I wanted to make this note since I have not seen it placed here yet.
The 2nd man of the soviet sniper team can also get crits on inf I believe, he is just much less accurate and has a shorter range. This adds an unnecessary RNG element in the game.
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Thread: Sniper Balance27 Feb 2014, 21:10 PM
In: COH2 Balance |
Thread: T4 and the Panther25 Feb 2014, 01:16 AM
Have you seen precision strike post patch? Havent got a single whipe with it yet. Hits like a Guards nade now (which CAN whipe but doesnt ALWAYS whipe) Actually not a bad idea. Also Jinseual I agree that the scatter penalty on the P4 (and possibly to a lesser degree on the T34) is far too extreme. Stug III still needs love, has for a while. Right now it is ok against T34 spam, as long as, you can build up to 2 or more. One is just vet for Soviet tanks. It is very hard to use in team games where T34's and Su85's come out at the same time. This may be almost impossible to fix perfectly though. In: COH2 Balance |
Thread: PPSH x3 Aftermath Update25 Feb 2014, 01:07 AM
This is exactly what I was saying, and you are also correct about setting a trap. However, Ost generally revolves around a trap design. Units are powerful but have fewer members, so you give up capping power to hold one area well, because you can't afford to be as aggressive. I will concede that con spam is boring...very, very boring. I don't have an immediate answer to this problem other than to say that Ost needs a way to punish conscript heavy starts. This used to be the FHT, but I find that unit under performing. I would give up reinforcing around the HT, if it got a nice buff upon upgrade. Also its vanilla gun could use with something to make it useful. In: COH2 Balance |
Thread: PPSH x3 Aftermath Update24 Feb 2014, 20:40 PM
LMGs on grens shred PPSH cons. I don't see the issue here. The PPSH upgrade forces the Cons to close in, which is the also the range where LMGs shine. This is a good point. If you are fighting a horde of cons with PPSH you need to set up a line and draw him into it. Keep grens well up front with lmg's and a 42 well back. This will force the cons into a lose/lose battle. If they stand the lmg grens eat them up. If they charge to deal damage the 42 suppresses them, reducing their damage, and ability to close the battle. If he has 3 cons you should also have 3 units. To bolster this add in a HT to reinforce in the field (not to attack!) and you will be able to turn the tables. Nice thing about con blob is once it retreats you can have freedom to cap since he will have few units on the field. Move up the 42 and then place an s-mine field on the flank and use it to force them back once they charge in again. It is still annoying that cons can throw molotovs from suppression, but once your 42 has suppressed them immediately pick it up and move it back slightly. That gives you more time to pin them. You can also keep a reinforce point nearby. MG's can usually reinforce faster than a molotov can burn (depending on crits of course). In: COH2 Balance |
Thread: is radio intercept supposed to alert on call-ins ?24 Feb 2014, 17:31 PM
It seems kind of random. I played one game where I got a notification of agrens (2v2) followed by another where I did not get a notification of agrens (1v1). In the game where I did not get the agren notification I DID get a notification of the little StuG callin. I'm not sure what to make of this. All of the above. I think its buggy. It should report Asgrens, but it sometimes does not. Ability is crazy useful right now. In large team games I can tell teammates what they are about to see, and if a Ost player builds a sniper I can put myself in a position to kill it on the first shot. In addition, since built units appear at the closest exit point to where they are rallied I even know where units are going when they are pulled. In: Lobby |
Thread: Soviet Industry needs to be nerfed.23 Feb 2014, 14:12 PM
To be fair Relic does. They have built some commanders purposely for larger team games and as such SI may now be relegated to team games. This is not good or bad per se, it just is. In: COH2 Balance |
Thread: Rank//Removal of Stars23 Feb 2014, 14:09 PM
Before you call my logic dumb, may be you should ask me to explain it since you did not understand my post. People aren't quitting because they are not reaching a rank, they are quitting because they have a low rank and they see someone with a high rank. This is common in lower tier match ups and Relic is trying to stop it. The game would probably be more competitive if we could see ranks, but the problem is that the player base is very small so match ups frequently occur between low ranking and high ranking players. In: Lobby |
Thread: PPSH x3 Aftermath Update23 Feb 2014, 03:41 AM
@everyone crying about axis early game being difficult ... Do you gentlemen not realize that soviets are supposed to have an advantage early because their late game is shit compared to that of the Germans? If soviets go 50/50 early game they lose. Just like Americans did in vcoh. To make it clear: SOVIETS ARE SUPPOSED TO HAVE A STRONGER EARLY GAME THIS IS PART OF THE BALANCE. If you want to take that away than the axis must lose late game superiority. Not entirely true. Late game Ost is better than Soviet, but it is not so clear cut. It's not like getting to minute 40 suddenly gives Ost the win. However, you are generally correct. Soviets have a stronger opening game to help them try to force victory before Ost powerful late game. This makes the game exciting by having acceleration at the light vehicle to tank stage, and then having both players clawing it out at the end...in theory. I find the PPSH upgrade very, very good right now and a no brainier if you have it. But I am starting to think it is not OP. I need to play more to be sure. It may still need a price raise. I still think 3xPPSH's helps make scripts feel beefier, especially considering it is a doctrinal ability. In: COH2 Balance |
Thread: Rank//Removal of Stars23 Feb 2014, 03:30 AM
I have been thinking about this thread and I have concluded Relic is in a tight spot. If they show off ranks (whether skill or time based) they may encourage quitting which nobody wants. If they don't they do not give players who have worked hard the chance to "show off" so to say. I think they have tried to partially fix this by offering paint schemes only at certain ranks (which is really not a great solution because nobody memorizes when they unlock). They might consider providing access to unique paint jobs (divisional markers) for lvl 100 players. You would not know until you were in game, but you would be able to show off some awesome colors that no one else could. They would not need to have more than 5 or so per side, but it would be a nice reward for dedicated players. For the Osteer look at: http://commons.wikimedia.org/wiki/Insignia_of_the_Wehrmacht This is not a perfect solution but a half way point. A good compromise after all should leave everyone upset. I am open to other ideas like this one to help reward high ranking, dedicated players. There should be no changes in the game play but anything else could go. In: Lobby |
Thread: Day 1 Issue's with COH2 that still aren't fixed22 Feb 2014, 23:18 PM
Some of these are useful because it helps Relic spot pieces to work on, but many of these comments are not as useful. If you feel the need to add to the list I recommend not typing anything but the problem (sniper bug is a good example) to help keep the list easy to read, and please don't just post cheap shots. There are problems with the game, this could help highlight them and not just spread bitterness. -counter barrage (not working or being effective) In: Lobby |
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