Hate to jump into a thread that has gone completely off the rails, but I want to see the community grow up a little.
Don't agree with a thread make your point and move on, do agree make your point and move on. Think the thread should die, stop posting in it.
Again the OP appears to want to talk about the completely ludicrous way in which Button works (stopping a tank from driving while shooting at the rear armor?!?!), and would like to know if there is some way to deal with it (either by adding a new ability, changing the mechanic, or removing it).
This post is not nerf Soviets because they are too good.
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Thread: Button12 Aug 2014, 14:39 PM
In: COH2 Balance |
Thread: Grenade balance12 Aug 2014, 14:35 PM
The video you posted was of a blob being destroyed by two well place abilities. What is amazing is how poorly the Soviet player chose to play. Not only did he lead the charge with low health shocks (who died before the grenades went off), but even after the first nades fell he refused to retreat. The OKW player also spaced out his men and used cover helping to limit the number of causalities from the shock grenade. Not sure if you are saying there is a problem with grenades or just showing off a blob being punished. If you are complaining about grenades please only post videos where both players are using equal amounts of skill (preferably at a high level), and a failed game mechanic cheats one player out of a win/victory. In: COH2 Balance |
Thread: Button12 Aug 2014, 12:56 PM
I don't think the OP is suggesting that Relic remove button and hope for the best. I think this is a discussion about whether people like the ability and what would they do if they could remove it. I don't like button. It feels unfair when I use it and it is extremely annoying when it gets used on me. I don't know what I would change it to yet but I would not mind seeing it go. In: COH2 Balance |
Thread: Cruzz's Fantasy Patch Thread 2: WTFWFA Edition7 Aug 2014, 14:01 PM
Great work. Only thing I would like to see added is a buff to the MG42 to bring it more in line with other MG's. Either make it suppress faster and reduce its damage or up its damage. I also really think adding an upgrade to conscripts would be a very good idea to help them stay relevant. In: COH2 Balance |
Thread: ZIS-3 Tracking ability overnerfed?6 Aug 2014, 18:31 PM
This ability was poorly designed, allowing an AT support weapon to act as its own spotter. Wherever possible this should be removed in other units (ISU, elephant, SU85), but won't be. I think it deserved a bit of a nerf, but the cost increase is entirely unnecessary. In: COH2 Balance |
Thread: Plane crashes6 Aug 2014, 18:28 PM
This is one of this random elements that Although I can already guess at your response, in larger team games plane crashes are common and too random. It is not uncommon to have 1-5+ planes crash in a 3v3+ games. I have lost games to single plane crashes, and when multiple hits occur on different critical units. What is most infuriating in these games is that I have built AA vehicles to prevent LoS but they end up costing me the game because of random crashes. Also keep in mind larger maps actually make it more likely planes will crash in player controlled territory or units instead of off map. Recon run is extremely cost effective because it allows the plane to circle only enemy territory and will not likely get shot down on the first pass. This allows it to give LoS and act as a heavy bombing run. Planes should crash off map, problem solved, still really cool, but removes random killing of units. If this cannot be, planes should crash at much shallower angles allowing them to fly further and move away from front line units as much as possible. In: COH2 Gameplay |
Thread: WFA Veterancy Guide6 Aug 2014, 13:04 PM
Good stuff! I actually forgot that the Sturmtiger could vet until I read this list. How could anyone let a Sturmtiger get to vet 5? (Really that goes for most OKW heavy armor, and the Pak43) Thanks for this list! In: COH2 Gameplay |
Thread: Faction Imbalance3 Aug 2014, 01:05 AM
Axis are easier to win with in team games because their late game is far more impressive. Assuming they can hang on (which at low skill levels is easy) they get, ounce for ounce, better tanks. The only tank I currently fear when playing as Axis is the Jackson, and only until I can get a tank destroyer (elephant or Jagdtiger) on the field. I hate playing Soviets now. It feels like a chore to baby sit conscripts until you get so late in the game they cannot do anything and they melt away in moments. More importantly they suffer from a complete dependence on commanders. Americans are great until the late game begins to appear and they do not have a break through tank available. Artillery could take this place, but it is not powerful or plentiful enough to do so now. Either their artillery needs to be better or they need a tank to break open the door and allow their faster armor to flank in and deal damage. As it stands now as the late game progresses they either build up a critical mass and win before the late game, or they lose armor slowly until the game ends with their complete destruction. In: COH2 Balance |
Thread: Comparison of Kat & Stuka after heavy usage30 Jul 2014, 16:56 PM
Replay: and versus the famous Katitoff personally It's like finding a unicorn! I also agree that Kat can stay as it is if it gets a huge nerf in other areas (options include: longer cool down, shorter range, less damage, slower salvos, higher cost, etc.). Powerful anti-blob tools are fine, but they need to have some drawbacks . Right now Kat has very few. In: COH2 Balance |
Thread: What War Spoils have you won?30 Jul 2014, 12:52 PM
I have won bulletins (4 I think, 3 for factions I don' t own), 8 skins (couple of duplicates), 1 commander (Storm doctrine, useless), and a faceplate. This system is TERRIBLE. In: Lobby |
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