I have now played Hill 331 twice. In both cases Soviets rapidly deployed mgs around the roads and then quickly built tons of mortars. Getting tanks was not possible (since fuel was on roads) and anyway mud made it too risky to deploy them to retake road, forcing my teams to forgo roads and go center. Meanwhile Soviets mined the approaches on the road and then started to build late game artillery. Lost both games to tank rushes that were proceeded by lots of artillery. Very boring map from my perspective.
I would say there is far too much mud on this map. Mud effectively makes roads unusable for vehicles and simply slows down infantry combat encourage mg spam. Mud can only be used effectively in defense and has no offensive benefit. Map should have mud removed or limited. As it stands this map has moved to my veto list, beating out City 17 summer.
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Thread: Thick Mud16 Dec 2013, 20:52 PM
In: Lobby |
Thread: Soviet Industry needs to be nerfed.16 Dec 2013, 19:23 PM
Reposted here as per mod request: I am not sure how well SI functions in 1v1, but it is still badly broken in 3v3 and 4v4 maps. I understand that we are not trying to balance the game around 3v3 and 4v4, but we should not make it a dumping ground for OP commanders. Problem: SI's greatest weakness in smaller maps is the lack of early map control, but this is largely negated in larger maps where the same number or only slightly more points are present. A teammate will easily pick up the slack and cap any points an SI player cannot get to. Large maps also play well into SI because it discourages infantry use, and punishes AT guns by making them take a long time to walk to their target. Tanks can move rapidly, hitting soft points and easily win back map control. Finally, there is little risk here for the SI player. Even if a tank is lost they often did much damage and their teammates can pick up the slack while they continue to build tanks. Solution: 1) Industry fuel could be tied to points on the map. Industry would boost fuel income from points captured, not give it to you because comrade Stalin is feeling generous. This would encourage players to play well and take points, but would also allow Ost players a way to counter the fuel income. 2) Alert players they are going against SI. Right now in team games it can be incredibly hard to guess you are about to see an early T34. If you build a pak and an early T34 does not appear you lose map control to conscripts. Ost players need a way to know, with some distinct sign that there will be an early tank push. I suggest highlighting all fuel points like they are occupied by Opel Blitzs. 3) SI encourages camping with repair stations. Repair stations should count towards total pop to reduce them being spammed. 4) There needs to be a clear weakness for picking SI in larger team games, as it stands right now there is none. I would be interested in people's opinion about how to fix this. T34's are too difficult to counter with just Pak 40's and PG's or Grens. They are too inconsistent and protect too small an area. The SI player can also choose to ignore them all and attack deep behind the lines destroying ops, and taking out reinforcements. I am tired to playing against SI, it encourages all of the worst pieces of COH, including ignoring map control, spamming a single unit, ignoring unit preservation, and in the late game camping around repair stations with artillery (KV-2). I don't mind making this doctrine unique, but it is still badly in need of a rework. Also before biased against Soviets, Elite is also badly in need of a rework, I just have not played against it enough to come up with good ideas. TLDR: 1) Income should be tied to map, 2) Give players warning SI is being used, 3) Repair stations should count towards total pop, 4) still needs a nerf of some kind. In: COH2 Balance |
Thread: Soviet Industry...16 Dec 2013, 16:28 PM
I am not sure how well SI functions in 1v1, but it is still badly broken in 3v3 and 4v4 maps. I understand that we are not trying to balance the game around 3v3 and 4v4, but we should not make it a dumping ground for OP commanders. Problem: SI's greatest weakness in smaller maps is the lack of early map control, but this is largely negated in larger maps where the same number or only slightly more points are present. A teammate will easily pick up the slack and cap any points an SI player cannot get to. Large maps also play well into SI because it discourages infantry use, and punishes AT guns by making them take a long time to walk to their target. Tanks can move rapidly, hitting soft points and easily win back map control. Finally, there is little risk here for the SI player. Even if a tank is lost they often did much damage and their teammates can pick up the slack while they continue to build tanks. Solution: 1) Industry fuel could be tied to points on the map. Industry would boost fuel income from points captured, not give it to you because comrade Stalin is feeling generous. This would encourage players to play well and take points, but would also allow Ost players a way to counter the fuel income. 2) Alert players they are going against SI. Right now in team games it can be incredibly hard to guess you are about to see an early T34. If you build a pak and an early T34 does not appear you lose map control to conscripts. Ost players need a way to know, with some distinct sign that there will be an early tank push. I suggest highlighting all fuel points like they are occupied by Opel Blitzs. 3) SI encourages camping with repair stations. Repair stations should count towards total pop to reduce them being spammed. 4) There needs to be a clear weakness for picking SI in larger team games, as it stands right now there is none. I would be interested in people's opinion about how to fix this. T34's are too difficult to counter with just Pak 40's and PG's or Grens. They are too inconsistent and protect too small an area. The SI player can also choose to ignore them all and attack deep behind the lines destroying ops, and taking out reinforcements. I am tired to playing against SI, it encourages all of the worst pieces of COH, including ignoring map control, spamming a single unit, ignoring unit preservation, and in the late game camping around repair stations with artillery (KV-2). I don't mind making this doctrine unique, but it is still badly in need of a rework. Also before biased against Soviets, Elite is also badly in need of a rework, I just have not played against it enough to come up with good ideas. TLDR: 1) Income should be tied to map, 2) Give players warning SI is being used, 3) Repair stations should count towards total pop, 4) still needs a nerf of some kind. In: COH2 Balance |
Thread: T-34-76 after patch16 Dec 2013, 01:34 AM
If you believe T34 was bad and is now worse, then there is little we can do here. You fundamentally misunderstand this excellent tank. I would argue that if anything it needs a nerf, in the shape of the removal of ram. In: COH2 Balance |
Thread: Building nerf. 13 Dec 2013, 18:52 PM
i disagree. running for a house its an important factor in combats, so much as they become strongholds and get usualy bombarded in actual combat. But now if both players feel the house is important it must truly be. Before you could send a stupidly weak unit in to halt all advance of approaching forces while they slowly dealt with it. Now you really have to decide what the advantage might be. Also many times houses are in areas where green cover is not close by. If you are tactical in what unit you put inside you can maximize damage output while minimizing damage. Don't forget all the LOS advantages you get in a house. I often pop in an out of them to get a good view of my enemy. They are still part of the meta, but they are no longer bunkers. Since we can't simulate clearing houses, making them weaker is a better option. In: COH2 Gameplay |
Thread: Hold-Fire for ALL units13 Dec 2013, 18:47 PM
Wanted to add to this. In addition to true sight there are two other pieces to this I think. The units for which this was most important (AT guns) basically did for Wehr, and reloaded quickly for US. The pak would not shoot at infantry when cloaked (same as what this would do), and the US at gun fired so fast a first shot on infantry was not as devastating. Now since a Zis may only get 2 shots, losing half its firepower is pretty bad. Also we had fewer specialized units in vCOH so firing at infantry was still useful for almost all units. Now with many specialized units we need them to be very focused on their goal. In: COH2 Gameplay |
Thread: Patch Notes Discussion (Dec. 10th)13 Dec 2013, 18:41 PM
Some of you may have noticed but we left some stuff out of our December 10th notes. Thanks for updating this. Many moving parts are hard to simultaneously coordinate. Apology accepted. In: COH2 Balance |
Thread: Building nerf. 13 Dec 2013, 18:36 PM
all the maps are soviet territory hence all the houses are soviet houses. I disagree, houses are situational and knowing when to use them is important. They should not always be better than cover. In addition, they give you increased LOS and stop units from freezing. They also absorb artillery rounds for units behind them, and act as a sight block. They may not function now as free bunkers, but I like this. I hate, absolutely hate, when two players are running for the same house, and pathing or a mere second is all that separates the win from the loss at the beginning of the game. It should always be deeper than this. Houses now do this better, by not guaranteeing a win. Use them with AT squads to get good hits on tanks, or try them with mgs to cut off areas. One window is sufficient for these units. In: COH2 Gameplay |
Thread: Pak43 buff13 Dec 2013, 18:31 PM
I agree that this unit functions very differently in team vs 1v1 games. In my experience (primarily team games) I have no reason to build these. I build them occasionally but it is extremely difficult to use them effectively. It is true Ost off map can destroy many Soviet emplacements, but these have the advantage of still getting to fire first since the player won't know about them until then (or shouldn't if they are placed properly). The Pak 43 by comparison must be brought close to the front line and is often killed in the first engagement. I don't have a perfect solution for this, but I think this unit needs to be reworked in some way. Even when this unit is placed correctly it still has to point the right direction or any tank will be able to kill it without taking damage. This means once its down you need to scouting around it constantly in all directions to know where to point it. The 88 in vCOH was much better at aerial denial because it could turn on circling units and engage them, though it rewarded good scouting to give it max range. Shooting through walls is cool, but since that mostly just means it fires at infantry which is not particularly useful, it is still very vulnerable. Most of the time I just see people kill it with artillery instead of getting in close anyway. A single lucky mortar shot is sufficient. I would rather have a Pak 40 in must cases then this and save the mp and huge pop drain. In: COH2 Balance |
Thread: T-34-76 after patch13 Dec 2013, 15:17 PM
I agree that this change is good. It continues to encourage infantry use in the game. COH2 has struggled with infantry use from its start, as tanks were generally far more attractive. In: COH2 Balance |
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