Profile of Basilone
General Information
Broadcast: https://www.twitch.tv/Basilonereborn
Xfire: sgtbasil0ne
Steam: 76561198038510748
Nationality: United States
Game Name: BasiloneReborn
Broadcast: https://www.twitch.tv/Basilonereborn
Xfire: sgtbasil0ne
Steam: 76561198038510748
Nationality: United States
Game Name: BasiloneReborn
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Post History of Basilone
Thread: Molotovs18 Jun 2013, 01:10 AM
I don't think they are OP but definitely should get a change imo. The fire burn over time area is too big and the damage from it seems very inconsistent. I wish they worked similar to CoH1 grenades. More immediate explosive damage but smaller burn radius and decreased burn damage. In: COH2 Balance |
Thread: Additional COH2 improvements18 Jun 2013, 00:46 AM
All everyone has been talking about is UI, tracers, blizzards, ram, flamer HT, Panther armor, etc. so here are some other less talked about things that if changed would make a huge improvement. Game Design Winter Maps: It would be nice if there was a chance to have snow maps with(out) blizzards in automatch, it wasn't storming every day snow was on the ground. Random faction search: I want Replays: Is it just me, or does the fast forward button seem broken? The 8x can't possibly be faster than double speed. Unit icons: They are so glossy/transparent looking, make them bold. Its hard to tell how much health a unit has especially on snow maps. Crew weapon health: You cannot see it unless it is decrewed. We need to know this information so we know how badly our AT guns need repairs before they get instantly destroyed. Intel Bulletins: most of them are useless. 2 and 3% bonuses on accuracy/damage/health do nothing. If this was SC2 and everything hit 100% of the time it would matter, but between two similarly matched units, the dice rolls are more likely to determine the winner than some bonus that small. When we first heard about intel bulletins I thought it would be a cool way to strengthen your units and create some diversity on how games played out- I have 3 units or abilities that have decent but balanced buffs, and so does my opponent. Not the case. There is even a intel bulletin that gives -3% cost from satchel charges. 3% savings on 50muni is absolutely pointless, should be something like a 25-50% discount to actually be worth using. I'm not saying give units +25-40% bonuses for damage/hp because that would make huge imbalances, 15% should be the maximum amount for that type of buff. Make them impact the game or just get rid of them, I only check my unlocks once a week or so because chances are anything I unlocked is such a insignificant improvement its not worth the effort changing it out. Gameplay Mechanics Faust/AT Nades: Cannot be interrupted. HUGE problem. In CoH1 the animation actually had to complete before it is thrown/launched, now if you come in range just long enough to hit they hotkey they will successfully finish every time even if your vehicle has kited halfway across the screen before the animation finishes. Flamethrowers: So often they get critted and will explode with multiple people left in the squad, lately I don't even bother getting them unless I can't think of something better to spend munitions on. Guards dropping PTRS: I know the same problem existed for COH1 Rangers but I hate the fact that units can drop weapons that they spawn with. If a shrek or DP drops then you can pay munitions to replace it, but you cannot replace a PTRS and that squad is just permanently worse at anti tank for the rest of the game. It also happens far too often because they have 4 possible weapons to drop, it didn't happen nearly this much with Rangers because the Thompsons were not able to drop and you couldn't drop a zook with 2 or more squad members remaining. Capping while inside of buildings: Not sure if it is a good or bad change yet, but did Relic intend for this? Hand held LMG troops (Guards+Grens): Very buggy, they usually take a few seconds to figure out how to get in a firing position and even then they still try to move around every 2 seconds. They seem to lose a lot of engagements they should definitely be winning because they rarely shoot when you want them to. Pripyat: It won't be so terrible if the northern bridge is repaired at the start of the game. Balance Molotov Cocktails: They seem really inconsistent. Sometimes they explode instantly killing two men, sometimes they burn for 3-4 seconds before actually killing anybody. Either increase the damage of the initial explosion or make the burn over time effect work much more consistently. Also decrease the animation time, it feels like a really weak investment vs good players since they can see it coming almost 3 seconds in advance. Ostwind: Cost a fuckload of fuel, it should be around 60-70. SU76: Most awkward unit in the game. It isn't good at killing any vehicles tougher than a Scoutcar or unvetted halftrack, and the auto attack is shit against infantry too. The barrage ability is good, but the cooldown is really long. A 120mm mortar could do the same role with more shots per minute, no fuel cost, and available much earlier in the game. Get rid of the barrage ability altogether, and make it function like a faster moving but very delicate Brumbar. SU85: Cone vision ability needs to be a vet 1 unlock, German tanks have huge disadvantage since this last patch. ISU152: It stomps infantry so hard, I don't think it should scratch anything heavier than a Panzer 4. And it cost too much fuel now, same goes for IS2. Russian sniper team: Right now its almost impossible to countersnipe them if they are being used by a good player, he just runs away after the first guy gets shot and comes back after reinforcing. Three possible changes A) When the model holding the scoped nagant is killed by an enemy sniper, his escort retreats off the map in fear like the last man from a ATG or Mortar. B) The reinforcement cost is much steeper to replace a countersniped casualty. C) A sniper team is two men carrying scoped rifles, not just 1 sniper and his spotter escort. They have 200% weapon cooldown, so that their dps is identical to the current setup. However when one man dies you are left with one slow firing sniper that cannot be reinforced. German Scout Car: Buff the 20mm cannon vs infantry, and increase mp cost. If it was actually an improvement to effectiveness vs vehicles and infantry, there would be a lot less bitching about Soviets being OP. Soviet Scout Car: buff the MGs, remove the ability to fire while garrisoned entirely. Increase manpower cost. In: COH2 Gameplay |
Thread: 5 things that are destroying balance right now17 Jun 2013, 22:50 PM
Ostwind can win T34 in straight up 1v1 fight which seems really odd. I've never lost to Ostwind with a T34 you just have to keep facing the front armor in the right direction (micro). Also a Ostwind can't depress its main gun low enough to hit any target right next to it so the T34 won't get hit once it gets in point blank range but can still fire its gun. In: COH2 Balance |
Thread: Balance Patch 17 Jun 2013, 16:42 PM
Am I misinterpreting the changes, or is the MG42 getting buffed? Can someone who's played a lot explain whether or not this is the right change?I don't think it is mentioned in the patch notes but they removed MG auto targeting unsuppressed squads AND now the MG doesn't instantly pivot when switching targets so its more reasonable than before even with the buffs it got. In: COH2 Balance |
Thread: SdKfz 221 vs M3A1 (weapon performance)16 Jun 2013, 04:32 AM
I wouldn't mind it being deadly as in CoH1 because it doesn't get overdrive, gets nearly one shotted by AT nades, you can have AT guns as early as you need them, and Guards tear them up + button. In: COH2 Gameplay |
Thread: Flamer Half Track15 Jun 2013, 16:36 PM
Need either Guards+ZiS or AT Nades+ZiS. If ATG is your only defense it then it will circle it and laugh then drive in your base and laugh some more. AT nades don't do enough damage by themsevles and Guards often get a super crit from the fire so you need one of those to slow it down for the ZiS to do its thing. In: COH2 Balance |
Thread: TFN CoH2 World Championship Tournament Sign Ups15 Jun 2013, 04:55 AM
steam name: sgtbasilonecoh steam display name: basilonereborn region: North America preferred start time: between 8pm and 2am GMT In: Events Central |
Thread: Mark Vehicle ability14 Jun 2013, 20:43 PM
pretty decent damage buff, not sure if accuracy is affected In: Lobby |
Thread: SU85 Cone Vision14 Jun 2013, 18:18 PM
At least that is a doctrinal unlock. In: COH2 Balance |
Thread: SU85 Cone Vision14 Jun 2013, 16:37 PM
This should be a Vet 1 unlock imo. There isn't really a downside to using it since its almost always near another unit compensating for the lost peripheral. Having a fresh tank show up and immediately begin 2-3 shotting tanks that are a full screen length in the FoW without even using a forward observing unit is kinda silly. In: COH2 Balance |
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