Profile of ikab
Post History of ikab
Thread: SMC Spring 2019 Sign Ups20 Apr 2019, 16:41 PM
Thread: SMC Saturday Showdown Signups15 Mar 2019, 16:07 PM
go easy on me i'm rusty 1v1 player
Thread: Tiger 1 need a very little Buff in dmg27 Oct 2018, 16:24 PM
Tiger tank needs to suegondese.
Suegondese nuts heheheh gotem.
I think the Tiger would be a lot more interesting of a tank if it was more similar to the Pershing. Namely, if it had better max speed and acceleration. Personally I don't think its damage needs to be improved: Its anti-inf and AT capabilities are basically the same as all the other heavy tanks. However, pershing gets Speed, IS2 get to be in significantly better doctrines and on the side of the allies (who don't have to face against allied tank destroyers) and the Tiger... the tiger is just there, doing its thing, getting hard countered by AT guns and tank destroyers.
If you gave the Tiger the speed and accel of the Pershing it would probably a real unit again.
Edit: Thinking more about this though, none of the heavy tanks are truly viable at the highest levels of current play because the tank destroyers of every faction are too effective at dealing with heavy tanks. It's far more effective to simply spam mediums.
In: COH2 Balance
Thread: lets talk about panzerfusiller20 Oct 2018, 11:19 AM
Fusiliers are the best unit in the game, anybody who tells you otherwise is a nerd.
Who wouldn't want 2 CP volks? No I mean literally they're 2 CP volks, their DPS profile is exactly the same. Did I mention that the G43 is worse than the STG at almost very range except very close? Volks ->>> Dumpstered. They get flares but a better doctrine (Spec ops) gets even better flares for cheaper.
So in summary Fusiliers are the best unit in the game. 70% chance ur a nerd if u think otherwise. NO buff needed.
Edit: Looking at the unit more seriously, it is impossible to make this unit better for the reasons Jae covered. OKW already get amazing early game and then Obers late game. Very difficult to give them anything in between, especially in the doctrine that gives OKW Jagdtiger.
In: COH2 Balance
Thread: NEXUS Impromptu tournament 40$ cash prize TONIGHT21 Jul 2018, 16:36 PM
Thread: (2) Nexus13 Jul 2018, 08:21 AM
In my opinion, one of the reasons Crossroads is so good is that there's no meaningful buildings overlooking major resource points. This is a common theme in many "good" 1v1 automatch maps: The only buildings that exist are the ones that overlook VPs. At worst, there's a single weak building overlooking one of the important resource points in an easily counterable position. Maps where this largely holds true: Langres, Faymonville, Crossing, Kholodny.
I think that Buildings in 1v1 only serve to slow down the game and there isn't really a place for them in 1v1 other than MG nests overlooking VPs. Buildings being next to VPs isn't so bad because most of the mid to late game action happens around VPs so it can be interesting seeing players playing around these buildings with tanks, vetted infantry and support weapons. On resource points though, Buildings will favour whatever player spawns closer to the building because that player will be the one to reach the building first and hold the resource point. For example, on Lost Glider where the South player, who is closer to every meaningful building on the Map, has a large advantage because of exactly this. The worst offenders are maps that put buildings on cutoffs or have buildings everywhere (Lost Glider, Arnem Checkpoint, Westwall, Kharkov) leading to large parts of the map which are difficult to take and thus necessitate slow gameplay.
Buildings on resource points also force gameplay around these buildings a lot earlier because you NEED to hold resource points to get into the game whereas you can largely ignore VP positions for a good part of the early game and then deal with entrenched building VP positions when you're ready with light vehicles and tanks. Forcing early game infantry fights around buildings is dull because whoever gets to the house first has a distinct advantage in the engagements. This usually means whatever side spawned closer.
The guaranteed green cover Buildings provide mean squads outside the building can usually only deal with Buildings at long range. Pair this with the fact that you can leapfrog out of buildings to delay engagements means that early infantry gameplay around Buildings leads to the slowest early game engagements by far and are simply tedious to play because they always play the same way.
tl:dr Please don't add buildings to maps, building gameplay in COH 2 1v1 is probably the worst aspect of the game. Just put green cover unless it's over a VP, then you can put a building.
In: Map Sharing
Thread: noob forgets what the surrender button is and gets trashed23 Jun 2018, 11:10 AM
Playing 4v4 in 2018 cmonBruh
Thread: Angoville 20 Jun 2018, 23:29 PM
20 Jun 2018, 22:19 PMferwiner
The only real problem with agnoville is elevation. And it used to be there in coh1 as well.
I have never noticed elevation issues on this map in the same way I notice them on Poltawa or Langres. On Poltawa and langres elevation is so bad that it significantly affects projectile accuracy.
Thread: Angoville 20 Jun 2018, 03:54 AM
18 Jun 2018, 15:02 PMA_E
Angoville does not work as well with a true sight setting.
I agree. I remember loving vCOH angoville and looking forward to angoville games.
Getting angoville in COH 2 fills me with a sense of dread because I know the game I'm about to play is gonna be horrible.
The map definitely needs more than what I proposed to be playable, but removing some of the insane stone cutoff buildings would be a start to restoring this map to its former glory.
I remember langres had stone buildings in vCOH that were removed in COH 2. I know Langres is still a weird map balance wise but it is very fun to play on. Angoville could be the same if these buildings were removed. Stone buildings work in team games but they just lead to static campy gameplay in 1v1, probably the worst combat in the entire game. It's especially frustrating if you're playing one of the factions that doesn't get a non-doctrinal flamethrower because you end up having no way to clear the buildings.
Thread: Angoville 17 Jun 2018, 01:28 AM
Top right side buildings are too close together.
Space them apart enough so that light vehicles can deal with them.
Latest replays uploaded by ikab
Ladders Top 10