Profile of Basilone
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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: Why Vaulting is Overrated9 Oct 2015, 08:47 AM
A lot of people are dumbfounded when I say vaulting isn't the amazing feature people make it out to be, so I made a video explaining. This is a very map dependent issue but it detracts from mappers ability to funnel infantry in to certain areas. As far as flanking routes goes less is more, and vaulting makes the early game infantry vs MG less interesting since using map awareness to isolate where certain units are approaching from and having MGs in excellent position is less prevalent than it was in high level coh1 play. We already have smoke drop abilities, smoke grenades, and plenty of sprint abilities....there isn't really a need for vaulting on top of that other stuff. The problem with vaulting is that previously certain map features corralled the infantry if you tried to attack from one direction, so it forced you to time an attack from 3-5 directions. Now since the corrals are rekt by right clicking on them, its easier to succeed with a large force charging in one direction. In COH1 the maps had to be balanced so that there were enough obstacles to steer attacking infantry, but enough entrys/exits to not make MGs completely overpowered. It feels as if vaulting is just a fool proof way to not make MGs overpowered on any map, but at the expense of nerfing the shit out of smart early MG play. I have zero expectation this will be changed in COH2, but its a good lesson to learn from for future COH or DOW games. When the current system is working fine, adding in new features that shakes it up should be avoided unless it without a doubt improves gameplay in a meaningful way. In: Lobby |
Thread: old CoH fan, how does CoH2 compare?9 Oct 2015, 07:08 AM
Made a video explaining why. Long story short in many cases where walls and fences forced you to avoid funneling by syncing flanks coming from several different directions, now it is more viable to have units spread further out charging straight ahead. This is a early game issue since fences and walls get broken later anyway, but it makes aggressive MG play less viable and in some areas (middle Semois) MGs are very underpowered when compared to coh1. In: Lobby |
Thread: a New RTS Coh-Like release9 Oct 2015, 00:37 AM
snip Good points. Liking one type of gameplay over the other is preference, but Eugen did a better job. I've never crashed, you don't need a $200 video card to get smooth performance, more interaction, no p2w, and a wider range of tactics. The only thing I can knock Wargame for is how some of the mechanics aren't very well explained and require outside research (particularly the absence of FoW making the line of sight + detection very confusing at first). In: Other Games |
Thread: old CoH fan, how does CoH2 compare?8 Oct 2015, 22:18 PM
Played a few thousand games on vcoh, went full re...coh2! and played a few more games there. A lot of things changed but not necessarily improved everything. One thing in this game I think everyone can agree on as a improvement is the fact that OKW trucks don't prevent sector captures and no mainline infantry units walk in enemy territory, and both those gripes were exclusive to Brits. The only universal improvements imo is a reverse hotkey, engage vehicles only, and MGs not packing up when a targeted squad leaves the arc. Some things definitely changed for the worst such as commanders, units running in from off-map instead of coming out of the building, and getting pop capped with less units on the field in most circumstances. And then there's changes that are really just personal preference. True sight, vaulting (I'd argue this is a downgrade but I digress), new sector capping method, MGs/Mortars dropping on retreat, different vet system, and all the vet 1 abilities are examples. Its a different way of doing things from the original game, and not necessarily worse, but none of those are clearly superior to how it was in coh1, as people have very valid reasons for liking the way it was in the original. tl;dr Some things definitely improved, a few more things definitely took a step back, and a lot of things aren't definitively worse or better...just an alternative way of doing things. PS: I'm not trying to argue with you, this is just another perspective for the OP @ OP if you like 2v2 and up get the game, since team games are basically dead on coh1. If you just want to play competitive 1v1s then check back in 3-6 months. In: Lobby |
Thread: old CoH fan, how does CoH2 compare?8 Oct 2015, 05:35 AM
PQ (who was balance lead in the mod I code for, EiRR, before we cast him out with much torch and pitchfork waving). Lol please elaborate In: Lobby |
Thread: old CoH fan, how does CoH2 compare?8 Oct 2015, 02:30 AM
Ostheer is maybe 60% similar to Wehrmacht, the rest (even USF) are pretty different imo. In: Lobby |
Thread: KV8 and KV1 excluded from 1-on the field heavy limit?7 Oct 2015, 23:21 PM
Zero point restricting KV8 to one. Something like an Ostwind is good vs infantry so when you get another one you can kill even more infantry. Just one KV8 is already insanely good vs infantry, buying another one is just over investment in anti-infantry. As axis I would prefer my tanks vs 2 KV8s than vs KV8 and something else like a SU85. In: Lobby |
Thread: COH2 BUG BLOOPERS CONTEST - PART 17 Oct 2015, 07:20 AM
for shame In: Lobby |
Thread: old CoH fan, how does CoH2 compare?7 Oct 2015, 07:03 AM
Pros + regular balance patches to keep things fresh + coh2 Brits are far better designed than vcoh Brits (which makes 2v2 rival coh1) + some micro stuff (reverse button, reinforcing all infantry units at same time not individual) + probably new factions coming + changes to sniper functionality + no more hidden trust rating disconnect arbitration bullshit Cons - poorly optimized - No leaderboards in-game - 2v2 AT is vs random teams and arranged teams lel - micro transaction doctrines, prepare to open your wallet - changes to pop cap system from coh1 leads to getting pop capped and income bogged down with far less units on the field usually (less advantage for great multi task players) - meta game, while always changing, is still pretty shallow in almost every patch due to lack of fuel based upgrades and certain units being very dominant in most patches to date - far more instant squad wipes from huge mine hits, demo charges, certain tanks or nades, etc - you can't micro out of infantry 1 use AT abilities (like US sticky bombs of panzferfausts) once the ability is activated it will shoot you from across the map or though a building lol - not a fan of every faction using the same vet system thats based on damage dealt and received (personal preference) - vaulting doesn't really add much, it just detracts from positioning importance in the early game since every fence/wall is now a viable flank route If you played vcoh competitively in 1v1 and that was all you cared for, you will probably be disappointed. If you want to go back to coh1 the 1v1 ladder is still pretty active, but there is almost no competitive community support these days such as tournaments or shoutcasts. 2v2 AT in coh1 IS a ghost town, but you'll probably enjoy coh2 if you're in to team games. In: Lobby |
Thread: Firefly and the tulip5 Oct 2015, 22:13 PM
PIATs do good damage but they miss moving targets near 100% of the time when not attacking ground. Thats not balanced when units like Shreks or Bazookas can autonomously engage vehicles with some success while you micro in other places, but PIATs require you to baby sit them to get hits. Its also imbalanced when you consider the fact that people playing at mediocre levels probably don't make use of this and have handheld AT that is 10x worse than their opponent who isn't putting in any extra effort either. Just because there is a work around to make something shitty perform better doesn't make it balanced. In: COH2 Balance |
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