Profile of ilGetUSomDay
Post History of ilGetUSomDay
Thread: True nature of Alexzandvar, and M3 clown car 6 wipes12 Apr 2015, 03:26 AM
I thought this was going to be an axis blob game, then the Allies started blobbing too, then the axis blobs merged into a super blob, which was soon mimicked by the Soviets In: Replays |
Thread: Ostheer Artillery: 105mm, Panzerwerfer10 Apr 2015, 12:47 PM
I have always wished for these both to be non-doctrineal and unlocked after having T3 (T3 or T4 in soviet case). of course it will never be done and our commander system will never really be changed In: COH2 Balance |
Thread: [Feedback requested] - balancing issues in large team games10 Apr 2015, 06:06 AM
I am genuinely confused about your first post, My point was about advantages being extended/amplified, not defensive play and the design of axis. I was simply answering the above post as to why in 4v4s caches with the extremely high amount of resources on the map can be a problem. For the second point it is kind of an issue in Relic's Asymmetric design philosophy. For example in 1v1s while the recent patch did improve Ostheer's early game a bit, it is still fragile. Now imagine taking that fragile early game and shattering it with a tank that shouldnt be arriving for another minute or so. now multiply that by four because four players with the shared income have a huge advantage to really put the hurt on. The point of this comment was to show how allies and axis suffer from the same fuel cache / high resource issue. As for your last paragraph i'm not entirely sure if you are agreeing with me, or doing an example, or making your own post...? In: COH2 Balance |
Thread: [Feedback requested] - balancing issues in large team games10 Apr 2015, 04:32 AM
well one of the reasons (the main one in my opinion) that they are "game breaking" is that they expedite game advantages in a poor way. Due to having multiple players, it is easy to have someone build a cache or so early on. In the allies side, if they gain an upperhand and have caches up all of the sudden there are huge early game or mid game vehicles out way sooner then they should be. This becomes a tremendous strain on getting back into the game as an axis team so there are many really short 4v4 allies wins. on the other side, if the axis stall well enough and maybe even get the upper hand with caches up they are shortening the time to get their super weapons out by quite a bit. this like above have a root cause of caches and create a large problem in getting back into the game. In this case, it is also why arguably the axis get the better end of the stick because the early and mid game in a 4v4 lasts pitifully short compared to the late game where axis have their designed advantages In: COH2 Balance |
Thread: Crazy and close game 10 Apr 2015, 02:36 AM
GG WP, I think we threw it when we did that super uncoordinated behind enemy lines attack towards the end. Issues with communication on our part Was fun would play again! In: Replays |
Thread: SturmTigerz vs TAB10 Apr 2015, 01:47 AM
Will give it a watch when I get back, being 37 minutes it cant suck MVGame In: Replays |
Thread: A letter to Relic COH2 Game balance team10 Apr 2015, 01:02 AM
While I am completely against truck push, they could use a slight armor buff. Setting them up in a 1v1 out on the field is so risky now because of how pitifully short it will last against any unit. I've watched players loose too many trucks to Soviet T1 simply because its nimble and how weak the SWS truck is. While it was an unintended feature of truck push, now its become really difficult to do what they were intended for (forward HQ buildings) In: COH2 Balance |
Thread: What about su-76?10 Apr 2015, 01:00 AM
What is the SU-76? I had no idea it was in the game In: COH2 Balance |
Thread: [Feedback requested] - balancing issues in large team games10 Apr 2015, 00:58 AM
Well, it seems that the community thinks the most important factor is the map design. When you think of it, their right, maps give a lot of resources. But I don't think we will see any changes in that regard (map overhauls, increase/decrease CPs etc). Maybe just reduce CP income significantly (like 50-60%), and make caches a little expensive (like 250). even these would go a long way, the problem with large team games is really how quickly they spiral out of control. Early ahead allies incredibly increase their early game advantage due to how quick their other early/mid game amplifiers come out. The same way with axis, if the game gets stalled well enough their huge late game advantages become really easy to obtain and hard to knock down In: COH2 Balance |
Thread: A letter to Relic COH2 Game balance team9 Apr 2015, 21:18 PM
Go for it, its an obvious comparison to get through to dense people who dont seem to understand why its an abuse and not legitimate strategy/skill In: COH2 Balance |
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Latest replays uploaded by ilGetUSomDay
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