It is coming. The goal is to prevent bug release. I know we are all inpatient to see it applied, but we have to wait just a little longer. Indeed it may fall outside "winter" technically, but the tests were all run in the winter.
We are not dealing with a studio devoting 100% of its resources to the game, we are working on an older game with the studio well underway for its next major release.
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Thread: SBP release date?15 Mar 2017, 18:11 PM
In: COH2 Gameplay |
Thread: Sturmtiger bug 15 Mar 2017, 18:08 PM
Are you referring to the ability to call them in if they get abandoned? Or are you referring to the instant reload after recrew? Realistically you can get only 2 in a game even after an abandon. Even so, that is a legitimate way to get ST and I have no idea how you would prevent this. If you are talking about the reload, that needs to be fixed. In: COH2 Bugs |
Thread: MG42 vs Maxim Suppression14 Mar 2017, 20:49 PM
My problem is that although there are punishments for an MG being suppressed and firing again, it doesn't designate a clear winner. Frequently MG's will walk into a field of fire set up and be suppressed and then suppress the other MG. This should happen 0% of the time. In: COH2 Gameplay |
Thread: Non Call-In Churchill: Most underused Brit tank13 Mar 2017, 14:01 PM
The changes by Smith seem reasonable. The churchill needs to stay an infantry support tank, not become some damage sponge of death. The idea should be if you are facing lots of infantry, and you have to push through team weapons to deploy the churchill, and if you are facing tank fights that are mobile you should need the comet. Churchill wouldn't be built even if comet was bad, but it would help if the comet was not literally the best tank in the game by far. In: COH2 Balance |
Thread: Instant garrisoning/ungarrisoning NEEDS to go.13 Mar 2017, 13:56 PM
I agree that garrison teleportation is not the right solution, but the employment of really slow exits, as we had in the past, is inappropriate as well. The idea of a delay to exit is good, but it should not be applied to weapon teams which already suffer from a delay on entry and a required setup/tear down. It is dumb that units hop in and out of buildings. Right now a necessary part of the meta at high play, but not good to watch and not really fun from a mechanics approach. In: COH2 Gameplay |
Thread: 2v2 Looking for help11 Mar 2017, 12:23 PM
Okay, thanks for all the critique. Did you note anything for my soviet friend? I didn't watch the soviet player, but I can take a quick look at some point today. Rifles are good at short and mid ranges, when they get Bars they become good on the move or standing still. If you give them 1919's they get really good at long range but have to be stationary. You can keep your rifles together to fight, but once you win immediately spread out and cap everything. Try to get your opponent to fight you where you want so that you can easily get the most rifles to the location as possible and preferably while still capping points. Sturms are frightening because their close DPS is potent. However, at every range which is not handshaking their DPS is very manageable. Delay and fall back when you see them, until you can get 1 or 2 units together. Focus fire on them and quickly bring down 1 or 2 models, at this point they probably have to retreat. If they do get in close do not fight them. Retreat. Early game getting damage is as good as getting kills since no one will have medics yet. Letting a squad get chewed up but saving it is less useful then when you can let them take some damage and retreat to heal. Retreating right away keeps the Sturms from melting your face although you will tend to lose territory. I find that OKW early game right now can be quite potent at times as a result. In: Replay Reviews |
Thread: 2v2 Looking for help10 Mar 2017, 20:22 PM
Alright I gave it a watch and here is what I saw: You blobbed early with a couple of units (a miniblob if you will). This is not a problem as far as wipes go, since you were only facing grens, but it meant your capping power was limited. Spread out after winning and cap points. Taking territory early will help set the pace. You stared at your base for long periods, and told your men to cap the point at the point. Use your micro to have units set up in cover or build cover early so that they don't need to return to base early. You kept the mortar out of combat for too long, and then let it go too close a couple of times. Be more aware of its place, use attack move to keep it following your front line. When you forced off your opponent it may be a good time to retreat. He is going back to base so he won't cap, and you can heal up and meet him again with full health rifles. You pick airbrone, which I completely disagreed with since you have Priests, but then you didn't really use the doc. In fact you ignored it so much that when you saw a Gren blob you did not call in an MG, and when you wanted more rifles (you already had 3 but you wanted more?) you actually built rifles, even though you could have called in airborne, you were floating MP, and immediately upgraded them to 1919's, you were floating munitions. You were caught badly off guard by the 222, even though you had a captain. Get the zook right away against Wehr, since you want some light AT to keep the 222 at bay. You don't need to kill it, but force it back so it can't eat up your rifles. The stuart was badly overexstended and died. You were shooting at infantry so there is no reason to flank them. Kite them at distance and pick them apart. Also, this won't matter as much in the coming patch, but when you see light vehicles stun them! You could have easily killed the luchs on the first meeting and you would not have had to follow the 222, which against a good player would have been immediately punished. To answer your question about fuel, they held a huge majority of the map for most of the game. It also didn't help that you lost a stuart (70 fuel), teched nades (20 fuel), and had to go Mjr (120 fuel), before you could get another tank. You also built a sherman even though you were clearly losing the tank battle, you needed a Jackson for sure. Don't call in the airstrike unless you can kill a tank. You are likely to only get 1 volley with it anyway. Be careful, you really should not be losing squads so frequently. It will happen but losing them as often as you did burned through your MP, prevented you from capping, and constantly had you fighting with low vet squads vs. veterancy. Issues here are things you just need to improve with careful play. Nothing you did was devastatingly wrong. You didn't give up the game in one big mistake, it was death by a thousand cuts instead. Try to control the game pace more, your opponent set the tone the entire time, and use speed to your advantage. On maps like Minsk, get some arty, either Calliope or Priest. If you don't have it yet, save up and get Calliope anyway, it is easily the best US commander right now. Get rid of airborne. Don't be afraid to tech to Cpt then Lt, and maybe never Mjr. The Mjr is there if you need him, you don't have to get a Sherman in every game. The US is flexible enough to have commanders fill in for the Mjr. In: Replay Reviews |
Thread: 2v2 Looking for help10 Mar 2017, 19:38 PM
Hi Utbildningsministern, I haven't forgotten about you, I was away for 24 hours. I will review this today and leave some tips. In: Replay Reviews |
Thread: 2v2 Looking for help8 Mar 2017, 15:30 PM
Hi Utbildningsministern, I can take a look at this and give you some tips on how to trade better. What is your name in game? In: Replay Reviews |
Thread: Remove "Main Gun destroyed" 3 Mar 2017, 15:17 PM
I agree that main gun crit has no sense, is not a calculated risk like abandoned tanks that you can lose in enemy territory, is simply 1v1, one shot and enemy is dead cause i started a good engagement but no, main gun crit and bye my tank. It's completely out from any kind of strategic logic. This is really not true. Crits only appear (except from a units activated ability) after the tank's health have dropped below a threshold. Also destroyed gun is pretty benign since you can just back up. This is the RNG "tells a story" that Relic wanted to introduce, abandon vehicles is the kind that makes tournament play look silly when someone wins because a PIV gets abandoned by a single zook (or something stupid like that). If you dive deeply and cannot pull your tank back you run the risk of not being able to finish another tank. This allows injured tanks which need to back up a chance to escape from combat by making offensive actions more risky. Not all RNG crits are bad, not all are good. In: COH2 Balance |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,214
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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 Winter1-1,211
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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,193
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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010