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Thread: Coh3: Rewired - Balance And Design Mod17 May 2023, 06:38 AM
changes seem at a good direction In: COH3 Central |
Thread: Discussion - Current state of Tournaments12 May 2023, 16:42 PM
Yes we agree that low health/entity squad that retreat thru enemy units should have a high probability of being wiped. I still stand by what I have already posted: "The idea that High TTK is bad and low TTK is good, is an oversimplification." In: COH3 Central |
Thread: Discussion - Current state of Tournaments12 May 2023, 13:24 PM
(to me it seem that dirtyfinisher is suggesting that SMG unit should be wipe machines) And that has been my point all along. "High TTK bad low TTK good" logic does not really work. As for spectacle, an RTS game should watched in two levels. One tactical on how good a player is using units and a strategical one, like chess, where a player is using strategy and has to adapt (his build order, his teching, his commander choices in the situation at hand, including his map control, the map, opponent strategy and so on...). Else you get a stale meta that at leas to me is also boring. Is COH3 on a good spot? certainly not but imo COH2 is not either since most choices have been watered downed/removed from players and most tech/option are available to them and the same commander are used over and over again. For me having COH3 take the same direction that COH2 did would be a mistake. In: COH3 Central |
Thread: Discussion - Current state of Tournaments12 May 2023, 12:10 PM
In the future if you want to debate/argue, you can’t just presen something as "quote" when I have never said anything remotely relevant. "If you don’t like that strategy. It doesn’t mean it should be nerfed. For instance I never posted that I don't like the tactic of "Anticipating their retreat, along with forcing a retreat" or that is should be nerfed.
Low TTK is also bad. (See commandos example above). A squad with SMG should be able to be cost efficient at close range fights but that necessarily translates to it is should be a "wipe machine". Else faction with long range unit that did not have such "wipe machines" would be in a constant disadvantage and certain map would favor specific faction. So no it does not make sense. As for Thompson I am not familiar with their DPS curve in COH3 but in COH2 they should not have pretty low TTK compared to other SMG since they are already much better at mid ranges. The idea that High TTK is bad and low TTK is good is an oversimplification. In: COH3 Central |
Thread: Discussion - Current state of Tournaments12 May 2023, 11:56 AM
The context is this "People like higher TTK because people don’t like being punished. Higher TTK makes it easier for everyone to be “good” or have a better chance at winning games. Because it removes catastrophes. People not paying attention and losing squads. People think higher TTK some how makes the game more tactical. Even though I don’t know how you can argue that at all? Because it removes a key element form an RTS. Timing, and positioning power. I’m not saying you don’t understand because you seem to like lower TTK. But for everyone else. If you ambush a squad with a CQB unit you should reap the rewards of forcing that unit to retreat/wipe. Not they casually soft retreat to another squad and win the engagement. That is the problem with high TTK. There’s no more OH FUCK moments. When a shock troop shows up out of nowhere. Or a PGREN is on your retreat path. On top of they dramatically reduced squad wipes on retreat. With the whole retreating buffs rework. It may not be intentional. But it seems it’s geared to make things “easier” for everyone. Which is fine. But shortens the ceiling of gameplay. " As an example is will bring up COH2 commandos on release. They where a CQB that could ambush other units and their TTK has extremely low . They offered lots of "OH F... moments". Where they good for the game? I think we can agree that they where not. A game like COH should be played at two levels a tactical one (like using cover and grenades) and a strategical where a player has strategical options and has to make decision that effect the game long term. Coh1 had such decision, in Coh2 two most of those decision where watered down and in Coh3 I an attempt to go back to such decisions and that imo is a good thing. In: COH3 Central |
Thread: Discussion - Current state of Tournaments12 May 2023, 09:21 AM
Well yes and no. Coh always had micro but there is difference between COH1 and COH2. Coh1 give player more decision making than COH2. The tree like commander abilities and tech structure/cost forced player into making decision that had an impact on the game. In coh2 and especially after the "community" patches decision making become less important. In COH3 there attempt to return closer to COH1 model (even if not successful implemented) and that imo is a good thing. Turning the game into a LOL type of game where one controls 10 units instead of one would be bad direction imo. My original point is that game should not be only about micro with high TTK where, for instance, how well one dodges a grenade wins or lose the game. In: COH3 Central |
Thread: Discussion - Current state of Tournaments12 May 2023, 07:17 AM
It seems that we are drifting away from my point. In your original post you seem to support that low TTK is good and High TTK is bad which is a oversimplification. For instance in COH2 IS had (relatively) high TTK could kill a enemy model at first contact with the first volley. That was actually pretty bad and thus changed. I mentioned before TTK might be off in COH3 but that it a more complicated issue than just TTK. One should create weapon profiles that encourage relative positioning and avoid certain weapon combination. In: COH3 Central |
Thread: Discussion - Current state of Tournaments11 May 2023, 15:49 PM
I’m not quoting you because I’m on my phone and the page would be too long. COH3 TTK might be off but I have to disagree with your reasoning and if there an issue it has do with more that just TTK. Getting wipes and having big explosions might be "spectacular" but this type of play style where "micro" makes all difference belongs to games like LOL not RTS. RTS games should have "strategies" in them and not just "micro". Player should be reward/penalized for their decision making and not just for their reflex. This becomes more obvious when cheese tactic are involved like grenades wipes from invisible units. Imo the problem has more to do with combination of TTK and forward reinforcement/healing/re-crewing availability that leads to stale play style. In: COH3 Central |
Thread: Time for a Coh 2 remaster5 May 2023, 15:53 PM
...You're arguing with a strawman. It seem so and that straw man is you.
Not only a straw man but also a forum warrior it seems. I stand by what I said the claim that "Russia is so far the only one (with the possible exception of Japan) that still officially insists on a glorified and sanitized narrative that conveniently glosses over things..." is simply inaccurate since a many countries do the same including US and UK. They still do it now only the have a new name for it, they call the victims of war crimes "collateral damage". And NO I am not going to follow down the forum warrior path you have chosen to follow with your ad hominem arguments. In: COH3 Central |
Thread: Time for a Coh 2 remaster5 May 2023, 15:28 PM
Is there a reason why you resorting to ad hominen arguments? Is it simply because you know that what you wrote is inaccurate? In: COH3 Central |
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