Profile of ilGetUSomDay
Post History of ilGetUSomDay
Thread: USF wishes for patch28 Mar 2015, 15:10 PM
Poor stuart needs some love. To be honest I think all the light tanks need a slight fuel reduction. they all cost quite similar to a medium tank and get overlooked. In: Lobby |
Thread: USF wishes for patch28 Mar 2015, 04:40 AM
Long range upgrades will always be overpowered as long as people can accumulate them. I wish relic would understand this. I just feel so left out of the meta and want to participate ![]() In: Lobby |
Thread: USF wishes for patch28 Mar 2015, 04:26 AM
I just hope Guards get buffed so I can blob and skill A move like all the other factions who have non doc long ranged infantry ![]() In all seriousness though I really hope something is done about all these long ranged infantry blobs running forward and out trading Soviets (not to sound bias or anything). At least with USF you have the choice to be tactical, either forward aggressive or sit back in cover at times. Soviets dont have that luxury to have good dps at long range ![]() In: Lobby |
Thread: entertaining 2v2 24 Mar 2015, 12:55 PM
Want pak spam to work better, get a Stug. Stun lock it out in front of the pak and drive back. It will take a huge amount of damage and will more than likely back off leaving your Stug to continue to do that. In: Replays |
Thread: New Veteran Abilities for Allied Vehicles24 Mar 2015, 03:52 AM
Not bad at all, it would be nice to see some variety on Axis as well, but I'd be happy with just some useful ones on Allies stuff. That, or a re nerf of blitz back to its acceleration version. In: COH2 Gameplay |
Thread: The Angry Bears turn 117 Mar 2015, 00:57 AM
I shall be there for some of it! In: Lobby |
Thread: Paul imitaion.9 Mar 2015, 17:15 PM
Do you even play any other faction than the bullshit USF? You're probably one of the 4 people who actually believe USF are bs. There are fundamental problems with them which have been lost on you. You should go ask upper players about their views to get a better idea if you want to be a caster. In: Replays |
Thread: How to improve pathfinding9 Mar 2015, 17:03 PM
pathfinding in general is pretty tricky to get right. There are quite a few games where it's an issue where you have unit collision enabled. Lol this picture is fantastic! ![]() In: COH2 Bugs |
Thread: sWS Supply HT speed reduction9 Mar 2015, 16:49 PM
You are being pretty dense no offence. Here is the deal, People are not upset about tank or light vehicles they cost something and generally put themselves more at risk. the hq trucks pushing are dumb because there are no staring fuasts to get rid of it on the allies side. It is also a free immediate map redesign tool that can get rid of cover you don't want. The most frustrating thing is how this truck can push however. Like you said earlier, Pushing disrupts the infantry making them do less dps. Truck push moving rifles or conscipts allow volks to win in a 1v1 situation which is completely unfair. The next big reason is why the hell does OKW need a truck to spawn at the beginning? It should spawn when you have the fuel to upgrade it, there is literally no point in having it on the field before that other than to irritate players with truck crush. I understand you don't like the idea of crush in general which I understand. However, your solution of getting rid of crush would amplify the blob problem immensely. Tanks can currently stop shrecks from wiping all tanks by moving them around, so for gameplay purposes its needed. Panzershreck blobs and zook blobs would be unstoppable by tanks period without crush. Just imagine two volk squads trying to kill a T34. Your expensive tech tank can fight against this now due to crush, however it would not without it (You'd never kill both squads in time to stop the volks from killing the tank). So while tank crush can be silly, for gameplay it is currently fine with the exception being the free immediately spawning truck with plenty of health to win early game engagements. Just like the OKW base flack emplacements, there is literally no reason to support hq truck pushing. In: COH2 Balance |
Thread: 4vs4 as allied4 Mar 2015, 23:13 PM
You are forgetting how the map and space impacts the game. Allies for their early to mid and late game transition rely on map control early on and pressure. Both of these things are much easier to do when there is more space to work with. As you add players the maps only get so much bigger, and there are still only a finite number (usually not even that many) attack paths. For example on Kholudny there are many direcitons you can go for flanks and cut offs, but stack two players per side and now you are bound to run into enemy wherever you go in force. On a 4v4 map its even worse, while the map does get bigger the number of attack paths does not go up very much and so now players are forced into contact with each other. Less flanking routes and room to maneuver and exponentially expand means allies are forced into the grind of the defensive nature of axis. In the most simple general case imagine there are 4 routes you can go around the map. in a 1v1 you can use 3 of the others to get around the 1 your opponent took. Now in a 4v4 each of those routes is filled with a player and you have to go through them. This means attacking heavily defended areas because each route has a concentrated force plugging the gap as opposed to in a 1v1 where there may be one or two units holding the flank. The key concept here is that now Axis have a way of forcing allies into fighting on their terms at any point because everyone knows Axis has superior late game and the only way to stop that from happening is pressure and map control. Both of these have become vastly harder to get the upper hand on as you add players. While it almost seems like this is a different issue, this is the same logic why instant pinning mgs were even more op in higher player count games. in a 1v1 you could run to another part of the map, but ina 4v4 you're stuck running into it no matter what direction you go. There is absolutely no way of disputing this claim. The in order for allies to have better footing in the current game state, 4v4 maps would all have to look like a 1v1 on rezhev or Moscow In: COH2 Gameplay |
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