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Thread: Why the flamer HT is not addressed in WBP?14 Dec 2016, 15:24 PM
OP you have gotten some good feedback here, especially in Mr. Smith's comment. If you are having problems with the FHT still please post in the Replay Review section of the forum. My feeling on this unit is that it is completely fine and its power is well moderated by its low health and high vulnerability. In: COH2 Balance |
Thread: Tactical IL-2 Sturmovik Attack bugged14 Dec 2016, 14:22 PM
Elchino did a post about this, that is where he is drawing the pictures from. The OP is describing it correctly the drawn attack line is incorrect with the fire actually be delivered primarily outside of the area. In: COH2 Bugs |
Thread: Disarming of Mines12 Dec 2016, 16:07 PM
Removal is extremely hazardous. The unit disarming gets the same debuffs as if it were repairing in combat (I believe). The unit doing the disarming is also very vulnerable to having the mine detonate under them, killing them immediately. Mines do two things: 1) inflict man power costs on your opponent by outright killing or damaging vehicles and 2) slowing an opponents approach. If you are having problems having your mines be swept, remember that is the point of the sweeper package. When he brings the unit forward focus fire it as soon as it tries to clear a mine. At this point he either retreats and cannot risk an attack into a mine field, or he continues to push and suffers the MP bleed. No changes are necessary, use mines to accomplish their tasks effectively and you will fine that sweepers and mines are well balanced. Mines are removable hazards not walls. In: COH2 Balance |
Thread: CoH2 - The Road Ahead9 Dec 2016, 22:06 PM
Actually upgrading can cause problems. I have known mutliple people who have upgraded and this has actually caused regular bug splats. In any case, I am glad they posted this. While it is missing pieces we would all like to see, it is good to see them addressing the feedback loop and the balance/bugs. In: COH2 Gameplay |
Thread: Request for reproduction: Panzerfaust bug8 Dec 2016, 17:21 PM
Smith if I see any bug related to faust or AT nades I will make sure to save the film and note the time. The faust bug has not happened to me in a long time. I think the USF AT nade bug happens when a unit moves to a certain distance from the original unit preparing to fire. If the distance increases too such a large extent the unit ceases to fire. This happens most frequently with light and medium vehicles passing by units on roads. Not sure though if this is in fact the reason for it. I know of no issues with the Script AT nade, but will keep my eyes out for it. In: COH2 Bugs |
Thread: Relic Winter Balance Preview v1.1 Update7 Dec 2016, 16:57 PM
As a QoL change, can we consider having units ignore flame throwers when they are hit by them? Currently units respond to flamethrowers by dropping to the ground, as if a round had detonated nearby to the squad. This is extremely problematic against the Wehr FHT which has two flamethrowers and can effectively cause suppression on units it hits. To replicate this effect take a captain and attempt to attack a FHT within range of the flamethrower. One other thing, can the USF rifle nade frequently bugging out and not firing be fixed? It is annoying that there is basically little to no animation for the action already. In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update5 Dec 2016, 21:14 PM
It got skimmed over before, but what about Panzerbusche AT Rifle for Pioneers in order to help Ostheer deal with early WC-51 and M3A1? It's already modeled, it just needs MP stats. Are you suggesting that Wehr cannot deal with either of these units out of the gate? I disagree on that strongly. In any case how would buffing Pio's help? As is the first 60 munitions comes after the T2 unlock, so you don't have it before and by that time you are looking at getting a hard counter. In addition, Wehr has access to fausts minute one. The jeep rushes you are talking about are very risky plays that nearly require huge bleed early or they end up hurting their tech race too much to even stay on the field. These units are not frequently seen and rightfully so because of their limited use and high risk character. Adding another weapon only opens the door to more balance problems and fails to solve the original issue, if there is one, that early vehicles are too powerful and quickly scaled out of the game. Edit: I will add the refit commander ability is designed specifically around one vehicle (WC51) and it more than anything should be examined at some future point. In: Lobby |
Thread: 2v2 Team games: how do you escape tunnel vision?5 Dec 2016, 16:42 PM
In team games figuring out how to work together is a real skill. Secure your flanks to free up units, fighting large battles in multiple places will sap your ability to work together. Quick strategic moves that force large retreats or free up territory will help your reposition your forces quickly. Use the tac map and check on your ally regularly. Make sure you know what they are building. Do not get lured into the thought: "If I had one more squad I would have broken through, I will get a squad and then go help my teammate." When you bring up a squad your opponent will bring up a squad. Think about how to exploit your opponent's weaknesses to buy time to help your ally. You need to convince your opponent of the opposite of what you plan. Make your opponent believe you are about to mount a large scale attack, while simultaneously moving your forces into a separate position to help your ally. Winning battles is as much a mental game as a physical one. In: Lobby |
Thread: [2v2] How do I effectively dislodge entrenched Brits?1 Dec 2016, 17:35 PM
Ok I took a look at your game. Certainly you played against a player with a well defined modified sim city strat. Here is what I saw: You allowed your self to get flanked very badly early, which allowed him to get a bofors where he wanted it. At this time you also got and AC which was effectively a stationary gun because it arrived too late to deal with the boffors (bad luck and good timing on his part). This allowed him enough time to get a mortar pit up, which did the real damage to your infantry. In the mean time, your ally was out matched and slowly losing the fuel fight. Instead of conserving your forces and locking down the fuel, you continued to fight into a boffors/mortar combo which caused huge bleed. Then you chose Elite which made little sense since you were not going to get much out of a doctrine since infantry were going to be bleeding badly. After that you were always losing it just took enough time to wear you down since your unit preservation was good enough to keep you in the game. Here is what I recommend: Be very strategic in retreats. Retreating very early and with all your troops opens the field to the Brit and allows them to set up exactly as they want. Even a Pio in a house will help to slow this down with harassment. Watch your flanks, don't let your MG get flanked when you outnumber his troops. If you are going to push a Vickers early you need a mortar or a sniper. You were far to vulnerable to IS when you had to rely on grens with no upgrades or nades to push on a Vickers in a house. When you do run into emplacements think about whether you even need to fight them. In your case I don't think you did. You were simply trying to harass his fuel and get a VP, but you could have saved your fuel and gotten a VP without fighting for it, while also knocking another Brit out of the game. At that point your combined army will be more than sufficient to beat a turtled simcity brit. Against so much Brit get a mortar quickly so you can dislodge units trying to fight in cover or houses. Or, if you have the micro, seriously consider a sniper to bleed the opposing player badly. If he wants emplacements so badly he won't have time to build his own sniper. You have a fine selection of commanders make the most of them. Elite is not very useful against emplacements since it offers little in the form of ways to deal with them early and beefs up infantry which feed simcity. Instead you should have gone with your LeFH and used that to dislodge the Brit once you had acquired enough forces. Even if you don't kill emplacements you will still get kills, force brace, force standfast, and destroy mines. All of this makes Brit simcity vulnerable to attacks and leaves you in a better place. If he really digs his heals in you can even build two of them and wipe simcity in short order. Consider the flame HT. You wouldn't know if he is going Simcity early, but having a flame HT supported by an AT gun is a nightmare for simcity before it can develop enough AT. Force the boffors to brace, run the HT in and force the mortar to brace. Use the rest of the braced boffors time to place flame on it and get out! Then turn all your attention to the boffors, it will not have mortar cover. Once it is destroyed reposition and target the mortar. At this point the brit player will be manically trying to save the mortar pit and will commit everything to the fight. At this point you have really nice oppurtunities to wipe units since he has to stay and fight. You can keep the flame HT at the ready to rush in and torch units or hit the pit, but keep it alive. If he loses this he is out of the game. If he starts to win, immediately disengage, don't necessarily retreat but back up. Build up quickly while making sure to keep sight in case he tries another boffors. If he does you should be able to destroy it before it has a chance to even set up. In short, pressure, pressure, pressure. This makes the Brit's life hard and keeps you in the game. Good unit preservation for the most part. I would like to see you be a little more careful around the mortar pit and anticipate its strikes more often, but it was pretty good. In: Replay Reviews |
Thread: [2v2] How do I effectively dislodge entrenched Brits?29 Nov 2016, 20:26 PM
Hi Thien, I cannot look at this today, but I can probably take a look tomorrow. In the meantime Brit defensive play is punished most strongly when they are on the back foot and unable to set up where they want to. Failing this, forcing a Brit to drop two emplacements to cover a side that you do no intend to attack makes him sink 1/3rd or more of his army into a battle that never happens. I also recommend being conservative against Brit emplacements once they are up. They are quite potent, but the a couple of good Wehr cmdrs comes with a LeFH which can be very effective at destroying these. Once I take a look I will have specific comments, but try starting with those. 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