Would be nice to know ahead of time what the plan is here instead of last minute all of a sudden they drop the patch.
NDA for you, and NDA for you, and NDA for you...
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Thread: Possible leak on March 31st patch notes27 Mar 2015, 19:54 PM
In: Lobby |
Thread: Possible leak on March 31st patch notes25 Mar 2015, 17:55 PM
In: Lobby |
Thread: Command Panther24 Mar 2015, 14:59 PM
Right because the only way to balance an over performing unit is a cost increase. In: COH2 Balance |
Thread: Command Panther24 Mar 2015, 14:03 PM
Sorry if I was unclear. Without tech the OKW still has the stock units it needs. I agree that Soviets do try to avoid teching, but if they chose to do so they are going to be very lite on AT options. Gaurds are no Shrek'd volks. I think you are confusing, you should play without trying to tech, and you do not have to tech. Regardless my larger point still stands, OKW has many tools in the belt to help avoid the resource limitation problem. In: COH2 Balance |
Thread: Command Panther24 Mar 2015, 12:51 PM
Again what are you responding to? I did not say increase the cost of the CmP I was pointing out that for cost it is too good. I want to see the aura affect only your own units, which would bring the effect in line with the cost. I seriously must sound like a broken record. It is almost like OKW was built to compensate for its low income, with things such as: (1) limited and few upgrade costs, (2) limited tech costs, (3) bonuses on tech buildings, (4) income boosting as a stock ability, (5) excellent scaling for every unit except Kubel, (6) ability to salvage any wrecks/guns. OKW is actually the only army that can afford not to tech, because it is the only army with multiple stock units in its HQ, and some excellent call in units. 8 minutes of income, it is almost like the unit has value on the field. Course as OKW how would you spend your fuel, since you cannot buy medium tanks, and all of your vehicles are designed to be able to last all game? In: COH2 Balance |
Thread: Command Panther24 Mar 2015, 12:37 PM
I did not realize that this would cause so much rancor in the forums. I actually thought it might be an oversight that the CmP offered bonuses to allied players units and not just their own. I think Sturmmingbird is 100% right in pointing out the bonuses the CmP brings to the table just for itself justify the price increase, the added icing on the cake of mutliplying these bonuses out to every tank your team owns is too cost effective. Please don't say OKW fuel starved, you can have a CmP for literally 0 tech costs if you wait for 10 cps. And furthermore my point is for team games where OKW is literally rolling in fuel and resource limitation is a much weaker punishment. In: COH2 Balance |
Thread: Command Panther24 Mar 2015, 04:36 AM
You do seem to agree with me in general so I won't spend too much time beating a dead horse, but let me remind you that if you think 10% buffs here and there are not very important keep in mind how much 10% means. If you see 50m but shoot 55m and you get a 10% buff you can now spot for yourself at max firing range (55m). If you also get a 10% acceleration boost added to the fastest tank acceleration in the game you can start to see how good the CmP is around Panther tanks alone. Next to a TA the CmP is outright ridiculous at vet 0, any higher and it's gg. Now remember that every tank around you also gets these bonuses (and this is vet level 0!), and imagine what starts to happen as you get higher levels of vet. I would argue the reason you don't see more vet 5 CmP is not because it is hard to get, but because OKW is so dominant in late team games (where these are most likely to occur) that you simply won't have any time to build up the vet because you will steam role the Allies too quickly. Effectively at vet 0 the CmP gives the equivalent to every tank in the aura of ~4 bulletins for that specific tank alone, after vet 1 that number climbs drastically. I understand when one player has to give up something for this unit it has a tradeoff, but in team games I give up nothing by going for (name any heavy tank) and my ally getting a CmP for me. I get all the buffs, and just to sweeten the deal he can mark vehicles for me. As such, in team games the bonuses are too extreme. The unit is fine in 1v1 and should function as it does there, to help you get bonuses at the cost of more tanks. Quality over quantity, not quality and quantity with KT's on top. In: COH2 Balance |
Thread: Command Panther24 Mar 2015, 00:41 AM
Then you did not read my first post, or any of the subsequent posts. Am I winning ego points? Where can I see them, is it in my profile? In: COH2 Balance |
Thread: Command Panther24 Mar 2015, 00:41 AM
The problem is that if it only affect the player it would be almost useless because OKW normally doesn't have very much armor on the field to even buff. Normally the only thing the Panther will be buffing is a light vehicle and maybe another Panther. That is the OKW players problem. CmP is still useful in 1v1, just not a no brain decision. Whereas in 3v3+ I really don't see a reason for at least one player not to just select it as soon as the game starts. It was designed to give only 1 other vehicle a buff as it is still a really good front line unit. If it was supposed to be rear guard it would have to be weaker so you could kill it once in a while. In: COH2 Balance |
Thread: Command Panther23 Mar 2015, 23:50 PM
The elefant quote was to remind you which unit it could buff. I did not compare its tank killing prowess. So if I mentioned penals that would mean we should compare it directly with that? Seriously... In: COH2 Balance |
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