I am not against Relic adding back in maps that have low popularity on occasion. Both of these maps are terrible, no question, but I do have enough vetoes for them.
On the other hand if this was just an over sight it is another example of half done work.
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Thread: Hill 331 back, Ettlebruck 4v4 again? (Pls confirm)2 Oct 2014, 12:11 PM
In: Lobby |
Thread: Months later, still no adjustment to the Forward HQ2 Oct 2014, 12:07 PM
This ability is still very broken in team games, but it is map dependent obviously. Even if your opponent makes a stuka you should win the early map control. Strummingbird suggested a number of fine ways to try to address player concerns. Nerfs in some places buffs in others. Unfortunately because of the rarity of the commander I doubt this is on the balance team's radar. In: COH2 Balance |
Thread: Close Air Support Doctrrine->Stuka ANTI TANK strafe 2 Oct 2014, 12:03 PM
I agree with the OP that this ability is completely useless. The beefed up version in other commanders is also lackluster. You really need to have a tank with a destroyed engine for this to work at all. Honestly you are much better off just planting two teller mines. However, at this point in the game's life cycle I think focusing on other bugs/problems may be a much higher priority. In: COH2 Gameplay |
Thread: Pathfinding1 Oct 2014, 20:14 PM
Had this happen to me with JagdTiger yesterday. Of course the unit died as it slowly rotated around and I furiously issued new orders, but by the time it had started to do the right thing a Sherman was behind it. GG relic, gg. In: COH2 Gameplay |
Thread: Issue Tracker1 Oct 2014, 20:11 PM
I don't have time to sign up for yet another website, but I would add AT gun setting up facing the wrong direction. This happens fairly regularly now. Also infantry after taking splash damage now disregard all previous orders for me and must be reissued orders before they do anything. Don't forget tanks rotating 360 degrees before backing up when issued a reverse command. Can I also just add that the time taken to throw a grenade appears random now and is inconsistent. Sometimes squads will take 4 or more seconds before attempting to carry out this command. Not sure if a bug or not but MG's frequently do not fire at approaching units shortly after setting up. They often require 2-3 seconds before they begin to target a unit. The trapping of units by structures is now common for OKW and American. Happens to me every game at some point. Americans are especially vulnerable because of Major and the way base is set up. In: COH2 Bugs |
Thread: Ost Mines24 Sep 2014, 18:26 PM
I really like mines too, but this would create a serious problem. Being able to building numerous cheap AI mines without any warning would relegate the Allies to building a minesweeper per infantry unit to make sure they could attack Ost. The field is present because it allows the mines only to be planted at 60 so that this cannot be done as easily. On top of that they even get signs to further attempt to mitigate this problem. To change it now would require a huge reworking of the mine. The best option is to work within the bounds of mine patches unfortunately. In: COH2 Balance |
Thread: Priorities for COH224 Sep 2014, 15:18 PM
Is the mg bug still in? I had a DSHK face the wrong direction yesterday. Yes #1 priority: FIX BUGS. #2: Fix balance in team games so its not just a ROFL stomp of allies. In: Lobby |
Thread: Ost Mines24 Sep 2014, 15:15 PM
Yes. I'm claiming that 4x 2sec is less then 1x 10sec. Hate to jump into this little flame war, since it is going so well, but Katitof you ignore that pios do not get to build each plot instantly. They have to walk between the posts. So the total time is longer and dependent on how many grids you make. I still don't think these should be nerfed as they are extremely vulnerable to things other than minesweepers. Use indirect fire weapons or drive one vehicle over them, done. If you can't be bothered simply walk around them. No other mine let's you know it is there. If you want to nerf the mines in some way, the signs must go. In: COH2 Balance |
Thread: Are kubelwagens OP17 Sep 2014, 15:48 PM
In team games Kubels can quickly lock off the fuel for Amer or Soviet player now. This gives OKW a huge fuel bonus which they can use to rush for either stukas or Pumas. I think this is a situation in which balance for 1v1 and 3v3+ will never be perfect. In: COH2 Balance |
Thread: BUG: "Blank" War Spoils9 Sep 2014, 11:56 AM
Saw this yesterday and thought it was a graphical error, did not realize it meant you got nothing. This is both incredibly embarrassing for Relic and in line with Relic's do something fix it later strategy. In: COH2 Bugs |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,230
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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 Winter1-1,225
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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,215
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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010