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Thread: about the USF light AT mine10 Apr 2015, 12:31 PM
Good example of a poor design choice. The mine should be reworked or removed. Having a mine be entirely dependent on RNG is a terrible idea. In: COH2 Gameplay |
Thread: Ostheer Artillery: 105mm, Panzerwerfer10 Apr 2015, 12:10 PM
Artillery Officer allows you to pay to attack a point, where he is within range, with all nearby arty. He does not reset the shot button. The ability is useful, but I don't go AO to get a werfer to shoot slightly faster. Werfer is bad. Static arty (minus B-4 to some degree) terrible. Damage is not a problem, it does good damage, AOE and scatter are. Those units frequently miss buildings! How am I going to use that to do any damage? As a result best use is to simply bombard base sector and hope to kill something. All static howitzers need some serious buffs. In: COH2 Balance |
Thread: A letter to Relic COH2 Game balance team9 Apr 2015, 16:33 PM
The fact that Obers got nerfed this hard makes no sense. They are suposed to be elite troops with good combat experience exceling at long range. Therefore the big MP cost and low squad size and 50 reinforce cost. Why the hell would you give your best troops a standard rifle that is issued to every footsoldier. One Mg-34 made them good in what they were suposed to be or IR Stg-44s served the same purpose one or two lead men with main weapon/s providing firepower and two/three with rifles covering them providing percision fire. Now you basicaly buy two times more expensive gren squad. Nerf on Stg-44 ir and Mg-34 DPS was fine but making Mg-34 munition upgrade demotes them to basic footsoldiers that get easily wiped and don't bring much in terms of AI. Still worried about Obers, which still retain the best AI of any infantry? Seriously though if you don't understand why Obers were nerfed look at the patch notes or read the huge long discussion about them on this forum. They got a much needed nerf so I no longer have to fight vs space marines and plasma armor for 0 cost. In: COH2 Balance |
Thread: RaketenWerfer 43 op?9 Apr 2015, 16:30 PM
I think it's cool trying to kill falls that are cloaking on retreat. It represents how hard they are to see because of how skilled they are with not exposing too much of their silhouette ![]() In: COH2 Gameplay |
Thread: [Feedback requested] - balancing issues in large team games9 Apr 2015, 16:29 PM
One other thing I forgot, cutoffs don't exist in most maps. Cutoffs represent a way for a skilled team to defeat a less versatile team with good work, but are not available. Only a few maps have fuel which is contested (e.g., Steppes). Steppes suffers from being so large though that at latter stages vp's take over in importance and teams frequently abandon more than half the map to engage in combat. For example Lienne Forest has an uncapable fuel for both teams, and the forest is painfully seperated from the action. Move the fuel to mid, make it a contest to control, remove forest, add open area to flank, and provide less munitions, but allow these to be closer to bases. A team losing fuel can still get munitions to get back in the game, but will lose an advantage. However, the team will always be able to deny the opponent the fuel and drive the initiative back in their favor. A top priority should be maps where all of the area is in equal use at all times of the game. In: COH2 Balance |
Thread: RaketenWerfer 43 op?9 Apr 2015, 14:50 PM
Infantry units that can cloack will cloack during retreat if there is cover, even goliath from COH1 could cloack while driving around if there was alot of cover around Only OKW inf. All other types ignore cover on retreat. Snipers remain visible, and cloaking Ost squads remain visible. The bug is unique to OKW and needs to go. In: COH2 Gameplay |
Thread: Command Panther9 Apr 2015, 12:17 PM
I don't see what's the problem. You'd need a good team to actually take advantage of the Command Panther's buff aura to begin with, and might I add the more vehicles the merrier. The problem still is that the aura is multiplied by the number of units it influences. In teamgames this can be huge numbers of tanks (>5). Effectively it gives you more tanks on the field for no more micro requirement. Meanwhile it rises the micro required for Allied players because they now have to be very careful, and only engage to win. The tank is cost effective in and of itself without helping your team. It also spots for itself. In: COH2 Balance |
Thread: RaketenWerfer 43 op?9 Apr 2015, 12:12 PM
Like other OKW units, vet 1 should not grant cloaking on retreat. For some reason OKW unit still get to retain cloaking on retreat when no other faction does. In: COH2 Gameplay |
Thread: [Feedback requested] - balancing issues in large team games8 Apr 2015, 19:02 PM
Changing maps and adjusting fuel costs won't change the fact they designed the factions to be best at only certain points in the game. The only tame all of the factions are on equal footing is mid game, which lasts a very very short time in 3's and 4's. Alex chill for a minute. You have now posted twice within 11 minutes. Come back in an hour and see where things have gone, please don't flood the thread. Napalm will find it easier to read if thoughts are laid out. If a bad idea appears he will know. In: COH2 Balance |
Thread: [Feedback requested] - balancing issues in large team games8 Apr 2015, 18:59 PM
Luftwaffe supply doc is exceedingly difficult to defeat because of the acceleration rate it provides to teammates. In good hands KT's can start to hit the field at or before the first Jackson. Static artillery provides few benefits, excluding the B-4 to some degree, in a game mode where it should be the most effective. Allies do not have a strong counter to super long range TD's. They rely on swarming to defeat super heavy TD's. Allies must have other strategies open to them than just mobbing heavy TD's. Scout cars are too ineffective in large game modes and scale poorly for Allies. In the Axis camp the AC is amazingly useful late game with vet. In general, Allied micro requirements in large games is much, much higher than Axis micro. Leads to problems with unit preservation. In: COH2 Balance |
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