Hi DerbyHat,
If no one can do this by tomorrow afternoon I will take a look. However, you did mention quite a few areas you can improve. If penals have you down you might even try double MGs. With a gren to protect he cannot rush in and you can keep them on the ground. Once they get suppressed they really don't do too much damage.
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Thread: [1v1] Ost vs Sov 14 Apr 2017, 01:11 AM
In: Replay Reviews |
Thread: Conscripts y u so bad12 Apr 2017, 22:41 PM
Instead of buffing the Molotov. The Molotov is cheap and actually quite good for its cost. Why not nerf its counter part, the volks incendiary grenade, by adding a 1.5 second timer like other grenades? The volks nade is already twice the cost and is the only non-doc way to deal with garrisoned units or emplacements. Why does the volks nade need a nerf? Molotov could do with a slight throw time reduction. The double step before the throw is unnecessary. In: COH2 Balance |
Thread: Opinion on the "new" USF mortar?12 Apr 2017, 00:33 AM
USF mortar appears OK to me. You have a mortar which cannot be stolen because of its pack up time and it gives you smoke if you want to avoid munitions and fuel cost. Use the unit for this function and you will be rewarded. If you are looking for long range indirect fire try the Pak howie, still amazing. In: COH2 Balance |
Thread: Conscripts y u so bad12 Apr 2017, 00:30 AM
Cons are in a strange place. On paper they function as mainline infantry that can be used late game to merge squads. In actuality they are sidelined as soon as LMG grens show up. Cons are very powerful with vet so if we mess with them their vet would need to be looked into. You can test this by giving them a dropped weapon, what you will notice is that a vet 3 squad wipes the floor with all but elite infantry once they can wield another weapon. Problem is most of the time they have bolt action rifles and they face off against squads that continue to upgrade. Another issue is the fact that cons have commanders that buff them with PPsHs so changes have to take that into account. The weird conscript place is the result of a failed Soviet faction design, and a leftover piece that doesn't really make sense in the soviet line up. Try using them as support for Guards or Penals. You will find their merge ability amazingly cost effective, you can even afford to build one squad and just keep it in base for reinforcement. This has the added bonus of getting squads to full size instantly upon retreat. In: COH2 Balance |
Thread: Contest: New Maxim vet1 ability7 Apr 2017, 14:22 PM
The reason it had wheels was that it was to heavy to move. The idea the one could sprint while pulling 30 KG in rough terrain is rather amusing. Then you should find it hilarious that a single man can pickup the 50 cal and run with it, especially after he just fired a few rounds from it and it would be red hot. The historic accuracy of COH2, sadly, is just not as good as COH1 vanilla. COH1 vanilla did a fabulous job of balancing historical accuracy with needed gameplay, not perfect, but still very good. In: COH2 Gameplay |
Thread: How's coh2.org and CoH 2 doing?6 Apr 2017, 19:51 PM
The game has much improved since release, when it was effectively in beta mode. The Brits are annoying to play against, and especially with current unnerfed comet and land mattress, but other factions are starting to play well together. Couple of still very obvious bugs that need to be addressed, including nade delay bug, but man, many bugs were squashed in last patch. I wish the game had been launched in this state, instead of having to wait years to get it here. In: Lobby |
Thread: 1 vs 1 USF vs Ostheer, need advice6 Apr 2017, 15:35 PM
Hector I am going to set this to yellow. Fray, what change to the PIV are you referring to? As far as I know no changes were made to the tank at all. In: Replay Reviews |
Thread: GCS Balance Preview6 Apr 2017, 14:53 PM
The problem is that without the mortar pit Brit indirect fire does not arrive until the land mattress. This means that cheese strats, like support weapon only plays would be possible.
The Pak 43 is very niche, and to be fair the 17 pdr is also rare, both suffer from something similar, having a giant AT gun that can't move is always going to become a target for every indirect fire weapon on the map. Now the 17 pdr also costs a fair chunk of fuel so it needs to be better than the pak 43 in someway, although I would be happier if it didn't exist at all. The only other emplacements I can think of are MG nests and Howies (RIP 20mm flak), both of which are common in the right matchups. While I completely agree that brace requires no skill, it is supposed to be a retreat button for a unit that can't move, and in this way it is trying to be COH. I don't think the brace button is sufficiently COH-like, this should have been a warning to the designer of the unit, and I don't think emplacement play should ever exist because it's lazy. Brace should be addressed and maybe part of that is reducing flame damage against emplacements but removing brace and maybe forcing some emplacements to be garrisoned to be useful. Don't know, that is something that I need more time to think about. In: Lobby |
Thread: GCS Balance Preview5 Apr 2017, 19:00 PM
I still dream of the change that reads: While I agree in spirit, its removal would mean no emplacement play at all, and I do think that the mortar pit, while annoying, does have some role in the game. New changes look good, some nice fine tuning going on for the units under consideration. In: Lobby |
Thread: OKW's early game over-dominance5 Apr 2017, 18:12 PM
I understand that this faction is designed to have an early advantage. You want to dominate me early game, OK, I get it. But why does it have to be at this scale? Please answer the following questions; The OKW are too strong in the early game on some maps. I actually like the idea of a fast capping unit that is used for scouting, like the Kettenkrad from COH1. It also doesn't really have an MG 34, in the sense that its damage is not equivalent to say the Obers MG34. Really the appearance of the gun is the only similarity. The other pieces you mention are faction design and not related to OP'ness necessarily. If you would like suggestions on how to deal with OKW in the early game I encourage you to post a replay in the Replay Review forum. We are happy to help and we can talk specifically about strengths/weaknesses of a faction. In: COH2 Balance |
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