I also agree these are far too spammable. They litter longer team game maps because they are built far back and build up over time.
I have suggested before but could we make the repair bots count towards pop to help reduce this?
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Thread: Repair station MP cost21 Feb 2014, 19:11 PM
In: COH2 Balance |
Thread: Useless TIGER ACE after Aftermath Update!!!21 Feb 2014, 16:45 PM
This thread is full of hyperbole, but I will bite. If the issue you are having is with ram, doesn't that mean that ram is broken not the TA? Also ram's criticals are random, so it could take 1 or 100 hits to get a successful hit. I ran into a TA at the end of a game, we were about to win, and found it quite good. It could deal out massive damage, but its lower health made it beatable. Its abilities were very useful and it required more micro. I agree with you though, if you hate DLC don't buy it. Relic is not going to make more DLC if no one buys it. You have no one to blame but yourself if you buy DLC commanders before the game is fully balanced. In: COH2 Gameplay |
Thread: Radio Intercept20 Feb 2014, 17:41 PM
This ability is very good as it stands, and I agree it may be slightly OP. I also feel the purpose of mines is surprise and this ability should not be able to take that away from the player. We could try allowing this doc to tell you mines are being placed (although I don't like that idea) at first. It would be nice if floating icons replaced the small audio cue and the tiny text line. Often times it is impossible to read 10 lines of text simultaneously in game as I micro. Also can it please stop informing me that barbed wire has been built, I really don't care. Oz just to be clear on interrogation, even if you do manage to use it, which is rare (and you have to admit that), you still need to scan over the map to see everything. If in that time you can spot the mines (and I am pretty sure it does not show them) all the power to you. I was also pretty sure it only showed icons on the minimap and no longer gave LOS to the Ost player. This ability is far more niche and comes much later than radio intercept. Also, defending an ability based on another is not a great idea. If both abilities are OP you should not be saying, well since there is one OP ability for each faction we are good to go. If an ability is OP it should be looked into. No different than the IL-2 strafe which you strongly argued should remain as is. It was OP, it needed fixing, and we are now evaluating whether that was successful or not now. In: COH2 Balance |
Thread: Elefants19 Feb 2014, 19:58 PM
The elephant is slow, number one most important point. If you can get engine damage you can chip away at it all game long. One kat with one engine damaged elephant means it will never be repaired. You can also attack the other side of the map. In team games migrate to other locations to force him to move the elephant after. Once he has moved swing back. You lose time, but he loses more since he is slower. Finally, he may have nuclear Stuka, but remember he has to spend munitions on something. You should be bleeding him of mp and munitions. If you weren't his strong late game, AT unit will destroy your, surprise, tanks, and he wins. He picked a doctrine with all late game unlocks basically. And you were not able to deal him enough damage to prevent its deployment. Elephant is good at its job, it is not OP. Before you dismiss guards, which are actually very, very good, you can kill and elephant with them. One squad will eventually take one down. Use your forces to force off his units then push in with guards to beat on it as it retreats. You can also buy a ton of snipers, since he is all in on tanks. In large team games you should have arty, mark target, IS2's, mines, and possibly shocks with shreks. They can be beat. But when used well they force your armor off the field. Much as a SINGLE SU85 does to PIV's when it has support. Also elephant at half health can be killed by 2 su85's depending on RNG, and at 1/3 or less basically guaranteed kill. On Pripyat, good luck. Map is stupid and makes elephant look much better than it is. In: COH2 Balance |
Thread: Aftermath Update Impressions Thread19 Feb 2014, 19:45 PM
I think he means that the 222 can be used to basically finish off a wounded T70 or force it back in combo with other units. It really can't since bad pathing combined with weak armor means this unit cannot afford to try to sneak in and sneak out. How many times have I seen 222's spin in circles until they blow up? Hunting downs kats...I have never seen that work. Doesn't everyone put their kats behind their su85's? And if I have kats I also went guards, so... I appreciate that Relic may want that (scout, deep strike unit) to be the role of the 222 and I understand why they "nerfed" it in this patch, but it still does not fill any role right now. In: Lobby |
Thread: Aftermath Update Impressions Thread19 Feb 2014, 13:11 PM
There are both good and whiny responses on this thread. I agree many of the cp changes are weird (example: DSHK pushed back?), we should discuss that. Complaining about how long it took, and saying asgrens will win the day forever is whiny. Let's play the game and see what happens. We played through 1 cp shocks and guards, we can at least try this patch. Also keep in mind many of the suggestions WE made on this very forum were adopted (examples: pushing back elite troops for soviet, making ram not count on Tiger Ace, buffing building cover bonuses). Relic is listening, but they cannot change it in a heartbeat. They have also made some mistakes, but I think when they clearly try to improve the game we should support them as much as possible. In: Lobby |
Thread: SSSSS18 Feb 2014, 20:20 PM
G43's are not a hard counter to snipers. It is only available in two doctrines, it does not out range the soviet sniper, and it comes at 3 cp's. That is far too late to get on the field to hard counter early sniper strats. In addition, placing a sniper in the scout car effectively returns capping power for this unit. In: COH2 Balance |
Thread: New commanders not OP and Free?18 Feb 2014, 20:18 PM
The appearance of the icon gives the player a statement of what they are getting, in this case they are misrepresented. I would not put a picture of an mg in place of the panther's image. Lag input occurs not as a result of the power of the PC but of P2P problems. I said that munitions for fuel is fine, but that this is not a good excuse to provide munitions heavy call ins in a munitions limited doctrine. If you think even with munitions exchange a Ost player can not worry about munitions you are very wrong. By sacrificing fuel they must now use munitions to kill tanks and heavier equipment. It is a strategy change not a solution to the underlying problem. Strafe is good because it loiters and therefore forces infantry off the field. Because of larger soviet squad size you can just ignore single pass strafes. Both strafes appear on the field at exactly the same time. Why? Ost does not need to rely as heavily on its doctrine as the Soviets do, but if you think that Ost does not need to worry about the doctrine it picks you need to play more Ost. In: COH2 Gameplay |
Thread: New commanders not OP and Free?18 Feb 2014, 17:47 PM
I have to disagree that Ost commander is useful. I have listed the reasons below: 1) Icons are identical with icons already in game, although the abilities are not actually those abilities 2) Commander has two useful abilities and three that are bad a) Recon fly by is fine for cost, but with lag input it is almost useless since arty abilities rarely trigger as it flies by b) Fuel to munitions is good for Ost so this one is ok c) One strafe pass is not very useful since it only pins one squad or two and yet comes out at 6 cp's, so you could have regular strafe at same time. Also soviets can just wait it out since it does not come back. d) Stuka 37mm strafe is one of the worst abilities in game right now. It comes late, does not track, and does minimal damage unless it is right on top of a unit. It also flies in so its timing is uncertain. Combine this with the fact that in this commander it is a single pass and you get a 90 munitions burn for literally nothing. e) Stuka dive bomb is good, same as original 3) Abilities have timers like original abilities but do not operate in same fashion, looks very amateur. 4) Forces Ost to rely on munitions heavy strats, within an extremely munitions limited faction Soviet commander by contrast is quite good. 1) Arguably allows either T1 or T2 opening or simple conscript spam 2) Works synergistically with late game to give excellent medium tank and tank destroyer 3) Provides excellent balance of abilities to round out play style TLDR: The Soviet commander is not OP, it is just a good commander. I foresee it replacing many other options. The Ost commander is not good and will be relegated to comp stomp games at best. I am so tired of commanders at this point, I do not want to see one more commander added to this game. In: COH2 Gameplay |
Thread: Patch Crashing Game17 Feb 2014, 03:54 AM
This has now happened to me 3 days in a row. COH2 is forced to update at arbitrary times, sometimes multiple times a day, which causes the game to freeze and then crash. If I am in the middle of a game I assume I get a disconnect and it counts against my trust rating. When the patch dl's it says the Steam servers are too busy to handle my request and I must first sign off then sign back on to play. Does this happen to other people? Is the solution just to not auto-update? This is extremely annoying. In: COH2 Bugs |
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