
Profile of Basilone
General Information
Broadcast: https://www.twitch.tv/Basilonereborn
Xfire: sgtbasil0ne
Steam: 76561198038510748
Nationality:
United States
Game Name: BasiloneReborn
Broadcast: https://www.twitch.tv/Basilonereborn
Xfire: sgtbasil0ne
Steam: 76561198038510748
Nationality:

Game Name: BasiloneReborn
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Post History of Basilone
Thread: Reborn seeks COH2 ballers3 Jan 2015, 17:04 PM
Reborn is like 20% being good at the game and 80% being a cool dude, we all play games besides just CoH together. Anyone not interested in coming on vent fairly often need not apply, you won't be accepted otherwise. I recommend getting to know most of the regulars and not just the CoH2 players, everyone gets a say. In: Lobby |
Thread: Retreating Raketenwerfer3 Jan 2015, 01:47 AM
You see Rakaten blob, I see a bunch of easy wipes. Tank flank can work, they just retreat from anything else though. In: COH2 Gameplay |
Thread: Retreating Raketenwerfer2 Jan 2015, 22:55 PM
Seriously, I don't like such ideas - such as removing features. It would be so bland if all AT guns were the same. Retreat buttons are sth that makes the OKW AT guns more unique. Removing this feature does not enrich the game, it takes away from it. There surely is other ways. They are a T0 unit and can go inside buildings, that is already a huge difference. Being able to consistently use your delicate support units so precariously and have a huge success rate of escaping what would otherwise be certain death is "dumbing it down". Making them better is fine with me, just don't make it so forgiving to be completely careless with them. In: COH2 Gameplay |
Thread: Retreating Raketenwerfer2 Jan 2015, 21:43 PM
Most people don't rely heavily on Raketenwerfers since OKW has so many other options for AT, but every game I played vs someone that was using several they were all grouped together. In: COH2 Gameplay |
Thread: Remove USF Major and OKW Med truck retreat2 Jan 2015, 21:31 PM
To a limited point, I see where Bas is coming from, but he does not address these two issues: Ostheer can reinforce from the half-track, and SU can also reinforce from a half track. 1. I never said get rid of the forward reinforcing, only the retreat points. Ostheer and SU halftracks do not have a toggle retreat point. Its a good thing to be able to soft retreat your units to a reinforce point like that. Soft retreating takes time, and your units cannot outrun if they are being pursued nor get any retreat modifiers. When you have a low health unit in combat you have to make a risk/reward decision to soft retreat. If you soft retreat him instead of immediately retreating he can rejoin the fight sooner but is more likely to get killed. If you retreat you will usually survive but he will run all the way back to base. When your FHQ is your retreat point, there is no decision to be made. You benefit from quick exit, retreat modifiers, and a quicker return. Another situation that becomes a no-brainer is getting away from artillery in a pinch. Before you have to decide whether to take the safe bet and retreat back home, or try to walk out of it and hope for the best. Now you can just retreat to your truck that is ~10 seconds away. 2. Yeah I changed my mind about the moving trucks. Usually when they are rushed and killed early it was either placed too aggressively or there was just a big skill mismatch. No need to change that. Doing away with trucks entirely would be great, but thats not going to happen. In: COH2 Gameplay |
Thread: Retreating Raketenwerfer2 Jan 2015, 20:59 PM
With all other AT guns you see people spreading them out so that they are less likely to get simultaneously decrewed by artillery or flanking squads, and people keep their infantry nearby to defend them. Now its extremely popular to seem people leading the way with multiple raketenwerfers because if anything unexpected happens there is a get out of jail free card that saves the day usually. Blobbing your AT guns together is poor play, and with the other factions you can easily punish people doing this. Give them a retreat button and that goes out the window. Nothing good comes from this feature, it just makes being lazy less risky. In: COH2 Gameplay |
Thread: Remove USF Major and OKW Med truck retreat2 Jan 2015, 17:55 PM
If OKW truck is not retreat point. No not every faction needs a unit that does X just because another faction has one. But moveable trucks isn't a bad idea. In: COH2 Gameplay |
Thread: Remove USF Major and OKW Med truck retreat2 Jan 2015, 16:53 PM
1. The nature of the factions already makes them quite blobby, but having your armys focal point fairly close to the middle of the map worsens the problem. 2. The excess of infantry units around the truck/Major creates a big clusterfuck in engagements. Units behave badly when they are grouped so close. OKW units get stuck near the truck. Sometimes you accidentally retreat the major instead of your units, and sometimes you are trying to leave to your HQ (in case of arty for example) but its difficult to find your Major in the blob to disable his retreat path. 3. Unfair towards vanilla factions that must run back to base. 4. In some games this leads to ceaseless blob v blob combat. In CoH1 and vanilla CoH2 sometimes there are games with only a few coordinated large engagements, and then other games with constant combat but with only a few units at a time as your squads are constantly going in and out of your HQ to reinforce. In WFA you have constant combat, but with your entire army rather than just a few units at a time. This is pretty lame for a couple reasons. First because it is fairly difficult to micro that many units at one time for an extended period of time (up to an hour). The agonizing part is you aren't even doing much meaningful micro (such as arranging flanks and executing) its just non stop focus fire, throwing and dodging grenades, and retreating. The second problem is it makes forcing certain units to retreat far less rewarding. Only shrek squad forced off? No problem he will be back in a second. Same thing goes for MGs and the silly racketenwerfers. It makes it harder to capitalize on retreated units, and gives a strong point on the map that is insanely difficult to win over in an even matchup. 5. The mass killing of units that are stuck at that retreat point is silly, and not very satisfying. The USF artillery tank or the Luchs getting mass kills at the retreat point is not interesting gameplay. ________________ Keep the Medical truck and Medical truck reinforcing, just scrap the retreat points. As an alternative maybe give the USF truck a little more mobility and some extra health, and let the OKW purchase a increased reinforce speed from their medical truck. In: COH2 Gameplay |
Thread: Howitzer Tank Overperforming1 Jan 2015, 16:34 PM
Well Ciez disagrees and he has more qualification than me, or especially you, to discuss balance. And its hilarious you mention anger because you are the kid getting super worked up in balance discussions every day, all I did was point out how clueless you are. In: COH2 Balance |
Thread: Demos1 Jan 2015, 05:50 AM
Just because you can expose them does not justify how devastating they are when you don't see them. In: COH2 Balance |
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Latest replays uploaded by Basilone
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COH2 pros vs Reborn snuff filmby: Basilone map: Lazenrath Ambush13-2,647
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