Why are we still keeping that simplified upkeep system?
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That is how russia should play. Massing shitty infantry
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damn, is there any way to watch old replays? I really want to see 16 cons on the field lol
That is how russia should play. Massing shitty infantry
Basically P and Siuking got stomped at the early game and turned the tide by a KT and tiger ACE.
Then begins with insults such as calling the other team "noob spammer" along with various slang. (meanwhile, Siuking has 6 LMG 'vetted' grenadiers that always attack and retreat in blobs. *cough* )
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just wait for overblown super tanks to save the day
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ah, so basically every game vs axis then?
just wait for overblown super tanks to save the day
It is not even getting stomp, we hold the line at the mid. I just get pissed off by their double spam steamroll strategy, and we wipe out 70% of their Cons way before Tiger Ace is out. Pak 40, Pak43 and Rakentenwerfer held the T-34 swarm at bay until both Tigers finish the job.
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The new Popcap system was also implemented to make a comeback possible. The whole system of having fuel or munition income not only on fuel or munition points but also on stategic points will help this. I think its a good change.
It makes the game so casual friendly.
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The new Popcap system was also implemented to make a comeback possible. The whole system of having fuel or munition income not only on fuel or munition points but also on stategic points will help this. I think its a good change.
Comebacks are awesome yes but only when they are because of a players skill and tactical thinking NOT when gamemechanics almost force comebacks to happen.
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Comebacks are awesome yes but only when they are because of a players skill and tactical thinking NOT when gamemechanics almost force comebacks to happen.
You can't make a comeback with no army, no matter how skilled you are.
Posts: 68
Comebacks are awesome yes but only when they are because of a players skill and tactical thinking NOT when gamemechanics almost force comebacks to happen.
Comebacks are not forced by gamemechanics. If you lost mapcontrol in vCOH you lost your popcap and so cant built new units or even cant refresh. That wont happen in COH2. Also if you lose you fuel point you can also gain fuel with the strategic points and so built some vehicle. So you can still win and not lose in the first 5 min in the game.
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You can't make a comeback with no army, no matter how skilled you are.
Tiger Ace? King Tiger? IS2? ISU?
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Tiger Ace? King Tiger? IS2? ISU?
i think he meant that it is impossible to make a comeback if you don't have any units on the field (due to reduced pop cap/resources)
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You can't make a comeback with no army, no matter how skilled you are.
If you lose most of your army your income is almost double of your opponent so its kind of impossible to not have an army... and that is what i call comeback forced by a gamemechanic.
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If you lose most of your army your income is almost double of your opponent so its kind of impossible to not have an army... and that is what i call comeback forced by a gamemechanic.
That is also the mechanic that makes coh2 more interesting then any other RTS.
Get an edge in any other RTS game, you'll have that edge until GG which might be right after first skirmish.
Remember Warcraft3? Loosing 2-3 grunts(these were the basic orc troops?) early pretty much sealed the game.
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If you lose most of your army your income is almost double of your opponent so its kind of impossible to not have an army... and that is what i call comeback forced by a gamemechanic.This is called a negative feedback loop, it is the opposite of slippery slope, is completely intended, and, if you ask me, is what makes CoH2 great.
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The thing is it makes no financial sense what so ever to implement, however it does make sense from a competitive point of view.
Since relic's target audience is the casual market, being both the most popular and most profitable its not going to change, I mean vCoH was just the same; 5000 people online 4700 playing campaign, skirmish or basic match on vire river valley/lyon others idle then a handful on auto-match and that was pretty much consistent for the last 3 years of its life.
They very early in the development stage realised this and built a game around that market which made sense, again financially. Although it always confused me in that regard why they had no lobbies from the start, something critical to that kind of market.
What relic cant forget is that its the competitive players, although much smaller in number that create all that free promotional excitement you get from SNF, streamers and casters. Luckily for relic this passed on to this game, not without a its casualties however...
But I'm very impressed with their commitment to ESL and it appears they are beginning to invest a little more in the competitive scene, something that vCoH had just about setup from the start. So hopefully we should see more of a regeneration in competitive play in the future.
But without steering too far off course this is why they haven't and aren't going to implement the old system, but the point is it was much better suited to this kind of game. But if you like constant updates with new content and whole new factions as little as a year after release, then this is the format we're gunna have simply because its practical and we can work with it. vCoH only had to work with 3 doctrines per faction and 2 teams within its first 2 years. CoH2 has to work with god knows how many doctrines 4 teams and what was probably a very rushed early development thanks to THQ.
So I know we all liked the complex systems of the old game and this reply is in reference to ALL of them not just the upkeep system, but if you like constant updates and new content as quickly as we have gained them then just appreciate the current system and why the old despite better in one sense is not better in encouraging the development and evolution of this game.
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Silly question but can someone explain what is this upkeep system the OP is talking about and what is the difference between CoH2 and CoH1 upkeep?
Having units on the field decreases your manpower income by x. In CoH2, the upkeep is a constant applied to your popcap (-1.5mp/min currently, and probably unlikely to change). Generally speaking basic infantry upkeep is cheaper in CoH2 than in CoH1 while the upkeep on all specialist infantry and vehicles is higher.
In CoH1, every single unit had its own upkeep value, many of which made no sense whatsoever. But apparently the fact that the super high upkeep on mainline infantry limited spamming them makes it such a superior system despite all the horribly stupid things it had otherwise (Wehr sniper upkeep half of a rifleman squad, Ostwind upkeep less than a rifle squad etc)
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