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Thread: German artillery decrew bug10 Jan 2014, 22:06 PM
Not seen that one, but have seen the one where artillery built on non-level ground (side of a hill, etc.) cannot fire at all points within its range. If the bombard ground is issued the artillery will move to shoot, the cooldown will begin, but no shells will be fired. It can be cancelled and the cool down immediately allows it to fire again. I think this is collision related but am unsure, definitely annoying. In: COH2 Bugs |
Thread: How to nerf RNG gods10 Jan 2014, 18:47 PM
Zis gets 2 shooted by a Tiger. Because of its HP pool even multiple ZiSs are no threat to it. I would ignore T-34/76 as they do nothing and I will go for ZiS with Tiger and supporting infantry. Without a ram there is nothing you can do to stop me. That is not true. If you have good micro you should be able to place your tank in front of an enemy tank to stop it at the least. Or you can use guards, or mines, or at nades, or cloak the Zis. Zis guns usually take 3 or more shots from the tiger to kill so you get shots off with it. The range is also amazing. The tiger has to come into its range not the other way around. I would never move a single tiger at 2 zis guns. It is too dangerous. Ram is a crutch to use when all else fails and you want to roll the die, or if you are already crushing someone to rub it in their face. Ram as a stun mechanic is fine with me. Ram as a crippling mechanic is stupid. In: COH2 Balance |
Thread: Why is IS2 so godly, and tiger is so shitty?10 Jan 2014, 18:41 PM
All tanks should lose native crew shocks, except maybe 152 and brumbar. Heavy tank battles decided by rare events is stupid. In: COH2 Balance |
Thread: Panzergrens10 Jan 2014, 15:16 PM
"Mines will make a nasty trap." -Random Pio In: COH2 Balance |
Thread: Why is IS2 so godly, and tiger is so shitty?10 Jan 2014, 13:57 PM
ZiS against Tiger? My point was when I see a Tiger I need to supplement my AT not create a new army. When I see an IS-2 I need to immediately figure out how to create an ad hoc group to take it on, with no less then 3 dedicated AT units and two AI units. Or if I think I have time to build a new detachment to take it on. Also high vet zis (which will get there quickly with hits to a Tiger) is nothing to sneeze at. They are deadly, and in some cases can even cloak. In: COH2 Balance |
Thread: Panzergrens10 Jan 2014, 13:49 PM
If you like guards you should often have t1. A single sniper will hurt PG's so bad it is not funny. If they blob up great, get one maxim, or find an empty mg42, or use a HT at range, to suppress them, then hit them with strafe or incendiary. You can also try kats or mortars. The blob of PG's is so non-threatening, when I see it I am so excited. I am about to win the game by making my opponent give up all his mp. Even funnier lead him back into a mine field with a sniper. Nothing trolls players more than having them chase you around a minefield then lose all their men while your sniper gets vet. Also note if he has a blob (lets us say 4 PG's) that would be 4x360 = 1440 mp, which is 3 shock trooper squads. 3 shocks will always beat 4 PG's if the PG's have shreks, or some of them do. In: COH2 Balance |
Thread: MG42's getting sniped by scripts and shocks 10 Jan 2014, 13:41 PM
It's usually the first unit that gets in range for the scripts to shoot it This In: COH2 Gameplay |
Thread: Why is IS2 so godly, and tiger is so shitty?10 Jan 2014, 13:40 PM
Tiger usually wins against IS-2 from front that is true, but RNG plays a lot of roles in this. Crew shocks are important. I agree with slother, when I see IS-2's I get very nervous. When I see a tiger I say better get a zis or a single squad with a single shrek. I am also wondering now why do go with panthers instead of Tigers. I have been trying them out quite a bit, and I agree for what they do panthers are just better. @wongtp if you don't want to be here go. The forum is here for discussion even if that means you don't like the discussion. In: COH2 Balance |
Thread: How to nerf RNG gods10 Jan 2014, 13:32 PM
Sorry, but that wasn't clear enough for me, all right? Ram is not easy to avoid. If you have a heavy tank you cannot move back fast enough and you cannot catch up to T34's going backwards to achieve minimum range. If you have a medium tank you can try to get close but this plays into the Soviet player by further extending your tank. In addition, I posted about a bug which allows Sov players to ignore the minimum distance on ram. Finally, an overheated T34 need only kiss the front of a tank to get the hit. It looks, and feels, extremely stupid. Not to mention the many tank slowing abilities the Sov have to make sure ram hits (mines, at nades, button). Ram is too random. Get rid of it as it stands it does not reward thinking or skill, it's just a roll of the die. In: COH2 Balance |
Thread: 120mm and its uses.10 Jan 2014, 01:51 AM
I also find the 120 incredibly useful. The precision shot is excellent. In addition, when it is on the field if your opponent does not have a MHT you are sitting pretty. You really don't even have to move it. And yet your opponent has to move his support weapons every 5-10 seconds to prevent being wiped. Extremely useful in the right situation. In: COH2 Gameplay |
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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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