Profile of Imagelessbean
Signature
Post History of Imagelessbean
Thread: Axis Supply Drop6 Jan 2016, 14:37 PM
This is a bug. The Axis planes are supposed to be targetable by Allied AA, even the patch notes say it. Before getting your panties in a twist let's just see if the issue is addressed next patch. The Axis supply drop has been better than the Allied one for more than 1 year. In: COH2 Bugs |
Thread: Goliath's use? 6 Jan 2016, 14:35 PM
Maybe I don't have enough micro to use them well. However I definetly find that 100 ammo is too much for a unit that can only be used to set up tricky traps. Keep in mind that demo charges cost 90, require an engineer to plant, and do not self spot. A Goliath, for just 10 munitions more, does not require an engineer, can self spot, and is mobile. Use it as the terrain becomes covered in shell craters so it can cloak on the move. Or leave it near some important point and trigger it. Trading 100 munitions to wipe a squad is almost always worth it. In: OKW Strategies |
Thread: OKW Commanders6 Jan 2016, 00:58 AM
1v1's and 2v2's have a longer early and mid game, hence the recommendation for Scavenge. In those game modes units like the JT are extremely rare, basically you just won't see them. Whereas in larger game modes you may see them every game. The first 3 I suggested will still prove useful in 1v1 and 2v2, and there I think fortifications may even shine more. In those game modes definitely do not use elite armor. If you are losing before late game I would recommend starting with Scavenge as it will bridge your early game into the mid game. Use Jaegers at distance, especially targeting low health squads and you will not be disappointed. You should, whenever possible, have them stand to fire, moving reduces their accuracy and since their sniper fires slowly you want every shot he fires to count. Starting small is fine, it will remove any excuses you might have about your teammates not playing well enough. You are always welcome in larger game modes. In: OKW Strategies |
Thread: Designate command tank ability5 Jan 2016, 20:25 PM
Look at the date of the comment. That is from many patches ago. In: COH2 Gameplay |
Thread: OKW Commanders5 Jan 2016, 20:23 PM
Hi AVA, I am exactly Imagelessbean. For 3v3 and 4v4 you want commanders that fill out your late game roster. Early advantages will tend to only matter if the game ends before the 10 minute mark. As a result I would pick Spec Ops, Breakthrough, and maybe fortifications for these larger game modes. Here you will want to get the advantages of having lots of late game heavy hitters. Spec ops works wonders when combined with a Wehr player you goes heavy into vehicles. Play conservatively with your Command Panther and let it gain vet while mark targeting every vehicle you can. Use Obers conservatively as well with STG-44's and they will bleed your opponent quickly. The grenade volley option is just icing on the cake. Let your teammates know they can call on you for LoS whenever they want since you have recon flares. Radio silence will not be of much use since few players rely heavily on mini map in 3v3 and 4v4. Breakthrough is well rounded and should be used to deal with heavy Brit play. Its JT will eat up late game Brit tanks, and can be supported by 2 rakentens if Comets are a danger. This will force your opponent to rush deep and then get annihilated trying to pick off your heavy tank destroyer. Fusilliers are filthy and easy to amass. The Sturm officer works well with a Wehr player again. Keep him well back so his buff applies to units be he is never in danger of getting killed. Drop him into buildings to prevent the force retreat from occurring. The arty in the doc should be used when an Allied push is about to happen on the point where build is occurring. Finally, the last doc can be whatever you like, but I have not found Falls or Jaegers very good in larger games. Here they are too limited in impact and the lack of powerful late game armor in their doc to be of help. Fortifications however gives you a weak but nice source of suppression, access to the Pak 43, which will help you hold a sector from any tank, and a little more fun for volks. This commander works well when you spend your time building lots of volks and sturm pios. It tends to falter against Soviet commanders with lots of off maps, and Brit players can be a problem for it. If you want to you can try the Sturm Tiger doc, it is ok, but too many of the abilities have limited uses and so you get only 1 or 2 commander abilities as a result from the whole doc. All the commanders can be used, but the top 3 I listed are the preferred until you feel very comfortable with the game and you can design better strategies from that point. In: OKW Strategies |
Thread: Decrease of British positions' hitpoints ?5 Jan 2016, 20:12 PM
Most of the time i manage to prevent the British player from building positions. I was talking about the situation where british positions are set up. Do not waste your time shooting at braced emplacements. Use that time to secure the area around them. Then just before brace comes off get ready to hit the emplacement. As OKW use flame nades and shreks from Volks, or fames on SP's (if you have gone that doc), or get ISG's ready to bombard it. As Wehr, you needn't use mortars to kill the Boffers, just saturate it in smoke and then hit it with a FHT. One or two bursts and all the brace in the world won't help. If you see Brit at start of game I would definitely save up some munitions and get a FHT. If he goes Bren carrier just get an AC instead and then upgrade MG42's on the grens, he won't have fuel to get the emplacement very quickly. Wehr mortars can easily eat up a Brit mortar pit. Two of them will force him to brace, and then you can move them to a new position, by the time they set up again the brace will be wearing off and you can hit him hard. MHT is also amazing. Also once a Brit player locks down you are free to avoid the area and cap everything else on the map. Encourage him to keep investing in emplacements and you will find he can never attack again. Emplacements aren't fun to play with or against, but they certainly aren't particularly strong right now. In: COH2 Balance |
Thread: Designate command tank ability5 Jan 2016, 17:54 PM
Was this nerfed? A wiki article says its only +10% accuracy. Command vehicle is best used on a Bren carrier now, if you really want it. You do get some free recon, but the buffs are basically 0 to your own units. The extremely slow speed and reload penalty on the command vehicle make this ability a throw away now. In: COH2 Gameplay |
Thread: Running over troops5 Jan 2016, 17:51 PM
Crushing is a critical component of the game. I like it very much, it requires micro and skill to use well. If you are fighting Panthers, you certainly do need AT everywhere. At that point in the game you should have plentiful AT. To my knowledge every medium and heavy tank has infantry crush. The only difference is they can crush different objects on the map. In: COH2 Balance |
Thread: Should I use the Pak 43?5 Jan 2016, 17:48 PM
Another tip, try turning the Pak 43 arc just slightly away from the area you want it to fight. Let the tank get close enough and then turn the gun. At this point you should get 2 or more shots. This will all but annihilate most Allied armor. Use the gun when arty is more limited, or when you can expect to trade the gun for a tank. One tank + munitions to kill crew is a trade up for you. The unit is best used in a city map where arty from distance is harder and shooting through buildings is very useful. Keep a halftrack around to recrew the gun when needed. You can push the crew as they recrew to keep them from bunching up and keep them off the gun while incendiary arty lands. |
Thread: HMG always firing farther than their range5 Jan 2016, 17:40 PM
This is a bug that has been spotted multiple times in this patch. Currently the arc is drawn from the center of the building, which is incorrect, it should be drawn from the window in which the MG is firing. As a result large buildings "lie" to you especially badly about how far the MG can shoot. For the moment give buildings a wide berth if an MG is within them. In: COH2 Bugs |
469711469707469505469385469382469373469285469284469280469276
Latest replays uploaded by Imagelessbean
-
VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,230
-
VSImagelessbean ManxMarriner Richarddear||AD||1215[TATUZ] Black Dynamite [TATUZ] Blue Semtex? [TATUZ] White TNT?ISU 152 nerfed, you decideby: Imagelessbean map: Rzhev Winter1-1,229
-
VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,217
-
VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010