Improving the abandon mechanic
Posts: 1614 | Subs: 3
It could be done like so:
- Recrewing the abandoned vehicle would cost half the fuel of what it costs to build it.
- The abandoned vehicle can still be repaired in the meantime.
- The 'refueling' would be instant.
- Only applies to vehicles that got the abandon death crit (so not USF decrewed vehicles).
- Abandoned vehicles without fuel cost would cost 5 fuel to recrew.
Here's what it looks like in the campaign:
http://www.youtube.com/watch?v=PM0whPUvtEY&t=5m8s
This would make the abandon mechanic both slightly less punishing for the one who lost the vehicle and slightly less rewarding for the one that gets the vehicle. Right now it's far too game-changing for something that involves so much RNG (5% chance).
Posts: 17914 | Subs: 8
You do realize its pretty much immobilized wreckage when its abandoned and has destroyed engine?
You already need to commit a lengthy time to repair it.
It makes zero sense for multiplayer balance and campaign mission servers specific purpose of MISSION OBJECTIVE, not gameplay mechanic.
Posts: 1614 | Subs: 3
Why?
You do realize its pretty much immobilized wreckage when its abandoned and has destroyed engine?
You already need to commit a lengthy time to repair it.
- Abandoned vehicles on the frontline would be dead either way.
- 1 minute of repair time doesn't weigh up to a free tank worth 100+ fuel.
With this idea you would still be rewarded with a vehicle at half the fuel cost (instead of zero), far lower manpower cost and no tech.
Posts: 3260
That's far too unlikely to plan around, so in practice you get randomly screwed.
Either ditch it entirely or rework it into something more reliable but less powerful. For example, increase the abandon chance to 20%, but you can't recrew the vehicle until it's fully repaired.
Posts: 2358
If you want to adjust the punish/reward system, you could set that captured vehicles operate at 50-66% their original firepower. Because crews were not trained for mechanized corps duty. USF could be an exception since they have trained crewman.
Posts: 2184 | Subs: 2
Posts: 3423 | Subs: 1
Especially in 2s. I've had my partner recrew tanks that would be impossible to get away with, but I just hop my crew out for a sec and now it can drive back to base
Posts: 2358
Improving it for me would be removing it. It's a dumb feature...
Because you don't like it doesn't make it dumb.
Other person could consider your comment pretty offensive, especially if they like the abandon mechanic.
Imo out of control tanks could be abandoned too.
It's pretty easy to deny the abandoned tank, it's just another attack from the weakest of guns
Posts: 4183 | Subs: 4
delete
Posts: 2184 | Subs: 2
Because you don't like it doesn't make it dumb.
Other person could consider your comment pretty offensive, especially if they like the abandon mechanic.
Imo out of control tanks could be abandoned too.
It's pretty easy to deny the abandoned tank, it's just another attack from the weakest of guns
I agree, this is a lot of fun. This is one shot of debris, for which the bloody battle begins. I have a lot of such cases from which I received joy:
Posts: 3423 | Subs: 1
Because you don't like it doesn't make it dumb.
I explained exactly why I thought it was dumb. Stop quoting me and ignoring context
Other person could consider your comment pretty offensive, especially if they like the abandon mechanic.
Stop being a troll
Posts: 956
Have the abandon itself happen consistently via certain sets of circumstances
For example, if a vehicle has less than 20% of health AND at least one crit, and then gets hit by a nade or molotov (snares excluded), it gets abbandoned.
It would retain the purpose of discouraging dives but be less infuriating
P.S. As someone already said, it makes the game livelier and deeper so I would also hate to see it just removed (as happened to the winter mechanics)
Here´s something that´s true in 95% of cases:
Posts: 4928
Posts: 1323 | Subs: 1
I have a great idea for the abandon mechanic
delete
This.
We already have MGD crits to flip-off players from time to time.
We don't need Abandon on top of it.
Posts: 2184 | Subs: 2
This.
We already have MGD crits to flip-off players from time to time.
We don't need Abandon on top of it.
That's right, let's make the game more boring, the game has already lost the blizzard, the factions have lost their uniqueness and become mirror clones, let's kill the latest mechanics that made CoH2 unique and unlike other strategies.
Posts: 1323 | Subs: 1
Unless you think abandons turning games around is what makes this game entertaining.
Posts: 3423 | Subs: 1
let's kill the latest mechanics that made CoH2 unique and unlike other strategies.
Please point out the strategy to me in a mechanic that has a 5% chance of occurring. Is don't ever go for flanks/dives the strategy?
If you want the mechanic completely reworked that's one thing. I don't know how anyone can defend it as it currently is. The risk of losing your tank on a dive is enough threat. Doubling your losses because the computer decided it was time makes no sense in a strategy game
Posts: 2184 | Subs: 2
Cover, surpression, angles, retreating, veterancy and many other concepts will remain in the game.
Unless you think abandons turning games around is what makes this game entertaining.
For me, yes, CoH 2 of 2014 with a bunch of new mechanics, with more unique fractions and problems much more fun than CoH2 of sample 2019, people call it a balance, I call it castration. It was possible to keep the mechanics and balance the game, but it is always easier to go the easy way - to remove the thing that would facilitate work.
Posts: 17914 | Subs: 8
Please point out the strategy to me in a mechanic that has a 5% chance of occurring. Is don't ever go for flanks/dives the strategy?
If you want the mechanic completely reworked that's one thing. I don't know how anyone can defend it as it currently is. The risk of losing your tank on a dive is enough threat. Doubling your losses because the computer decided it was time makes no sense in a strategy game
Reading comprehension is very hard, so I'll hand you a helping hand and help you understand:
Posts: 2184 | Subs: 2
Please point out the strategy to me in a mechanic that has a 5% chance of occurring. Is don't ever go for flanks/dives the strategy?
If you want the mechanic completely reworked that's one thing. I don't know how anyone can defend it as it currently is. The risk of losing your tank on a dive is enough threat. Doubling your losses because the computer decided it was time makes no sense in a strategy game
I said above: it's fun, it's an event inside the game to save the tank or to destroy it. If the tanks were abandoned in 100% I would understand the whine, but here only a measly 5% they add only fun. In reality, tankers left their tanks after the first shell hit the tank, and the winner got a lot of trophies.
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