![Honor icon](/images/replay/honor_icon.png)
Profile of Imagelessbean
Signature
Post History of Imagelessbean
Thread: French army at COH 2 ? 1 Apr 2014, 17:04 PM
I assume that the expansion will still take place in 1944, in which case no French army (or basically none) was fighting in Europe. In: COH2 Gameplay |
Thread: Is this 222 balanced (see video)?1 Apr 2014, 17:00 PM
Also the cost of T2 building for Germans. Poor micro and lucky German player allowed 222 to survive. Soviet should have: 1) Forced penals to stand still to retain accuracy 2) Gotten AT nades before hand 3) Expected AC since he went T1 and gone Guards German should have: 1) Not sent car into base 2) Retreated sooner 3) Kited Penals trying to cross road In: COH2 Balance |
Thread: The More I Play Soviets the More I Like It1 Apr 2014, 16:54 PM
Soviets are not a great faction, design wise, but you are attempting to fix that by giving them everything they want in a one stop shop. Yes, it would be more fun to have a broader range of units, but the faction cannot support it unfortunately. In: COH2 Balance |
Thread: The More I Play Soviets the More I Like It31 Mar 2014, 23:15 PM
Which is still less fuel than t3+t4 now, by a lot, and a less than 2 su85's. That's what you give up right now by getting the hard counter to P4, you give up getting to ram anything that gets near the 85 (unless you pick one of two doctrines). You are supposed to have to make tradeoffs as Soviet, I am not arguing that you are interested in nerfing Germans. In: COH2 Balance |
Thread: The More I Play Soviets the More I Like It31 Mar 2014, 17:44 PM
I really don't like this idea, it has been posted many times before. Giving Soviets T3 and T4 is too much. Also the synergy you talk about is just ram + lots of range/damage. That combo is extremely lethal, too lethal to given to any player who makes it to the late game. If you want to do this Panther would need to have the same range as the SU85. In: COH2 Balance |
Thread: The More I Play Soviets the More I Like It31 Mar 2014, 14:08 PM
...but flanking with anything not carrying a PPSH is futile right now. In all the German games I played last night I was easily able to force a retreat on Soviet infantry before they could even move in to proper cover. The only difficult game I had was some guys that had massed Shocks and Penals and a few conscripts and pretty much used the same overwhelming human wave tactic as before. The only difference is the engagements didn't last as long and the grenades were more consistent, which is nice and all, but there is no reason to get in close range early game right now unless to flank an MG42, which almost nobody is using currently anyway. I don't think this is entirely true. The current system really plays to the true sight strengths, allowing players with better map awareness to exploit gaps. Getting in close with any rifle unit still does considerable damage, not as good as PPSH's, but quite good. In: COH2 Balance |
Thread: Comming update: IS-2 and ISU-152 will be buffed31 Mar 2014, 14:02 PM
Double post. In: COH2 Gameplay |
Thread: Comming update: IS-2 and ISU-152 will be buffed31 Mar 2014, 14:01 PM
Also keep in mind that the Soviet tanks, which mounted large very effective guns, required huge amounts of time to reload, especially the ISU 152. If it hit it would likely kill a German tank, but the combat effectiveness of a tank firing ~1 shell a minute is pretty limited. The story described above is characteristic of Soviet propaganda, because it details the power of the gun but fails to focus on the very limited type of battle in which this is good. Yes, Soviet tanks in narrow streets will always win because all you want there is the largest gun, and reload is unimportant since once you block a street no additional threats can arrive. However, what should be noted is that to carry such large guns you need to hold lots of gun powder and explosives, you get few shots (since you don't have the room), and the tank is relatively slow. It is impressive that the Soviets managed to make so many tanks in WWII, but what is not always made clear is that until the the last year of the war they needed everyone because the loss rate was so high. OT, buffs to the ISU 152 and IS 2 will be good I think, but the T34 needs a rework far more. In: COH2 Gameplay |
Thread: How the new Patch changed the flow and feel of the game.29 Mar 2014, 20:07 PM
How do you want combat engineers then to be? So far, you only talk about Pios and that you are happy they can join combat. Combat engineers need a strong buff then so that they can enter combat as well. Do you see where that leads to? You kind of introduce new combat infantry. That is not what these units are made for. In vCOH things were good in this regard. There is one thing though I really like about how pioneers work right now: they can actually achieve vet without using a Pay to Win commander that can purchase veterancy. We don't need to make CE's the same as Pio's or vice versa. They are different units with different abilities. Pio's deserve to be a combat troop, not just a repair/building/capping unit. By giving them all these tasks you force the Ost player to make trade offs. Trade offs are good for the meta. CE's don't need to be front line troops to be balanced. Their primary goal is to produce obstacles and mines. If you upgrade them with flames they are good at protecting supporting units. They force a different range of trade offs. CE's at range can deal some nice damage right now if they support another unit. In vCOH pio's also had flame throwers that did not explode, were cheaper, and vet could be purchased for them so you did see them vet every game. If not for being able to buy vet pio's would only rarely have been vetable in vCOH, because their small squad size would have meant regular wipes of high vet units. The unit in COH2, while sharing a name and function, is very different in the game. In: COH2 Gameplay |
Thread: End the pisspoor Pak performance29 Mar 2014, 15:53 PM
The Zis is pretty nasty to armor, but it does need to be supported once heavier armor appears. Pios really should never being getting close to a Zis since it should be all the way behind the lines. Both guns should have a hold fire against infantry. That is truly needed. Otherwise fine. In: COH2 Balance |
138839138838138836138613138435138335138328138327137504137339
Latest replays uploaded by Imagelessbean
-
VS
FullMetalDesa
no pasaran
Kansas Kobra
Kcat
Imagelessbean
[AEF] Appleseed
CKOPПIOH (UA)
Kowalski
Bugged AT gunby: Imagelessbean map: Essen Steelworks1-1,236 -
VS
Imagelessbean
ManxMarriner
Richarddear||AD||1215
[TATUZ] Black Dynamite
[TATUZ] Blue Semtex?
[TATUZ] White TNT?
ISU 152 nerfed, you decideby: Imagelessbean map: Rzhev Winter1-1,234 -
VS
torr
CaptainDipshit
Mandalore
TheGuyWhoLikesCats
Imagelessbean
Von Strachwitz
Goldeneye
Zymoran
Germans are the bestby: Imagelessbean map: Lienne Forest1-1,222 -
VS
[WF] *- ObS!d!@ Fr
- InF -__mok (FR)
_fireStarter
TingedDragoon
Realtiger
Imagelessbean
yyoung2010