Unfortunately I was afraid this might happen. Ami did warn us this had strong potential to be the outcome.
On a brighter side, the game is not perfect right now, but it is in much better shape thanks to all the work the community did to address a number of issues. Just a shame a number of units feel halfway finished now.
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Thread: FBP Update v1.224 Aug 2017, 10:58 AM
In: COH2 Gameplay |
Thread: JT/elefant (heavy TDs)13 Aug 2017, 11:14 AM
In team games the weaknesses of these units are seriously masked. While against an OK or poor team you might be able to flank, you will have 0% of that against a good team. Put one pak behind the Elephant or JT and you can stun any potential flanker. The problem is the unit's immense range (when compared to other units). At best TD's are soft counters from the front and flanking is not possible, so that's all your gonna get. I don't think the units are unbalanced in lower tier play where they consume 25% of your army but in higher tier play you get them sooner, and they consume a much smaller portion of the overall team's army. It doesn't help that the JT is also reasonable against inf, and good against all forms of buildings. In: COH2 Gameplay |
Thread: FBP Update v1.25 Aug 2017, 14:58 PM
While it is pretty clear the Ost Panther needs help, it is a low priority since it has such painful impacts on team games. It needs a little more to bring it in line with the cost/tech but apparently that is not going to happen. We don't set the scope Relic does. So for the moment please focus on units we can change. This is not me saying that the Panther should not be in scope, only that it isn't so we need to move on. In: COH2 Gameplay |
Thread: Fall Balance Preview21 Jul 2017, 18:42 PM
Being civil is not a sign of weakness. Just because you only understand rudeness as an example of power don't confuse me with that. I don't agree with many of Relic's decisions, feel free to look through my posts. I also think they did a poor job at handling community members, and still do, but that doesn't mean I don't treat people civilly. My comment as you should have noted was framed as a thank and then a request. In: Lobby |
Thread: Verbal abuse21 Jul 2017, 01:09 AM
As with all trolls, the best defense is to ignore them. While they can be extremely annoying understand that they are harmless at some level. I wish we could mute players, but we can't. In: Lobby |
Thread: Fall Balance Preview21 Jul 2017, 01:08 AM
Hi Kyle, You don't need to respond to the bitter posts, although this does make me chuckle. I think in general the community would just like to see a little more feedback here on the forums, and a bit more response to the game balance, considering some long standing issues that have not yet been examined. The game is improving, and everyone wants it to go faster, but we also have to be serious about resource allocation. Thanks for dropping by, I hope you find some of the other replies helpful. Hoping to see you around as well. In: Lobby |
Thread: Relic wanted feedback for CoH1 vs CoH29 Jul 2017, 21:21 PM
The Inverse post has some very good pieces, but it is a little bit dated relative to the many changes, including the expansions which do have at least some global upgrades and the limited number of commanders released for newer armies. If you haven't read it though I do recommend it, very good stuff. Global upgrades should be the starting point for COH3. The inability to make COH2 feel like a gritty WWII battle is what made COH1 always better for me. No matter how many times I played COH1 I always felt like it was a real battle unfolding. COH2 misses that with its gimmicky play and nod to campaign units with the inclusion of everything and the kitchen sink. COH is best when players are executing well timed flanks and complex battles, and worse when tanks/arty are one shotting units beyond visible range. Flexibility in factions is also missing from COH2, even in later factions, like the Brits. Factions should always have basic infantry, flames/sweepers, suppression platforms, and indirect fire, and these should be available early. These units should always obey the COH style of play, mobile with vet as a reward, and never be most effective when ignored. Mines should come with every faction, but might be different within a faction. Off map strikes that track units should be avoided, and gimmicky wipe mechanics never designed. I would like to see a COH3 launch with 4 factions: a defensive German, an offensive mechanized German, a flexible Allied, and an offensive Allied faction. In: Lobby |
Thread: Not a single TD for ostheer6 Jul 2017, 01:39 AM
By TD do you mean something that outranges tanks and has good AP? Cause if that is the cause you have the panther and Stug. Or do you mean a 60 range TD that can only deal with tanks? Cause they don't have that. We don't have to mirror every unit. In: COH2 Gameplay |
Thread: One-time heavy tanks?4 Jul 2017, 16:38 PM
Except for the TA, which is based on this mechanic, I don't usually support the idea of limiting player unit production. I will take a limit on number, but the idea that you can not call in a unit is in complete contrast to the rest of the game where you can have as many grens or MGs as you want. The issue with heavies right now is the greatly different repair speeds. Try keeping a tiger in the battle with a vet 0 pio squad. Compare that to an KT when an OKW gets to upgrade their repair speed and gets to acquire vet through the process of combat (1 Pio means, 1 minesweeper so no vet). In: COH2 Balance |
Thread: Relic wanted feedback for CoH1 vs CoH24 Jul 2017, 12:41 PM
Is Relic still reading this forum? Are all these posts even being read or is it just us asking for things that will never happen? In: Lobby |
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