Imagelessbean
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Thread: Discord Signup26 Jan 2017, 22:28 PM
In: New Members |
Thread: is Rzhev summer back?26 Jan 2017, 15:04 PM
Problems with the map: The map is extremely chokepointy. Large advances in total area result in very small changes in resource income. Many points are effectively off limits from minute 0. Short retreat paths mean constant blobbing. This map is an arty festival. There is no way against evenly matched opponents to win quickly, and as a result everyone techs to arty as quickly as possible and blows each other away until the game ends. In: COH2 Gameplay |
Thread: Debuff for blobs26 Jan 2017, 03:38 AM
Blobs are easier to control than ever. If you are having problems with a particular faction please post a replay. If you are unsure how to use a certain unit feel free to ask, but blaming Relic for not offering tools to control them is not true. Oh and their are several debuffs to blobs already, including the way in which received accuracy works and suppression from MGs. In: COH2 Balance |
Thread: Locked Limey Trenches24 Jan 2017, 18:34 PM
I don't like the design, but I don't think you have many choices if brits don't have native flamethrowers on engineers. Would be willing to try them without MP cost or restrictions on which units could enter. The power of trenches for the Germans is basically nil since Soviets flames and nades, and weak against the USF right now because of the laser mortar. Against brits long range rifle duels are just a losing battle. In: COH2 Balance |
Thread: Pathfinders (USF)23 Jan 2017, 21:00 PM
If we are going to necro... I like the idea of pathfinders moving to 0cps. If they are too powerful make them gain their sniping power at vet levels. This would allow players to invest in pathfinders early, without overpowering weapon teams, and would make airborne a possible replacement for rifle spam. Their reinforcement cost also needs to be reduced. Their current rate and speed is too outrageous to make them worthwhile. In: COH2 Balance |
Thread: Weapon Drops23 Jan 2017, 15:48 PM
Couple of things here, STG's cannot drop, that is their advantage over other squad upgrades. So you will never see them hit the ground. Otherwise squads have something called slots. Each weapon takes up a certain number of slots and each time a squad falls below the number of members that are required to hold each weapon in a slot the die is rolled. This is why a squad with 1 man can still hold 2 shreks, but why it might drop when the 2 model drops. Tommie's suffer particularly here because they have scoped rifles at vet 3. These scoped rifles are a bit of a problem because they are carried by the squad act a bit like a slotted weapon (ask a modder for specific details). When the tommie squad falls below 4 members (which is like every fight) they have a chance to drop a weapon. This is very similar to the problem Guards used to have (Guards hold 4 weapons so they could drop all the time), but this was changed by lowering their specific drop rate. Rifles are pretty unlikely to drop weapons, but they usually carry 2 so you may notice it. PG's, Sturms and Grens are small squads and so can drop weapons more often than larger squads because loss of models means more chances to drop. Grens and Sturms are actually extremely rare since the whole squad needs to die, and even then it is only a percent chance, not a guarantee. Edit: Comment above is correct, forget about G43 upgrades. PG's with G43's and shreks can drop a shrek each time a model dies, so they will be more like pinatas than fighting units. In: COH2 Gameplay |
Thread: Horrible Team Matchups22 Jan 2017, 17:25 PM
Until you get a truly high level in 3v3 and 4v4 you are going to suffer since your level won't protect you from the real bad matchups. Once you get pretty high it won't be able to find someone truly unable to play competitively in your range. The solution is to keep grinding if you want to move up, or just figure its not a huge deal to have a high rank in 3v3 and 4v4 random because of the variability in fair fights. Still some good games at higher levels however. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.6 Update20 Jan 2017, 20:48 PM
I like the idea to try to make penals a more niche AT unit. Offering their powerful AT, but giving them the ability to scale. This unit may actually be unique now. On the removal of almost all the light vehicle changes I think this a real shame. The patch is basically going to be a slight mod of penals, so tweaks and a number of bug fixes which should never have been allowed to go live. Not the modding team's fault at all, but again I just don't get Relic's insistence on underperforming. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.5 Update20 Jan 2017, 17:13 PM
It doesn't add depth to have every cover function the same way. To your second point you are asking for realism, well this is a game. Do you really think that a Sherman hit by a pak 43 at close range could survive? Or that the Kat rockets would not obliterate infantry anywhere around them when they landed? How about the fact that howitzers in this game don't deal great damage to tanks? I am telling you that the point of the cover system is to offer choices. You have lots of choices, 4 in fact. Each offers slight differences from another, no two are exactly alike. Making yellow cover more like green cover makes the choices fewer and takes away from the importance of cover. As it stands each one offers benefits and costs. Side note, cover can be a handicap when being hit by indirect fire weapons in real life. Being in a crater when a shell lands in it causes the blast to be contained within the area likely killing or injuring everyone. This is why mortars are so useful, because they are extremely accurate and easily kill whole squads seeking cover. In a game this is not fun to play. Instead, we introduce the fantasy idea that being behind a car makes it more likely a mortar shell won't kill you, which is actually not true. When under arty fire, either get down and spread out (fewest injuries possible), run to get out of the area, or get as far underground as possible so that only direct blasts will hit you. Craters offer good protection from small arms not high explosives. @TickTack Been a long time since I was called a nerd. I guess I will just have to be satisfied that if I played you I would likely beat you since you don't want to learn about how to play better. Not sure why you are hanging around a fan site dedicated to competitive level play in COH2. In: COH2 Gameplay |
Thread: Soviet heavy vehicle20 Jan 2017, 14:37 PM
The IS-2 is easily a very good tank, and often a great tank. I see no issue with it. The ISU 152 is also a great tank, but scales poorly in 3v3+ because the counter to it is always on the field. Try it in 1v1 or 2v2 with HE shells and you will see a 70 range one shot squad wiper can be potent. Not for every game, but certainly one I would consider for a commander load out. In: COH2 Balance |
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Latest replays uploaded by Imagelessbean
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,214
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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 Winter1-1,211
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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,194
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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010