Main gun crits should be removed?
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I know this poll only has 7 votes so far, but why vote no D:
Randomness makes the game less repetitive. You have to react to each and every situation differently.
If I wanted to play a game based purely off of mechanical skill I'd play starcraft.
Tbh I'd prefer more crit shenanigans like the original COH.
Posts: 4183 | Subs: 4
Randomness makes the game less repetitive. You have to react to each and every situation differently.
If I wanted to play a game based purely off of mechanical skill I'd play starcraft.
Tbh I'd prefer more crit shenanigans like the original COH.
I get that, but why should your opponet be on full retreat, then hits you and gets a main gun crit and all the sudden you're in full retreat and they're on full offense. Why should 1 RNG roll orchestrate a full 180 in momentum?
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I get that, but why should your opponet be on full retreat, then hits you and gets a main gun crit and all the sudden you're in full retreat and they're on full offense. Why should 1 RNG roll orchestrate a full 180 in momentum?
That's the risk of overextending. Should a rout mean you've got to fight your way out of your base for the rest of the game, or your opponent simply gets the opportunity to dig into a couple more territory points?
Posts: 4183 | Subs: 4
That's the risk of overextending. Should a rout mean you've got to fight your way out of your base for the rest of the game, or your opponent simply gets the opportunity to dig into a couple more territory points?
The risk of overextending is hitting a mine and being crippled while your opponet tries to mount an offense based on a skill based play. The only skill involved in a main gun crit is how fast you can tell your armor piece to head in the other direction.
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That's the risk of overextending. Should a rout mean you've got to fight your way out of your base for the rest of the game, or your opponent simply gets the opportunity to dig into a couple more territory points?
AT guns, snaring squad catching up, mines, AT infantry, are all ways you can punish overextending. A 5% chance is not something that can be factored into skill-based decisions. Its waaay too random
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AT guns, snaring squad catching up, mines, AT infantry, are all ways you can punish overextending. A 5% chance is not something that can be factored into skill-based decisions. Its waaay too random
If you know there's a 5% chance for main gun crit then why exactly cant you factor it in?
All your overextending punishments are punishments for lack of skill on behalf of the attacking player. They're not skill based defenses. Every single one of those can be avoided by a skilled attacking player.
I hope they hit my mine, or I hope they get in range of a snare is a random factor also. It's relying on your opponent to make a mistake, and those mechanics aren't particularly fun.
Fighting with a low health vehicle is rolling the dice, and sometimes you'll roll a 1.
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If you know there's a 5% chance for main gun crit then why exactly cant you factor it in?
All your overextending punishments are punishments for lack of skill on behalf of the attacking player. They're not skill based defenses. Every single one of those can be avoided by a skilled attacking player.
I hope they hit my mine, or I hope they get in range of a snare is a random factor also. It's relying on your opponent to make a mistake, and those mechanics aren't particularly fun.
Fighting with a low health vehicle is rolling the dice, and sometimes you'll roll a 1.
Every flank could be called an overextension. I've flanked an Elefant only to get a main gun crit on a T34.
I wouldn't lose any sleep if it was gone but also think that Relic would have no interest in removing a feature from the game.
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Every flank could be called an overextension. I've flanked an Elefant only to get a main gun crit on a T34.
I wouldn't lose any sleep if it was gone but also think that Relic would have no interest in removing a feature from the game.
If you don't probe out where their dangerous units are before flanking it *is* an over extension, just one you might get away with.
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I like vehicle crits myself.
Infantry lose models really fast. Vehicles have a much larger health pool.
Well managed vehicles die a lot less. The only equalizer of sorts is the
crits. If you remove all crits, well...
Sure, RNG is annoying.
But if you make all vehicles into big bricks with no RNG,
then the're just straight up superior to infantry with no risk.
Crits are more realistic.
Otherwise, as he said, might as well play Starcraft.
I ENJOY the unpredictability.
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Abandoned vehicles on the other hand are bullshit and should be removed as the effect is far too great and can simply win the game for one side.
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Or 50% chance for models to die when a halftrack explodes, which should be just health damage instead of a diceroll into an early GG (that's also skewed against smaller squads).
Or plane crashes, which should be just there for aesthetic reasons.
Main gun crit should be changed to a main gun stun at most.
IMO, the less an RNG mechanic requires input from your opponent, the less influence it should have on the game. It's why I'm all for RNG mechanics in small arms fights or in vehicle fights, like penetrating, missing, bouncing etc, but not the above kind of mechanics.
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If you know there's a 5% chance for main gun crit then why exactly cant you factor it in?
IIRC any damage than makes a vehicle go to 25% or lower can proc a main gun destroy.
This means that on any medium tank, after getting hit twice by most tanks/AT guns, you can suddenly get the crit to affect you by any following shot.
Reduce the threshold lower than 25% and it's suddenly FAIR to get crit by being really on low health and not just roaming around with a tank at half health.
Low % chances are bad for the game, specially when the amount of rolls been done are low (vehicle combat, certain abilities) and the difference in the effects is great.
Take ram as a mechanic. You can count on the stun 100%. You can expect to either penetrate and do engine damage. Then you have like 10% for a super crit which will piss off any player on the other side. If the guide is up to date, 2% main gun destroy, 3% immobilize and 5% heavy engine damage.
How would i fix it? Outside of a heavy ram rework, the only guaranteed crit should be engine damage. Main gun destroy only procs when ramming frontally and the tank gets lower than 15% at a 50% chance to proc (on top of engine damage). Heavy engine damage procs when rammed from behind and the tank ends up below 15% (same 50% chance after pen).
Posts: 833
Randomness makes the game less repetitive. You have to react to each and every situation differently.
If I wanted to play a game based purely off of mechanical skill I'd play starcraft.
Tbh I'd prefer more crit shenanigans like the original COH.
This, RNG is coh and its what makes watching and playing it fun.
Go watch that vonivan compilation on the homepage and then imagine how BORING it would be without the crazy RNG that goes on every once and a while. It would just be some clone RTS with no soul
Posts: 1289
It makes the game exciting to play and watch. Like @superhansfan said its a big part of the soul of coh2.
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