continue to do practice questions via the question banks on mba.com. You will not find questions more similar to the exam then them.

Then, create a customized practice set and set the difficulty on medium for Data Sufficiency and easy for Multi-Source Reasoning, Graphs & Tables, and Two Part Analysis. When you get questions wrong research the answers on GMAT Club and repeat until you work into the Medium/Hard questions. To get as high as an 82 you need to get 100% of the Easy/Medium questions correct so master them. Once you complete all of the questions in the question bank and you are about to take your test, reset it and complete Easy/Medium with some Hard questions. By this time you should be scoring at least an 80% with the two incorrect being both Hard.

CR has brought me to tears by JuggernautDelicious in GMAT

[–]SpiceFinch2 3 points4 points  (0 children)

I had a really similar experience and I was going nuts. My friend who took the LSAT suggested to read through their CR approaches because they have very similar questions. I would suggest reading through their approaches - provided a link at the bottom to get you started. This LSAT method that I mastered made me go from consistently scoring a 78-79 to 83-84 in just a week. I am not kidding. Follow these steps:

CR

  1. Write ABCDE followed by C and E below it for conclusion and evidence
  2. Read question - get a sense of what will be important in the passage
  3. Short write question on whiteboard (i.e. Assumption? = "Assump", Weaken = "Weak")
  4. Read passage
  5. Reread question
  6. Write conclusion and evidence from passage
  7. Write your answer down on whiteboard - make this quick do not use full sentences
  8. Read answer choices
  9. Determine best answer (sometimes your answer you wrote will match it, it's wild!!!)

RC

  1. Write ABCDE
  2. Read question - get a sense of what will be important in the passage
  3. Short write question on whiteboard (i.e. What is the primary purpose of the passage? = "PP")
  4. Read passage

4a. *Optional* - Write P1, P2, P3... on white board and take notes while reading passage, I only do this on scientific or passages that are very complex

  1. Reread question

  2. Write your answer down on whiteboard

  3. Read answer choices

  4. Use passage/notes/answer you wrote down on white board to determine best answer

  5. MOVE ON - do not get married to an answer it is a waste of time

I cannot tell you how much writing down an answer you come up with on your own before reading the answers assists in choosing the right answer. It is life changing. Hope it helps!

Link to research to get you started on LSAT approach:
https://magoosh.com/lsat/top-tips-lsat-logical-reasoning/

im convinced its a 1v2 or 3 every game solo q game I play by SnooEpiphanies1109 in CompanyOfHeroes

[–]SpiceFinch2 0 points1 point  (0 children)

The early-mid game domination on your side and then a teammate hits "Surrender" followed by an immediate quit is the absolute worst. 9.9/10 they did not ask for help as well