Vaulting is actually very important for game movement in the early game. Since weapon teams cannot vault it gives infantry vastly more approaches. If you look at COH1 if an mg had a fence next to it there was no way to get to it with a flanked squad. He just packed it up and moved it back. Now it gives a chance to push from multiple angles. Whether it happens or not in the game is irrelevant because it changes the way players go to set up before any engagement happens.
Vaulting makes the unit movement feel more fluid, and can be removed easily in worldbuilder. There are no downsides to this ability.
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Thread: Vaulting is completely pointless4 Jul 2017, 12:34 PM
In: COH2 Gameplay |
Thread: How to veto in automatch24 Jun 2017, 17:07 PM
Post a screen shot please. You should make sure you are in automatch. In: Lobby |
Thread: Is FRP beneficial to GAMEPLAY?20 Jun 2017, 02:41 AM
FRP are not skillful, and negate a core aspect of COH2 design. Before western front armies they did not exist, and this created important costs for losing early engagements. Factions also access their FRP at different times and these cause ugly consequences. Team games suffer most, but I don't like to see 1v1 games where an OKW FHQ allows one player to ignore suppression in an uninspiring way. In: COH2 Gameplay |
Thread: jagdtiger APCBDC ACDC HIGHWAY TO HELL SHELLS24 May 2017, 12:29 PM
Indeed the JT double tap is annoying, and unfair, but to say the Pershing shoot through walls doesn't cause massive headaches is also unfair. Pershings shoot very quickly and can curb stomp T3 Wehr units, assuming it doesn't sit in front of a vet 2 Stug. They also don't have to worry about reloads so a double tap is not possible but a rapid double shot is, both are gimmicky. In: COH2 Balance |
Thread: Kubel vet too slow20 May 2017, 16:54 PM
The kubel vet speed is fine, the problem is that it has no way to gain vet after 8 minutes because it cannot be on the frontline. At this point the vet speed is too low, but that is because it doesn't have a chance to do damage. In: COH2 Balance |
Thread: KingTiger + JagdTiger = Limited to only one like ACE17 May 2017, 02:08 AM
There is a lot of hyperbole in your post OP. If you are having trouble defeating strategies feel free to post a replay. Although in some team game formats KT and JT are a pain, there should never come a time in 1v1 or 2v2 where this either happens (1v1) or is unmanageable (2v2). Referencing vet 5 infantry, especially because it sounds like you are referring to volks, as some sort of power unit is incorrect, except in the case of vet 5 obers. In: COH2 Balance |
Thread: MG34 12 May 2017, 13:21 PM
MG34 arrives just a bit too late to be effective. The unit is actually quite good if it can keep pace with Allied infantry, but right now that's impossible. It should either receive some slight tweaks, little more DPS or suppression, or it should come a bit earlier, potentially after the first truck is built but not yet deployed. In: COH2 Gameplay |
Thread: Redesign Penal battalions8 May 2017, 22:52 PM
Maybe I missed it, but what is wrong with Penals right now? They perform very good AI and can be upgraded to help deal with armor. What you are offering is to make T1 a downgraded conscript, that eventually allows you to get better scripts. However, you will lose by then. Going T1 gives up map control and you have to fight to regain it. Making the squad that fights worse is only going to steam roll into complete map loss. In: Lobby |
Thread: sturm pio long range dmg8 May 2017, 22:49 PM
This is too vague. SP's have pretty miserable long range DPS, but I guess compared to low vet RE's and Engi they might be able to beat them. It really depends on a number of important factors. Keep in mind that SP cost approximately twice as much as those other units. In: COH2 Balance |
Thread: Satchel instant exploding when crushed8 May 2017, 22:47 PM
Hector got it already. This happens whenever you crush a model in the process of performing an action, works for nades too I think. In: COH2 Bugs |
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