I prefer the "AI takeover, 5 minute reconnect window" approach to "game pauses for 5 minutes and waits for possible reconnects". I mean sure, an opponent will make use of the AI's stupidity until the player reconnects, but that's preferable to losing the game outright.
While we are in fantasy land, I would also like the AI to go into special unit-preservation mode until a player reconnects. Nothing too evasive, just let it not drive your tanks into a Leroy Jenkins charge the minute it takes over (as the CPU - Hard has been known to, to my infinite delight).
Realistically, since the game is a lock-step RTS, I don't see Relic adding this feature any time soon.
Also, there will be some waiting while the player reconnects - basically all the other players would probably have to wait for the equivalent of the loading time of the reconnecting player. |
Any argument against people using cheese strats is invalid. Much as I rage while playing against them, they are doing us all a favour. It is a player's duty to abuse the OP shit in the game so that it comes to surface. If the game allows something that seems cheesy, and people abuse this, it is the game's fault, not the player's, because people play to win, as they should, and they should not be bothered to obey some unwritten rules about how the game SHOULD be played. It is Relic's duty to fix the mechanics so they provide an enjoyable play experience.
In other words, once everyone and his dog uses triple snipers + Guards versus OKW in 2v2s, maybe Relic will finally take a look at Soviet sniper teams. |
Please do not dismiss this as an internet connection problem. You are doing a great disservice to people by claiming that.
I have a fantastic and reliable internet connection and a solid rig. I also frequently play other multiplayer games and I never have 30 second lags in them. Since WFA came out, there have been several incidents of "game freezes, then 30 seconds later it catches up". When I open the ingame console I see a lot of messages about "host migration attempted, but peer something something" scrolling by, which is the most damning evidence against this being a client issue.
When this starts I purposelly alt-tabbed out of the game a few times and went to google and a few other sites to verify my connection works. It always opened the websites without any problems WHILE the glitch was happening ingame.
I restart my router once a day (for silly reasons - it works perfectly fine).
I have confirmed via chat or teamspeak that I am not the only one - it happens simultaneously to everybody in the match, as far as I was able to ascertain. So it's not just a one player thing because battle servers would isolate it to this player.
Also, my internet connection hasn't changed since WFA. If it is battle servers related and I am only now noticing it, why didn't it happen before WFA and after battle servers were introduced?
I know it is not a specs issue on my part because I can freely scroll around the "paused" map smoothly at maximum fps. So the render loop is functioning great. I routinely play 4v4s on medium specs with no drops in framerate. Nothing performance-related can cause the processor or gfx card to hold for 30 seconds.
It cannot be an internet connection lag issue because chat messages (and teamspeak, if it is on) are sent normally (you can chat with people while the freeze happens).
Maybe, MAYBE it is some weird port problem but then, since it's limited to CoH and everything else works flawlessly (steam and non-steam games alike) then maybe Relic needs to find a way around this. |
Requiring a SPECIFIC tier building for Shocks and Guards would, yes, severely restrict Soviet players.
Requiring EITHER t1 or t2 built essentially boils down to no requirements at all. as currently because noone reaches 2CPs on Combat Engineers alone.
It is worth noting that while they were produced in Special Rifle Command (most of the beta), Guards or Shocks replaced Penals. I feel this was a solid design choice - we are too used to be able to just pop out our elite call-in doctrinal infantry. But both Shocks AND Guards are considerably stronger than any other infantry Soviets have to offer, and completely separating them from tiering structure gives a wide variety of possible openings for a Soviet player, and the ability to supplement their already strong starts (going either t1 or t2) with doctrinal units. |
I have no problem discussing it with him if his post were at least opened for discussion. I also take part of the blame for over done it at first. I have no beef with you, Commie. I am sorry my discussion was not up to your expectations. For the record, I agree that currently it's a no-brainer ability - there is never a reason to NOT throw them if you see the chance and the cooldown timer permits it. With a Volks heavy army they can be spammed, but then, this is an intentional strategic choice by the player, and spamming Volks has its disadvantages.
All that said, it's pretty obvious that they were designed so the factor limiting their spamming is the timer, not the ammo.
I am in favour of a cost increase - but not above 15 muni as long as the cooldown timer stays untouched. You can't have it both ways - they have an advantage (low cost) and drawbacks (dependent on squad size, long cooldown). You can't just remove the advantages, leave the drawbacks and call it a day. |
I'll be happy to discuss the subject with you Unfortunately, this does not seem to be the case. Sorry but in my opinion you simply cannot post on this topic... Because obviously any sane, intelligent man would agree with your assessment, without the need for debate or proof, and if they don't, why, it must be that they haven't been reading the thread, not that they have an argument or whatever. You are not here to debate, after all - you are here to state your opinion and have people agree with it, and label all others as fanboys.
Posting a topic does not grant you moderation rights to it. Nor should acquiescence with your balance notions be a prerequisite to posting in this thread. If someone disagrees with you you should debate THE POINT they made, not make up stories how they didn't read your thread.
I made my point - that considering all the factors I think infiltration grenades is in a good spot right now - and if you scroll up you will even see I was completely ok with a price increase for it.
My statement that one cannot judge an ability fully until one has been on both sides of it, multiple times - seems to still be unchallenged. I see you chose to not address this. |
If all the factions had a tiering system identical to Wehrmacht, then it would be extremely easy to tie the heavy call-ins to a certain tier (or rather, battle phase). Since they don't, however, it is a bit of a problem, especially for Soviets which essentially have two tiers, time-wise.
Well, a set up like this could work :
T34/85 - T3 or T4 built.
Dual T34s - T4 or T4 built.
ISU - T3 or T4 built.
IS3 - T3 or T4 built.
Hell, you could even make the ISU instantly balanced by not touching its stats at all, but requiring BOTH T3 AND T4. Ultra expensive? Yep. Unviable in 1v1s? Probably. Completely in line with the unit's current capabilities? Definitely.
Tiger - Battle Phase 3 researched
Tiger Ace - Battle Phase 3 researched
Ele - Battle Phase 3 researched
Stug III G - Battle Phase 2 researched
Jeep - no requirement
Halftrack callin - no requirement
Easy 8 - Major built
M10 - Major built
M8 - Lieutenant or Captain built
Ostwind Callin (OKW) - Flak truck deployed
Panzer IV Battlegroup (OKW) - Flak truck deployed
Jagdtiger - All 3 trucks deployed
I don't buy the argument that this would impact the strategic depth of the game / limit the build orders and so on. The only, literally ONLY thing that would be affected by this change would be that you would no longer be able to hold out for callins instead of teching. In my opinion callins should not be a "get out of teching free and have awesome armour" card, but rather "here's a supplemental unit type to help with your core army" sort of deal. |
I don't have enough time to dedicate to try out a single thing as you think i have. Sorry, but it is my opinion you simply cannot discuss an ability that you haven't used AND had used against you multiple times in ranked matches. Pretty much the point, a cheap long range unit that can route/criple/wipe a specialisaed squad in close combat for 10MU dosen't seems too fair. If your shocks get caught by infiltration grenades then you are doing something wrong. The windup / anim time is so large that the OKW player would need to exhibit extreme prediction skills and even then a timely right click by the Soviet player would just go around the grenades, as a good Shocks squad should be always moving until they get to a range that guarantees Volks wipe if they persist in their idea of a grenade throw animation. In no decent-level play scenario is it possible to "rout, cripple or wipe" a properly microed Shock squad with infiltration grenades, unless the Soviet player is sleeping. |
Dat Allied Heavy Armour section.
Don't want to run into a vet 5 sturmtiger though... Don't worry, you won't  .
|
Or just a-moved by panzerfusiliers that have exactly the same long range dps as rifles, yet got more men, which means sov sniper will never be able to wear them down, even in pair fast enough? A doctrinal choice as a necessity to "counter" a stock unit. Also, you have JLI and fallshirmeagers to jump out of nearest building and just annihilate snipers, which is being done by people with half a clue. A doctrinal choice and another doctrinal choice as a POSSIBLE way to counter a stock unit, heavily dependent on the map layout. Minsk pocket would like to have a word with you. No amount of clue will be able to spawn an ambient building behind the sniper when you need it.
Well, I suppose it's not that bad if all in all 3 of 6 commanders provide at least some way to deal with Snipers - but none of these can be called truly reliable. It's not that the Sniper is OP. It is just - how come it is the OKW that has to be a reactionary force and respond somehow to the menace of the Soviet sniper, while at the same time possibly having to sink manpower into defending against early M3s? Why aren't the Soviets the ones who have to scramble and look for effective tactics against some early game OKW game-changer unit (lol Sturmpios)?
One sniper is not a problem, and never was. It's having two of them, or even three - yes, three, that is an enormous amount of manpower. But it grants a guaranteed retreat of any Axis squad or weapon team every seven seconds, with the alpha strike potential on top of that. |