of course relic will happily abandon abandon in coh3
Nice one.
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of course relic will happily abandon abandon in coh3
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I'm thinking of a more advanced system now, that would feel a bit more fleshed out and be easier to implement.
The tank would be able to get repaired and recrewed like normal, but its gun would be unrepairably disabled until you 'refit' the vehicle for a certain cost.
Cost could be like:
- 50mp + 50% the fuel cost (minimum 5) for a light vehicle.
- 100mp + 50% the fuel cost for a light tank.
- 150mp + 50% the fuel cost for a medium tank.
- 200mp + 50% the fuel cost for a heavy tank.
Then it at least requires some economic investment besides the recrewing models, which makes the impact of abandon not quite as big and punishing.
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Abandon is a good mechanic, Jesus.
It, along with a whole host of game mechanics promotes careful play. You are always generally supposed to mutually support your units, not over extending, abandon is just one more thing that *can* punish taking too big a risk.
Diving a tank way too deep is always a really bad idea for the unit preservation of that unit, you can calculate it's worth it if you are prepared to lose the unit, but there are just so many things that can go wrong.
Generally you should have supporting units and be prepared to at the very least kill an abandoned unit with attack ground or some indirect fire.
If you are talking about a single tank pursuing all the way into base with no support, either you are already winning, in which case it's an unnecessary risk to take and you are being punished for being greedy, or you are behind and you took the risk in order to try get back into the game and it backfired, sealing your fate. Neither option you should complain too much about.
The entire concept of RNG in coh, isn't to make the game unfair, or annoying to play. It's to create dynamic situations in which you can never predict the outcome (like real war huh). This makes it more exciting and means good players will react to RNG as it happens.
Posts: 8154 | Subs: 2
Abandon is a good mechanic, Jesus.
It, along with a whole host of game mechanics promotes careful play. You are always generally supposed to mutually support your units, not over extending, abandon is just one more thing that *can* punish taking too big a risk.
Diving a tank way too deep is always a really bad idea for the unit preservation of that unit, you can calculate it's worth it if you are prepared to lose the unit, but there are just so many things that can go wrong.
Generally you should have supporting units and be prepared to at the very least kill an abandoned unit with attack ground or some indirect fire.
If you are talking about a single tank pursuing all the way into base with no support, either you are already winning, in which case it's an unnecessary risk to take and you are being punished for being greedy, or you are behind and you took the risk in order to try get back into the game and it backfired, sealing your fate. Neither option you should complain too much about.
The entire concept of RNG in coh, isn't to make the game unfair, or annoying to play. It's to create dynamic situations in which you can never predict the outcome (like real war huh). This makes it more exciting and means good players will react to RNG as it happens.
Posts: 178
Abandon is a good mechanic, Jesus.
It, along with a whole host of game mechanics promotes careful play. You are always generally supposed to mutually support your units, not over extending, abandon is just one more thing that *can* punish taking too big a risk.
Diving a tank way too deep is always a really bad idea for the unit preservation of that unit, you can calculate it's worth it if you are prepared to lose the unit, but there are just so many things that can go wrong.
Generally you should have supporting units and be prepared to at the very least kill an abandoned unit with attack ground or some indirect fire.
If you are talking about a single tank pursuing all the way into base with no support, either you are already winning, in which case it's an unnecessary risk to take and you are being punished for being greedy, or you are behind and you took the risk in order to try get back into the game and it backfired, sealing your fate. Neither option you should complain too much about.
The entire concept of RNG in coh, isn't to make the game unfair, or annoying to play. It's to create dynamic situations in which you can never predict the outcome (like real war huh). This makes it more exciting and means good players will react to RNG as it happens.
Posts: 3166 | Subs: 6
It, along with a whole host of game mechanics promotes careful play. You are always generally supposed to mutually support your units, not over extending, abandon is just one more thing that *can* punish taking too big a risk.
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Why exactly would this be a good thing? Risky play should be balanced around risk versus reward by itself, i.e. you risk losing your own units to kill more of your enemy's army in an aggressive push when you feel like you see an opportunity to do so. It doesn't need a total RNG mechanic like abandon to swing a game for no reason or to discourage anyone from attacking. It should be totally up to the player to determine how aggressive or defensive they play. This is a game about WWII, where manoeuvre warfare dominated, and not static positions. Defensive players are already favoured enough with mines, stationary accuracy advantage, laney maps, an abundance of snares, etc. There is absolutely no need for a mechanic that randomly punishes risky/good/exciting play as harsh as this. But alas, Relic does not want it removed so sadly we're stuck with it.
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correct me if i wrong, but abandon happens when your hp is very low.
imo we should get the maths and alogrithm right so that abandon can happens to anyone, anywhere, any place, any time of a match. so that players wont feel 'hard' done by it.
back to an earlier mention that some 'pro' player drop coh2 because he found the mechanics not esport ready.
to be honest, i agree with him. coh2 lacks the viewership, the fame, the hype, the sponsorship and the money that is needed.
in an alternate place, sega may organise annual league of 2v2 coh2, with the top team winning $1m, but we keeps all the meme and rng mechanics that is coh2. you may fight and practicse but you may also leave empty handed if a plane crash on your head randomly.
i wonder if 'pro' players will still think it is esport not ready? or just make the best and adapt to a different expectations of an rts?
ironically, i believe most coh2 vet will agree that castings of coh2 is more exciting and potentially more viewership dollars than your sc or dota, no?
I'm glad that the Relic still has some kind of control in the game and has not abandoned everything. Because if you give full control over the game, it's like putting the game in the hands of Hannibal Lector. Slowly but surely the mechanics of the game will be cut off from the game.
If people are so worried about e-sports, make them a Tournament mode where they will play a castrated game.
if the viewers want it, can the 'pro' not work towards that?
Posts: 1794
I'm glad that the Relic still has some kind of control in the game and has not abandoned everything. Because if you give full control over the game, it's like putting the game in the hands of Hannibal Lector. Slowly but surely the mechanics of the game will be cut off from the game.
If people are so worried about e-sports, make them a Tournament mode where they will play a castrated game.
Posts: 1163
Why exactly would this be a good thing? Risky play should be balanced around risk versus reward by itself, i.e. you risk losing your own units to kill more of your enemy's army in an aggressive push when you feel like you see an opportunity to do so. It doesn't need a total RNG mechanic like abandon to swing a game for no reason or to discourage anyone from attacking. It should be totally up to the player to determine how aggressive or defensive they play, and it should be totally up to the player to determine whether or not overextending is going to be worth it. This is a game about WWII, where manoeuvre warfare dominated, and not static positions. Defensive players are already favoured enough with mines, stationary accuracy advantage, laney maps, an abundance of snares, etc. There is absolutely no need for a mechanic that randomly punishes risky/good/exciting play as harsh as this. But alas, Relic does not want it removed so sadly we're stuck with it.
Posts: 1594
correct me if i wrong, but abandon happens when your hp is very low.
imo we should get the maths and alogrithm right so that abandon can happen to any players, any units, any place, any map, any time, in a match. so that players wont feel 'hard' done by it.
back to an earlier mention that some 'pro' player drop coh2 because he found the mechanics not esport ready.
to be honest, i agree with him. coh2 lacks the viewership, the fame, the hype, the sponsorship and the money that is needed.
in an alternate earth, sega organises annual league of 2v2 coh2, with the top team winning $1m, and 2nd 3rd 4th get good rewards, but we keep all the meme and rng mechanics that is coh2.
you may fight and practice but you may also leave empty handed if a plane crash on your head randomly.
i wonder if 'pro' players will still think it is esport not ready? or just make the best and adapt to a different expectation of a 'competitive' rts?
ironically, i believe most coh2 vet will agree that castings of coh2 is more exciting and potentially more viewership dollars than your sc or dota, no?
if the viewers want it, can the 'pro' not work towards that?
Posts: 1289
Abandon happens when your Vehicle's HP reaches 0 or below, entirely randomly and with no way for you to influence it. (Excepting in the case of the Sturmtiger, which has an alternate Abandon mechanic)
I doubt most viewers find random abandons and MGCs to be the most exciting parts of a CoH2 tournament, and instead find the displays of skill of either team to be the biggest draw.
I can't see why someone would find the computer deciding to randomly fuck someone more interesting/exciting than a genuinely good play from either player.
Abandon would be fine if players had control over it, rather than it being determined capriciously by an algorithm. Same with MGCs, have them be caused by particular unit abilities or a vehicle being destroyed in a certain way, rather than being entirely random. All these things do is reduce the effect a player's skill has on the outcome of a match.
Absurd Randomness is not interesting, despite people insisting that reducing it is "Castrating" the game somehow. Tripping in Smash Bros Brawl isnt a fun and interesting mechanic either, its just an annoyance for anyone with the skill to play the game normally.
Posts: 1594
Just stop and accept not every one likes 100% skill based games.
As it stands they are the majority. Most people came to coh2 for this rng, it sets it apart from all others rts's.
I can enjoy and understand why people enjoy tournies without the rng. But i and quite a few others enjoy the game with the rng such as mgc or abandon even more.
Here less games get decided in about 5 minutes that then get dragged out and hoping the ahead player screws up royaly.
Making mgc or abandon require certain units or conditions or abilities is bad imo. Only skilled players will get them to work. Ganing a massive edge over any who cant use them well and giving elitism a boost.
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Most players don't play CoH2 because "It's Random".
The idea that a better player shouldn't win is also absolutely laughable. "Elitism" lmao.
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