Le Wish not to rain on your parade but you already stated it perfectly before. Because your opponents had to plan to protect against industry (though you did not use it) you won handily. That is unacceptable. A team, and I want to underscore that, a full team had to play to beat a single commander which you had the choice of not even using.
Even when they did manage to beat you they were expecting it and it took a long time. The commander is terribly broken and effectively uncounterable.
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Thread: Soviet Industry needs to be nerfed.3 Dec 2013, 13:22 PM
In: COH2 Balance |
Thread: Disbanding units2 Dec 2013, 22:48 PM
You can use attack ground with flame units to kill infantry off of arty pieces if you wish. Remember vet 3 arty gets a range increase so often times returns itself to battle if it can build up vet. Killing your own units seems wasteful. Better to let them buy time for more important units in combat. In: COH2 Gameplay |
Thread: MG 42 The Most Useless Unit In The Game27 Nov 2013, 01:27 AM
The IRL argument is not really important for balance, but I agree that the MG42 was overnerfed. It just needs better suppression again. In: COH2 Balance |
Thread: Let's talk about AT guns for a minute...25 Nov 2013, 18:35 PM
I did not realize until COH2 how important cloaking was to Paks in vCOH. I knew it was important to provide me the first shot, and the ability to escape from infantry. But now...wow. Constant missed shots, infantry often just overrunning at gun by getting a single lucky RNG hit on a carrying model (this would not have happened before with cloaked paks quietly backing up), paks choosing to engage infantry, high cost, etc. The biggest problem is that paks/zis's attack infantry at will. This is really bad for the zis since it has an extremely long reload time. They should only attack infantry if directly ordered to do so, and the first shot should always land on target when targeting a tank. Side note: The su85 and elephant should only attack infantry if directed to do so. Or at least have a toggle button, "Free attack" vs "Target Tanks only". Also does target weak point regularly miss for other people? Is it bugged, or was that the intention? In: COH2 Gameplay |
Thread: Proposal: CE/Pio changes for a better meta24 Nov 2013, 17:38 PM
I generally like these ideas, my concern is that Relic is not interested in changing CE's or Pio's. It still annoys me that both of these units, which were extremely useful in vCOH, are now so hamstrung as to be base builders/repairers/flamers only. Where is the carefully constructed sandbag and barbed wire? The well placed mines? The use of these units in close battles to swing engagements with great micro? I used to have to plan how to remove them from the front line to repair tanks. Now I rarely bring them up since I am hesitant to risk losing 60 munitions when I could get an lmg instead. In: COH2 Balance |
Thread: Pak43 buff24 Nov 2013, 17:31 PM
The pak43 is extremely situational, and I have a hard time figuring out where it is best. It sucks up a large amount of pop that I can never reclaim, and can not damage infantry. Annoyingly it also fires at infantry instead of holding fire for tanks, and is as you stated, very vulnerable to indirect fire and RNG hits. I would actually prefer this unit become the 88mm and allow me to use it a multipurpose area denial tool. At that point, it would not be allowed to continue shooting through buildings, which feels very gimmicky to me right now. In: COH2 Balance |
Thread: Future Balance Items by Relic22 Nov 2013, 22:14 PM
Not sure if this was over exaggeration or not, but this is what I was responding to directly. In: COH2 Balance |
Thread: Future Balance Items by Relic22 Nov 2013, 21:51 PM
2 problems with retreat, is that if it is a long way, T70 kills the fleeing unit and potentially forces shrek drop. Another is that if a single unit can reliably force away PG's then how can I expect to hold the field? If grens do ambush they cannot kill the T70, they can only injure it for munitions and manpower bleed. What if I am not near a house, what do I garrison? Do you want to restrict the German to remain near houses? Ost forces inf to keep distance, which is what it is supposed to do. T70 has another role, not that of ost. Hit hard and hit fast, then get out of their fast. In addition, what other early counters do Germans have to T70? Mines- Too expensive must sacrifice other upgrades or fausts, not guaranteed kill 222- too little health now Paks- miss frequently, although they often only get 1 shot off anyway P4- comes out too late, what happens if German cannot get P4? Stug- can actually be circle strafed by T70, German must give up AI capabilities, comes out latter PG-large munition cost upgrade, what if I don't have it?, huge mp bleed, lower AI capabilities I can think of no others. If you won't make PG's better against the T70, the pak must be more reliable. The pak in vCOH could always force away the armored car if it could fire at range. Right now the pak cannot reliable push back a t70, so I must rely on PG's. PG's should stop T70's because that is what they are designed to do. Although PG's have strong AT capabilities they get riskier to use as game progresses as soviets unlock better AI tanks that can one shot squads. If they cannot be used early game to reliably counter light tanks and build up vet to deal with heavier tanks, there is a problem. If you are facing PG's with shreks you should have map control because he gave up AI capabilities and you should then invest in a T34. T70 was not useless before soviet industry, it will not be after. You are not using it correctly if you think it was useless before soviet industry. Soviet industry allowed the exploitation of a broken unit in a more broken manner. In: COH2 Balance |
Thread: soviet defensive commander MG22 Nov 2013, 21:09 PM
With a conscript squad merging onto injured crews from the get go, now possible with the higher resources, this MG comes out much too soon. Move it to 1CP or change the stats. In: COH2 Balance |
Thread: Future Balance Items by Relic22 Nov 2013, 21:07 PM
Your comparing a late game anti inf tank to a light armored vehicle. So therefore,in terms of vcoh , it would be paratroopers not able to defend themselves vs an m8, which is insane. Agreed, in my eyes the T70 should fill a similar role to the AC of the PE, not the ostwind. It can be used to support and decimate infantry, but it is lightly armored and leaves your opponent the option of a tech to at least light armor.If the Germans had cheaper mines this would not be as much of a problem, but since they are near impossible to afford, the T70 can roam freely. The AC in vCOH was very vulnerable to well placed mines. Greeb by your argument 2 T70's (based on cost, at which point it would be similar to ostwind) should not fear PG's which is currently true, but it should not be that one T70 can decimate PG's. Also I think your concern about the balance of the T70 is more about the lack of AT inf the soviet have. The AC in vCOH allowed the PE player to field shreks if they went T2 T3. If the soviet player goes T2 T3 they can only get zis unless they want guards (which won't be able to stop the PIV alone), before the PIV. Ultimately, this makes the T70 less attractive, though it is one of the best units in the game. You can use the T70 even in the late game with the commander out (especially now with vet changes) to determine if you want to engage in combat. You can always keep the VP's away from combat in your hands with this single cheap unit, or force your opponent to send more units away from the battle to defeat it. TL DR: The T70 is too good right now, especially against PG's. Reduce range, or another slight nerf to bring it in line. In: COH2 Balance |
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