Fyreon

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Man i wished that you stream ever since i watched your replay pack that batgurl recorded for youtube. Keep up the good work and thx for streams, i find it really helpfull.

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13 games in the E50M and Leopard 1 from today and yesterday I think. Averaged 6k damage in those games.

https://www.mediafire.com/?7p9d94stqm4gbbj

Most of these games can also be seen in the lastest VOD along with some other incomplete games in Leopard 1 and E50M. Averaged 5k damage during today's stream.

https://www.twitch.tv/videos/126873715

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On 4-3-2017 at 2:36 PM, ProxyCentauri said:

 

Well personnaly speaking I still don't really like to play the Maus even in its current state. Too often I have the idea that the battle is running away from me and that results in me making stupid plays. Though when you get the right map for that tank, it is awesome. You are right that if you get such a platoon you should win a lot, but then again you should with most platoon compositions. I guess in some cases it is a little bit easier or harder, but I am probably not the right person to say as this as I don't platoon that often.

Well done on your Kolobanov's! That is always a hard medal to get

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On 6.3.2017 at 11:00 PM, Fyreon said:

13 games in the E50M and Leopard 1 from today and yesterday I think. Averaged 6k damage in those games.

https://www.mediafire.com/?7p9d94stqm4gbbj

Most of these games can also be seen in the lastest VOD along with some other incomplete games in Leopard 1 and E50M. Averaged 5k damage during today's stream.

https://www.twitch.tv/videos/126873715

Very interesting games. I have found a particular fascination for assault mode play in meds. Assault generates bias, with a potential advantage to
the defending team on most maps. 
Whenever a player like you is given Sand River defence in a tier x med it is not a question about winning. Its almost a give-away. Not so the other
way around. In attack mode on Sand River you do a 9k dmg game in Leo. All the damage done is with positive expectation, you take huge risks
for your team and spot for them in the only viable but very risky central part of the map while dishing out dmg. In addition it has to be said
that the team comps were extremely favorable for a Leo. No shit barns, no deathstars, no clickers.
Yet with an almost flawless 9k game you were on the verge of loosing. Due to clumsy teammates and the critical time limit of 10 mins who
99% of the players greatly underestimate.
Illustratingly enough, the only player that really is helpful to you is a tier 8 110 of all candidates. He is the first to enter gully and take hits for
his team, he is the first to enter cap when you ping it in the closing stages and makes it possible for the team to win.
If WG bothers to gather intel about why Sand River assault is broken, I believe this game illustrates it perfectly.

Your Erlenberg assault games were also interesting and they show the essence of time problems both when attacking and defending.
In one defence game of yours the game was essentially won after 2 mins due to extremely clumsy and hestitant enemy play.
Your problem again was to try to rack up some decent dmg without overextending due to enemys lack of will to control any part of the map.

IMO the most interesting game were one where you are in Erlenberg attack mode. To me it seems that you have an inclination of going 1-2 line
when attacking and do the job from there. The major part of your team went there so you cannot be criticized for going there. I have a personal theory
that both teams at least when the comp is favorable regarding hill fights should duel it out on cap side and not 1-2 line. For the attacking team
this can be especially favorable because you can potentially save so much time. If you manage to actually clear out enemy on cap side
you have the luxury of controlling the cap and can if necessary start capping. 
When you win 1-2- sooner or later you have to do the dreaded river pass one way or another and even some tanks down I have found this
pretty easy to defend against. In defence you always chose to stay at cap side btw.

You lost simply because your team ran out of time. Dmg-wise you did fine but you didnt have the time to finish the work.
Lately with that team distribution I am pretty sure I would have played the tail-back role on cap side always ready to retreat. Sure, most likely
with so few of your team on cap side they will eventually die-but not you. And with some luck you get some free dmg and even manage to
invite enemy over the river so your kemping collegues in castle can help.
In that game you must take part of the blame for loosing because you spent too much time scavenging and looking for sniping shots.
In a regular game or encounter that might have worked out fine. But in this case you simply didnt have the time.
Could be interesting to hear your views on that.

Again , thanks for sharing these games. Apart from streams they are my personal gems these days


 

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On 3/13/2017 at 1:47 PM, ProxyCentauri said:

Very interesting games. I have found a particular fascination for assault mode play in meds. Assault generates bias, with a potential advantage to
the defending team on most maps. 
Whenever a player like you is given Sand River defence in a tier x med it is not a question about winning. Its almost a give-away. Not so the other
way around. In attack mode on Sand River you do a 9k dmg game in Leo. All the damage done is with positive expectation, you take huge risks
for your team and spot for them in the only viable but very risky central part of the map while dishing out dmg. In addition it has to be said
that the team comps were extremely favorable for a Leo. No shit barns, no deathstars, no clickers.
Yet with an almost flawless 9k game you were on the verge of loosing. Due to clumsy teammates and the critical time limit of 10 mins who
99% of the players greatly underestimate.
Illustratingly enough, the only player that really is helpful to you is a tier 8 110 of all candidates. He is the first to enter gully and take hits for
his team, he is the first to enter cap when you ping it in the closing stages and makes it possible for the team to win.
If WG bothers to gather intel about why Sand River assault is broken, I believe this game illustrates it perfectly.

I agree with you that Sand River heavily favors the defending side. The middle is such a strong position on that map from which you can control the 2 attacking routes that the attackers have. Plus you can spot the camping tanks on the ridges. As an attacker you can only hope to get some damage on the camping tanks on the ridges and then push the 9-0 line which is in my opinion the best way to win. Sometimes it is also possible to push through the middle of the map, but only if they have very few tanks there.

If there is arty present, it becomes almost impossible to win as an attacker. Arty can just negate any offensive moves on that map. Especially, since you need to cross quite a bit of distance before you are somewhat artysafe.

On 3/13/2017 at 1:47 PM, ProxyCentauri said:

Your Erlenberg assault games were also interesting and they show the essence of time problems both when attacking and defending.
In one defence game of yours the game was essentially won after 2 mins due to extremely clumsy and hestitant enemy play.
Your problem again was to try to rack up some decent dmg without overextending due to enemys lack of will to control any part of the map.

IMO the most interesting game were one where you are in Erlenberg attack mode. To me it seems that you have an inclination of going 1-2 line
when attacking and do the job from there. The major part of your team went there so you cannot be criticized for going there. I have a personal theory
that both teams at least when the comp is favorable regarding hill fights should duel it out on cap side and not 1-2 line. For the attacking team
this can be especially favorable because you can potentially save so much time. If you manage to actually clear out enemy on cap side
you have the luxury of controlling the cap and can if necessary start capping. 
When you win 1-2- sooner or later you have to do the dreaded river pass one way or another and even some tanks down I have found this
pretty easy to defend against. In defence you always chose to stay at cap side btw.

You lost simply because your team ran out of time. Dmg-wise you did fine but you didnt have the time to finish the work.
Lately with that team distribution I am pretty sure I would have played the tail-back role on cap side always ready to retreat. Sure, most likely
with so few of your team on cap side they will eventually die-but not you. And with some luck you get some free dmg and even manage to
invite enemy over the river so your kemping collegues in castle can help.
In that game you must take part of the blame for loosing because you spent too much time scavenging and looking for sniping shots.
In a regular game or encounter that might have worked out fine. But in this case you simply didnt have the time.
Could be interesting to hear your views on that.

Again , thanks for sharing these games. Apart from streams they are my personal gems these days

Erlenberg assualt as defender can be really easy to win. If you can quickly steamroll the eastern side and then go the bridges, it becomes almost impossible for the attackers to breach through. However, this does not mean that is easy to rack up damage, since the attackers tend to camp quite hard as well. This is what I usually do when defending myself.

When attacking, I indeed tend to favor 1-2 line. I feel like this area of the map favors the attackers and most of the time you have support from your team there. After that, I usually move to the middle bridge or the southern bridge and take it from there. It is indeede quite easy to counter these plays. However in case of the middle bridge I feel like you have to have tanks there in order to counter that move. From the middle you can easily spot the campers on the ridges and force them back while having enough cover yourself.

One thing that I think I need to try more is going middle, when attacking, in mediums maybe. If you get there quickly, you can get shots on the heavies that try to go 1-2 line and also help the other side. When your team has won the 1-2 line, it also saves you some time/trouble to cross one of the bridges. I tried this sometimes with I guess varying results, since I don't do it too often.

Since I don't have a client installed on this PC, I can not review that particular game that you are talking about.

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Right, ok. Tnx for the reply mate always a joy to watch you

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Yesterday I finally had some decent games again after a horrible weekend. Played some M48 Patton on stream and averaged about 5.5k damage. I put the link to the VOD here, but I can upload the replays if needed as well.

https://www.twitch.tv/videos/130016862

 

On 3/6/2017 at 9:33 PM, Gr1nch_1 said:

Man i wished that you stream ever since i watched your replay pack that batgurl recorded for youtube. Keep up the good work and thx for streams, i find it really helpfull.

Thanks! Well I never thought there would be an audience that would want to watch me play as there already loads of streamers out there.

 

19 hours ago, ProxyCentauri said:

Right, ok. Tnx for the reply mate always a joy to watch you

You are welcome! Hope it was somewhat useful

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7 hours ago, Fyreon said:

Thanks! Well I never thought there would be an audience that would want to watch me play as there already loads of streamers out there.

Keep em coming man:) There is always an audience for top level play.

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