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Thread: Relic Winter Balance Preview v1.5 Update13 Jan 2017, 19:51 PM
Like these changes; these are more adjustments than outright balance changes except for UC. Will be interesting to see how that plays. In: COH2 Gameplay |
Thread: Ost mortar is too OP(Vickers HP bug)12 Jan 2017, 17:13 PM
The ost mortar was also shooting at a spotted unit, increasing its accuracy. The MG disappeared along with the model that was carrying it so I suspect something happened that teleported them out of the map, a clipping bug of some sort. What ended up happening was that you were down an MG when you should have been down a crew. As a general rule, if you are going to fight Ost mortars you should not allow your MG to set up in such a position that the crew is clumped as it was. On that map fighting for that VP and point are also near worthless as you gain almost nothing and he has green cover and narrow approaches to guard the points. One MG can protect two approaches, and be in green cover and another can guard the other approach and also sit in green cover. Getting them out will require, for the brits a 610 mp investment (mortar and engineer) just to get started pushing him out and assuming he sends 0 support to help his MG. Put pressure on his fuel. In: COH2 Bugs |
Thread: Lock Demo Behind Veterancy12 Jan 2017, 17:05 PM
Vet 3 is very easy to get with flames as pointed out. Giving the demo anything will only make it more attractive. In fact, in this you have just straight buffed the demo as your first munitions will almost always go to flames, maybe a mine. By the time you get vet you have upgraded what few infantry can get upgrades and you are looking to wipe blobs or vetted squads. It is at this point that demo's are attractive. Adding sight will only increase the problem. A strong no from me. In: COH2 Balance |
Thread: How is this fair? [picture]10 Jan 2017, 18:23 PM
kanelbullen I can try to address your two problems here, but be aware your post is not well thought out, you are raging after losing to a cheesy strat. This is a L2P issue not a game issue. 1) Expectation vs. Reality You expected the boffors to have the range of the MG bunker. However, in a game, key point here, the unit is balanced to be counterable. Guns do not have realistic ranges or damage as a result, so don't expect a bigger gun to automatically shoot further. If you think guns should have ranges reprsentative of their real life power Tigers would be able to one shot tanks before entering the map, and realistically tank battles would be fought from 500-1000m, often more. MGs would destroy whole squads that were out of cover in the first burst, and mortars could easily shoot base to base. 2) Balance At lower levels of skill the Wehr feel extremely potent because their structure is less open to flexibility in teching, and it covers all bases with at least something. OKW is not as inflexible but its units, if they survive become truly powerful with 5 levels of vet in most cases. Your problem here is hard to diagnose as you simply showed a screen shot. If you upload the game we can give more advice. The fact that you were able to build a bofors under fire from an MG bunker (because it would have been in range while you were building and firing since it gives itself LoS), but did not lose it or stop building is characteristic of these lower tier games. I want to be clear that I am not making fun of you are saying you are a lesser person for being new to the game. I am merely stating the fact that this game you played was not a skillful match, and we can help you work on your skills to improve that if you want. MG bunker spam against good players is no more than a chore to deal with, not an actual viable strategy. If you would like to learn more about how to deal with it watch some streamers and see how they play. Helpinghans is a good player as he is quite good and you will see how nearly impossible it is to build up a bunker spam against a player like him. He will also regularly run into bunkers and have to deal with them, and will, with a variety of stats. In: COH2 Balance |
Thread: Relic Winter Balance Preview v1.4 Update9 Jan 2017, 21:55 PM
Just because the latest bits of the mod look like tuning does not mean that it is a tuning mod only. If you read all of Mr. Smith's responses you will see they have to test in stages, and that PTRS penals are out in the next stage; seems like changes based on feedback. You seem to be forgetting the literal load of balance that is being added to this game by writing it all off. You want T70's to continue to be wipe machines? Stuarts to stun heavies? Quads to be terrible at hitting planes? No of course you don't, those are good changes and people seem agreed on that (Quads shooting down planes after 0.1 sec, that's wrong but that was changed). So you shouldn't be minimizing the other pieces just because you didn't get exactly what you wanted. This is actually the first time community feedback has happened with real time updates. Never before have you had the chance to voice an opinion and have feedback on it from the team making the mod and never before have you had the feedback be detailed to the point of boredom. Rarely before have multiple iterations of the mod been tested to confirm things look good before it is deployed. This is a first for COH2, and I mean that. @Oversloth Saying have you played or read patch notes from mod is like asking someone if they like Big Macs, and the person saying they don't eat or even know what they are but, for various reasons, they are the worst burger on the planet. It is not arrogant to request players educate themselves, it is a fact that will help the team. Contributions to the balance team cannot be made without some understanding of how balance operates based upon either the changelog or the gameplay itself, preferably both. Again, you are not a victim, you are trying to make yourself look like one. Nothing gives someone the right to be rude (read vitriolic), you choose to be rude because you want to make yourself feel better. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update9 Jan 2017, 19:42 PM
You play the victim well. If you were to go back to the last time you quoted me in which case you spouted off and literally danced around my points by insulting me, I think you will find Smith is following the old saying that what is good for the goose is good for the gander. However, I don't think either one of you should be snarky, but you should definitely stop acting like you are a complete innocent caught in the cross fire. I don't really understand the level of vitriol on a balance mod. This is a testing mod, a platform to try things out. If you hate them, and penal PTRS are definitely hated, you can say so here without insulting people and get feedback. My goodness we complained to high heaven that Relic never talked, now you have modders talking directly to us about balance and everyone is attacking them. Leave off the personal crap and focus on the game. If you hate something, by all means share that and why. If you love something the same, but stop making the modders out to be some evil boogey man. They are doing us all a service, and we can help them by giving good feedback. To be clear, I am not saying everything about this mod is great, or even good, only that the way in which we can interact and offer advice is the first time this has ever happened for COH2. Let's use that opportunity to improve the game, as I don't know how many more chances we will get. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update8 Jan 2017, 20:37 PM
And yet you forgot about scripts...which is the problem. How do we get penals without overlapping scripts when penals can be built at the same time? Also, since you didn't see it before, the problem with a long range garrison clearing unit is that it is too potent (rifles with flames). Stand at range and your opponent has to close the gap to fight, but once they close they get lit up by the flamethrower, what are other infantry supposed to do? Another issue to look at, if Penals win long range how does Ost compete early game? Or if penals have anti-garrison with more survivability how do they not become too good on urban maps? Also you make it look like you will get all three units, shocks, guards, penals, when obviously you will have 1 or at most 2 in any game. This means that changes to your simple set up would leave a Soviet player significantly handicapped at some range. Instead the goal is to offer Soviets many tools and allow good decision processes to choose who wins the game, not who has more tools in the toolbox. Stop acting like balance is obvious, it takes a lot of work to come up with ideas about how to work the game. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update7 Jan 2017, 19:48 PM
I am not sure I agree. Giving up AI specialists for light AT or giving up garrison clearing for long range rifle DPS is the same as picking up weapons for a weapon rack. Having said that, if T1 is too strong then it will become the obvious pick, at which point I agree with you. However, penal strategies rely heavily on munitions for penals. On the other hand, going T2 allows munitions for numerous other activities. I still see that as a choice. While I agree with a number of people who have said that PTRS on penals is a large change, and would preferably not be done, I am finding it hard to come up with ways to make penals useful if there is no form of AT to support T1 once they get their nerfs from the patch.
Incorrect. If you give up other forms of AT for penal AT then you lose your AI power. You are now going to need some way to compensate for his infantry. On the other hand if you want penals doing the close in work you are going to bleed more heavily but you might win most infantry fights. The german player gets a fast vehicle that can attack at the point where penals with PTRS are not. If it finds them there it moves along again. If he upgrades all of them then the grens win the fight now with MG42 upgrades easily. If he ignores the light vehicles the german player can close and deal the highest DPS with the buffed AC. Penals, right now, do beat an Axis infantry. They are getting nerfed in the patch regardless. The also beat infantry as long as they can exchange fire with them without being hit by MGs or pushed around by Kubels. They are hardly shock troopers at vet 0, too potent right now for sure but not some unstoppable blob. You also are paying for that power by going for a tech option on a unit without any AT right now. The problem is latter when the current overperforming penals merge with the slightly over performing guards into a blob not unlike the volks/obers blobs of old. Right now when a penal squad arrives at point A it is already outnumbered by any german player. Either he can bring Pio, MG, gren or volks/kubel, Sturms. I don't see a way to go T2 and get a zis before the German light vehicles arrive, without losing all map control with a penal opening. Build would be such: T1, Penal, Penal, script/penal T2, Zis vs. MG,Gren, Gren, T2up, T2, AC. At this point the soviet player also better get AT nades or they risk losing the Zis. As a german player you should rejoice and get a second MG since he is going to get a late T70 and his infantry have little indirect fire support. If he does use the Zis barrage he won't have mines/upgrades. Nerfing guards AI would mean their AT needs to be brought up to PG levels. They are currently slightly too good, but nerfing them that much would be crazy. Mixing A and B is impossible. How do you half tech? I cannot get some T2 and half a guard. Instead if I need AT and go T2 that's it, guards are 5 minutes out because I need the MP for the zis and the tech. If I go guards then I avoid T2. If picking an upgrade for your troops is not a choice, then American and Brits don't offer the player choices when they go to upgrade their infantry, and we know these are certainly choices. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update7 Jan 2017, 18:38 PM
Wow. The reason you are seeing lots of changes back and forth is because of feedback, its exactly why things are changing. And by definition no one knows exactly how to balance the game with a single button click or they would, it is a bit of test, hence the mod. The problem with penals is that they are an orphan unit from when Soviets got guards or shocks. Now that you are supposed to not need them how do you make them relevant if you do get either? Giving them flames in current patch turns them into a straight upgrade to the engineers and provides them too much utility. Giving them PTRS would make them guards. Instead what they are trying to do is find a niche where the player decides. Do you need a downgraded guards squad? Upgrade PTRS. Do you need potent AI in close in battles? Get flames. Do you like to sit at medium and long range and pick off models? No upgrades. The goal, whether you agree with them or not, is to force the player to make choices. In: COH2 Gameplay |
Thread: 2v2 Randoms6 Jan 2017, 18:56 PM
Vehicles in CQC will be more powerful against units that depend on long range hits (AT guns, Jackson, etc.). In these cases you may find that hand held AT is more potent because you can always get within range and may even get 2 or 3 salvos off. You should also find the use of snares is very helpful because you can get within range without issue. When you have them use mines around blind corners, even if his sweepers detect them he won't see them until he comes around. Mines make tank pathing a nightmare because they close off already limited options. Use the sight blockers to easily hide after getting a shot off so that infantry don't have to sit in front of tank guns and get cut to bits. Tanks trying to limp away should occasionally be engaged to keep engineers back, but prevent you from needing to lose too much to keep them running. Once you can get your real AT units in place swarm as quickly as possible and then disengage to keep your units in as good a shape as possible. USF is vulnerable to heavy tanks popping through and blasting away, and just as quickly disappearing. They rely on fast moving and long range AT to keep tanks at bay. First allowing them to close at the USF player's choosing and then deploying all the AT around, giving their range maximum time to deal damage as the German player tries to pull back. When a heavy tank can get in or out without this more prolonged engagement lightly armored and low health USF tanks will suffer. You can still use two Jackson's together well behind the lines to run forward and blast tanks that get too close to infantry, but their ability to move around and take flanking shots is out. However, keep in mind that when Jackson's get vet 1 you can load up AP rounds, these do more damage than standard rounds and can destroy P4's before they can even shift into reverse. If you are looking for vet you can always place a high vet squad into the tank for the maneuver and then pop them out for more regular actions. If a P4 runs into two vet 1 Jacksons it should have almost no way to escape. One Jackson can even run interference by crushing AT squads that try to close. You can also use either the Pershing or the Wolverine from different commanders if you would like to get in close and fight it out a little better than a Jackson. Both of these units have better survivability than the Jackson and can be quite intimidating. Wolverines are especially nice since they don't break the bank, and allow you to get Lt (MGs) and Cpt (AT) tier (Mjr with that cmdr only if you actually need the Mjr). Finally, artillery can be very powerful on maps with choke points. Since you know the few approaches a tank can make you can cover these and let the artillery beat away at units around the tank. You can win games when the opponent either has no way to cap points (for most factions no infantry), or cannot repair anything so cannot afford to engage you at their choosing. In: Replay Reviews |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,096
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VSImagelessbean ManxMarriner Richarddear||AD||1215[TATUZ] Black Dynamite [TATUZ] Blue Semtex? [TATUZ] White TNT?ISU 152 nerfed, you decideby: Imagelessbean map: Rzhev Winter1-1,080
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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,071
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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010