As you rank up (and you still need to) you will be matched with skillful allies. The road up is hard. This is true of all factions. I remember the first game as OKW in 4v4 I had more damage dealt than my entire team combined with an added 10,000 damage to boot, as such we lost badly. Needless to say, not great teammates. Now that I have ranked up I don't run into those players as teammates anymore.
Push through you will notice a significant increase in the efficiency of the skill matching.
Also please do not lol at players looking for advice, it is a fair problem.
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Thread: Allies players never good20 Feb 2015, 19:28 PM
In: COH2 Balance |
Thread: PSA - USF AA HT vs CAS19 Feb 2015, 16:59 PM
Tried using the AA ht in AA mode the other day, was destroyed by anti tank strafe run from CAS. Player simply called in spotter which the AA ht targeted than Stuka AT strafe. Also, as noted, the planes shoot before they enter the map so they cannot be shot down. And shooting them down makes them crash on your own lines. Air abilities are too good right now, especially stuka AT strafe in all forms. If anything Allies should have tons more air abilities. In: COH2 Gameplay |
Thread: Allied Early Game in 3v3+19 Feb 2015, 16:55 PM
While it is true you can run into players with limited experience in allies, with teams that are better constant pressure is still hard to pull of and not well rewarded. The OKW player can drop a med truck just a little ways back and make an break point that requires enormous amounts of focus to bring down. If the Wehr player has a mortar HT good luck. I rarely if ever float mp at the beginning mid of a match, but I still feel completely out classed by obers and the gren spam. They get more efficient units and some at lower cost. Meanwhile the lost of a rifle for me means I lose the vehicle snare. In team games the late game arrives so quickly the allied advantage in the early game is weak. Weathering the storm with even partial control of on vp and 1/3 or sometimes less of the map is more than enough for Germans to win. Once the German tanks arrive allies will slowly be pushed back as they give up mp to damage but the German player only loses time to repair. Over capitalizing in infantry, especially by American, results in huge upkeep cost and no room for tanks. Frequently I cannot get back on the field because I have lots of vet infantry I have nursed to the late game, but very few tanks, and over 1000 mp I cannot spend on anything. Meanwhile the German players are resource converting to unlimited artillery and 1 or 2 super tanks. Moral of story, yes allies have to be aggressive but in team games the opportunity to use early game to their advantage is limited. Also being aggressive offers many opportunities for disastrous engagements. Meanwhile Germans can hold back and slowly bleed Allies while waiting for their laser guns and reactive armored space tanks with mind control smoke. In: COH2 Gameplay |
Thread: attack ground for all mg's18 Feb 2015, 19:19 PM
This would completely negate smoke, so it's a no from me. In: COH2 Balance |
Thread: Ostheer - MG42 17 Feb 2015, 17:02 PM
Agreed, all mg's fail to halt blobs. If a blob walks into an mg it should be forced to retreat not just stop and kill the mg. In: COH2 Balance |
Thread: Make War not Love 2 - The Rematch12 Feb 2015, 20:34 PM
Man this community can be pretty shitty. It feels like I'm wadding through a dog park avoiding the poop. This event, which is fine, was extremely poorly advertised by Relic. Then to make it disappointing it sounded like they were giving away interesting materials, and it turned out (because they failed to say anything to clarify before hand) it was just cosmetic stuff. We got a sneak peak because of Steam notes NOT BECAUSE OF RELIC. That is kind of a huge problem. After 4 months I feel like asking for a bug patch is not a big deal especially because mine decloak was arguably game breaking. Besides the fact that it introduced new bugs. Example: airborne not throwing grenades but charging munitions, only 4 months before that can get that fixed I assume. This is just the last in a long list of things that have been so ham handed that they have pushed the community into this very poisoned relationship. The problem with telling people to leave is they will, and when they do you will find yourself alone searching. Relic decided to play Bass Fishing on their twitch channel today to clear this all up. Pro strat. In: Lobby |
Thread: Make War not Love 2 - The Rematch12 Feb 2015, 18:53 PM
Priorities...Relic has them, but they make no sense. I hope we do not win this event. In: Lobby |
Thread: Remove Shreck from Volks10 Feb 2015, 18:49 PM
Played plenty of games in which I have not given my volks shreks and they gain vet fine. The shrek allows them to leap frog to high levels of vet. How often do you see volks not get vet 5? Vet 5 should be hard to get and important if you do, not an automatic upgrade on a unit. In: COH2 Balance |
Thread: Remove Shreck from Volks10 Feb 2015, 18:02 PM
I think you really underestimate the power of the Volks. If you are getting over run by infantry you can use the 10 munition grenade volley (in a number of commanders), pick a commander with an MG34, or use a Kubel. Volks in cover do great. Kubel against shocks is great. Force him to smoke early and then use volks to pick away at him. You can quickly move the kubel to keep the shocks from advancing, and if the kubel dies you still get the fuel back. To top that they can build green cover, have a ton of abilities, get good grenades, are a large squad, get excellent vet bonuses, and are cheap. The upgrade to shreks also makes them potent against infantry in cover since they can blow the cover away quickly. Seriously what more do you want with this unit, it is the Swiss Army knife of units? I agree with you that OKW needs a counter to early vehicles, but right now volks are straight up stupid. For cost they cannot be beat. As they scale in vet they become extremely potent, this is why we see volks blobs so often. In: COH2 Balance |
Thread: M2HB .50 Cal Machine Gun10 Feb 2015, 17:54 PM
It's also the best machine gun in the game if you crew it with a powerful model unit like Shocks/Obers. You want me to crew it with shocks/obers as American? Why would you crew a weapon with Obers ever? Their DPS is all tied up in the MG34. Also shocks on support weapons is also useless since their DPS is all at ranges <10 m. All you get is really high reinforcement costs and slightly more armor, which is partly negated by a received accuracy bonus the opposing side gets for free. Blobs should be suppressed by a single MG if the blob walks right into it. It should not take multiple MG's to suppress an a-move blob. Without this feature punishment for blobbing is not very strong, as it is now, and requires huge amounts of micro and gimmicks (demo packs) to punish blobbers. When you ask for multiple MG's to stop a blob you are asking me to put all my eggs in one basket, since the MG fields must overlap considerably to gain the advantage of both being present. As such the other player is quite capable now of a simple flank with minimal skill or talent required. In: COH2 Balance |
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