When there is too much random...
Posts: 976
I just played a 2 vs 2 game with my buddies and i lost... while playing Germans.
Losing piss me off, but that wasn't the problem, It's how i lost that was :
My beautiful and powerful tigers where rammed 2 times by some lowly t-34 and 2 times they got engine and gun disable in one ram. 2 times a double crit from the front. Normally i find the Germans op but this i can't accept !
I find this a little too random and game breaking in a strategy game.
What do you think ?
Thx for listening to me
Posts: 688
(or something like that)
Posts: 292
Posts: 2425
Permanently Bannedi lost...
while playing Germans...
Normally i find the Germans op...
but this i can't accept !...
Welcome to the dark side!
Sorry, we lied about the cookies! MUAHAHAHAHAHA
Posts: 68
Posts: 2425
Permanently BannedHow's about the undamaged church, which collapses to a single rifle grenade? Ridiculous.
If I deduced correctly from a Dev post, there is a 1/6 chance of a building critical.
Dunno how positional that is, or if it increased the more damaged the vuilding was, as is the trend in criticals in CoH2 (the more dmged a unit is, the higher likelihood of a critical effect)
Apparentky that is being reduced in next patch.
Posts: 2181
If I deduced correctly from a Dev post, there is a 1/6 chance of a building critical.
Dunno how positional that is, or if it increased the more damaged the vuilding was, as is the trend in criticals in CoH2 (the more dmged a unit is, the higher likelihood of a critical effect)
Apparentky that is being reduced in next patch.
You read those leaked "patchnotes" wrong. And a pastebin is not a devpost...
Posts: 2425
Permanently Banned
You read those leaked "patchnotes" wrong. And a pastebin is not a devpost...
I dont presume the changes to be impending, but the pastebin states some currentky existing stats which I do assume to be true:
"Building Critical System · Removed the random chance for AOE weapons to inflict up to 6x their AOE radius when exploding near a garrison.· AOE modifiers in buildings increased from 1.5x to 2.1x "
You are rifht, its not a 1/6 chance for a crit near a garrison. I did misread.
But it does suggest there is a chance (which we dont know) of causing 6x radius near a garrison, which wouls seem to be what causes the suplise building collapse. My guess is that the increased radius does in effect an AoE effect on the buildings separate hp areas, causing a catastrophic collapse in the same say a 120mm round on an infantry unit does.
So, as relevant to Horseloverfats post, RNades currentky have a chance (which we dont know) of causing 6x aoe, wbich kills the building (such as the Church he refers to). So an RNade would ocassionally hit the building as if you had bombarded it with multiple RNades throughout its footprint.
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Posts: 2425
Permanently BannedYes, I'm glad if these are the real notes and they remove that random chance. I cant believe it existed in the first place.
Game was a bit rushed :/ Patch process is huuuge and long, but it is apparently systematic.
Inversely, the fact that these problems arw so obvious, and their cause is known atleast by the Devs, means game can and will get better. Thats why I stress Molotovs in several threads as early garrison counter, becaue Inpresume the more obvious systemix problems are already being accounted for, sooner or later.
Ideally, what do we want?
-RNade/Molotov ewuivalency as counters in extreme esrly game. Asymmetric if possible.
-Better efficacy of existing developed building hard counters, such as Flamers and Mortar.
-Better Sniper efficiency vs buildings (though not so much that infantry cant "hide" a bit vs sniper in one.
-Removal of unpredictable catastrophic building collapse.
-Possibly removal or adjustment of buildings overlooking fuel (such as hp reduction)
+Pwrsonally, though Ive mentioned it but few verbally supported, general increase of armor efficacy in structural damage vs buildings. I want to see buildings deliberstely destroyed for tactical advantage.
Im not sure how to spreadnthat thriughout the Tank, TD and Assault gun division, but preferably in in a manner that favors higher calibre weapons.
Posts: 525
welcome to company of unluckies.
Posts: 2181
Game was a bit rushed :/ Patch process is huuuge and long, but it is apparently systematic.
Inversely, the fact that these problems arw so obvious, and their cause is known atleast by the Devs, means game can and will get better. Thats why I stress Molotovs in several threads as early garrison counter, becaue Inpresume the more obvious systemix problems are already being accounted for, sooner or later.
Ideally, what do we want?
-RNade/Molotov ewuivalency as counters in extreme esrly game. Asymmetric if possible.
-Better efficacy of existing developed building hard counters, such as Flamers and Mortar.
-Better Sniper efficiency vs buildings (though not so much that infantry cant "hide" a bit vs sniper in one.
-Removal of unpredictable catastrophic building collapse.
-Possibly removal or adjustment of buildings overlooking fuel (such as hp reduction)
+Pwrsonally, though Ive mentioned it but few verbally supported, general increase of armor efficacy in structural damage vs buildings. I want to see buildings deliberstely destroyed for tactical advantage.
Im not sure how to spreadnthat thriughout the Tank, TD and Assault gun division, but preferably in in a manner that favors higher calibre weapons.
I always read your posts but please use autocorrect
Posts: 747
Both players would be happier this way...
Posts: 688
Posts: 2425
Permanently Banned
I always read your posts but please use autocorrect
My shitty tablet does not have.
Beer does the rest.
Posts: 68
But yeah, that's a relief re: RG. thanks null
Posts: 747
Sorry, but I think it should be removed completely. It belongs to circus stunts and has little to no historical justification.
I wouldn't mind if they replaced ram with a "Blitzkrieg"-like speedboost or something...
Posts: 589
ewuivalency
deliberstely
spreadnthat
thriughout
Wut?
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