Have kinda cheaper tech too
Have cashes too.
Posts: 911
Posts: 184
Have cashes too.
Posts: 13496 | Subs: 1
While i agree that TTK has been lower since WFA release, that line doesn't make any sense. If you have low TTK and you are not hugging cover, your units get melted. Inversely, high TTK makes cover less important.
The rework after release of COH2 is a clear example of this.
If you look at the FPS genre, you can more so clearly see this. Compare how ARMA/Rainbow Six/CS/Red Orchestra/PUBG games play against Battlefield/CoD/Planetside/Apex.
Maybe the term or concept you are referring to is reactive play. If engagements end too soon, gameplay is geared more towards who has better preparations instead of better reactions. The problem is not low TTK, it's the mid-late game DPS disparity between factions (which has been tone down quite a lot from the days of double 1919s and release Obers)
Ontopic: make it a clone of Lolotov? I voted is fine.
Posts: 392
Posts: 2358
Have kinda cheaper tech too
Posts: 17914 | Subs: 8
If one's unit has lost half its members before it can move to cover they already have lost the fight even when they do get to cover.
Posts: 13496 | Subs: 1
Which means the unit who already was in cover had a great advantage by being in cover and not taking damage that could change that outcome.
Which means cover is more important with high lethality, which means you also need specialist durable CQC units or units advancing on terrain WITH cover to protect themselves on approach/positioning, which means cover is much more meaningful and impactful in low lethality setting, which contradicts your own personal (and wrong) opinion.
Posts: 17914 | Subs: 8
Not really it simply means that the unit moving is an disadvantage because it lower DPS.
Posts: 13496 | Subs: 1
Yes... moving unit is at disadvantage because it has lower DPS.... because the other unit is using cover... therefore moving unit can't just stop and start unloading, what could happen in high TTK enviroment... because positioning matters much more in low TTK environment... and shorter TTK promotes good positioning even pre engagement and elchino7 already explained to you why.
It really boggles my mind why you try to swim upstream so hard despite being clearly wrong.
Posts: 17914 | Subs: 8
Posts: 3166 | Subs: 6
and high TTK means that entities will die before one can even move into cover.
Posts: 13496 | Subs: 1
I think you are misinterpreting "high" TTK as it being "fast" rather than what Katitif and Elchino mean, which is that "high time to kill" means it takes a long time to deal damage.
A high time to kill would mean low DPS and would give entities plenty of time to get into cover before getting killed. Low time to kill (high DPS) is what you are describing.
Posts: 3423 | Subs: 1
We can do that if the trucks become free to call in.
Posts: 2358
I want to add a 15 fuel cost and you want to take away 45 fuel in costs. Explain that to me?
One upgrade of 150mp and 15 fuel for both stgs and flame nades. Don't see how that makes OKW unplayable. Volks are too cost effecient, here's an increase to their cost.
Posts: 479
Posts: 2358
I think they should just tie Incendiary nades to building a truck instead of just needing an sWs truck. Otherwise I don't really have an issue with them. Kind of annoying when you opponent is able to throw one 2-3 minutes into the game and swing an engagement. Molotov's aren't as problematic because Volks > Cons.
74 | |||||
49 | |||||
806 | |||||
36 | |||||
2 | |||||
1 | |||||
1 |