Generally I find the game punishes aggression too much, in contrast to what apparently happened in that game. You will hear more good players and casters yelling "don't overextend, don't get greedy" and pointing out stupidity in that regard than people yelling "Push, you idiot," as Hans apparently failed to do (haven't seen that game). It's for a good reason.
In my opinion the flaw in game design that makes this so is that snares are far too widespread and effective. I'd rather see armor be more expensive and more effective than they way the game has been designed.
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Post History of sluzbenik
Thread: Why does 1 vs 1 feel like a big scam? 30 Aug 2020, 14:39 PM
In: COH2 Gameplay |
Thread: Muscle memory? Or just too old13 Aug 2020, 04:21 AM
If you can get ahold of some methylphenidate, I find it really enables focus and speed. The problem is you won't sleep. Like, at all. If you can't, high caffeine and then only try to play 2-3 games seriously. After that you start to burn out. Eat lightly if ranking. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 20:04 PM
Not sure if original poster is truly regretting the development of the game or mourning aging in general. No offense my friend Well, I think it's both...I don't keep up with the forums much. Is there agreement that lethality is higher, wipes happen more, and retreat wipes are much worse than three years ago? I might be wrong about the patch that really did me in, feel like it was 2016 though. If I remember correctly a lot of people complained about cons and volks being able to trade for 3-4 minutes at a time if in cover, so they started jiggling back then. If two squads are trading in green cover, it's still like at release and you can literally go to the bathroom and come back and have lost only a model. The retreat wipes are what really bother me the most honestly, it's just stupid, stupid brutal gameplay, falls into that "quality of life" category for me, since infantry are going to use roads on retreat per the pathfinding but that makes them much more likely to get killed on retreat. I just don't think they struck the right balance here...It's just too easy to get those wipes, it seems like any model under 75% health can be killed pretty easily by 2 or more chasing squads (note talking model not unit). I don't know what tests would show, but it just doesn't feel right to me at all. Again this is part of what has pushed the game into rewarding caution too much (and the dominance of indirect fire), because the REALLY good players know they can't always choose their retreat path, so they play even more cautiously and take even fewer chances to avoid the dreaded retreat wipe...If there's any chance of getting flanked you just can't engage for more than an instant because you will get wiped on retreat because even fairly high health doesn't protect your squad, so just don't engage, right? Anyhoo. I haven't even gotten started on snares and how lame tanks are now, but I'll say my design challenge for Relic for COH3 would be to re-design the game without snares, and see how to balance it. Then you could add some snares back in in unique ways. The only reason I even get tanks is because you need something to chase down the opponent's snared and wounded tank, otherwise you're much better off getting some good anti-infantry units (shocks, Obers, etc or indirect fire.) because their DPS is more reliable than tanks (because they rate of fire is high, the RNG matters less and you get the expected result, but RNG on tanks mean you may miss 3 shots in a row and have no other chance to get any damage in). Plus they are less likely to get wiped from an ambush or the at-gun/snare/chase combo. Tigers and T34-85s are kind of the exception, but T34-85s are too expensive to do anything daring with either until you have 3 or 4 of them. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 05:08 AM
My old schooler observation was that you were a complete prick in 2v2 and seeing your name pop up on my team was enough to alt-f4. You did it when you were on the other team and often times your name popping up ruined what little time I had to play at night. Lol, sorry, can't say I remember you. I do have a bit of a problem being alt-tabbed, but that's only because I'm a filthy casual now. I don't rage that much, I hope. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 04:17 AM
Sure, I understand why you'd say that. I'm just trying to be honest - I know my own tactical failures would be thrown in my face if I just critiqued the game. What would be interesting if a pro agreed, but if you're good at the game, you probably enjoy the game and don't have a reason to see it change (logically.) But I do think the emphasis on reaction time rather than strategy in the past few years is something that needs to be looked at. Of course, if you have the reaction time, you don't care. You want the game to be the way it is. You don't want strategic choices, you want more opportunity to show that you retreat faster than the other guy. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 03:55 AM
I used to be actually pretty ok at COH2. If you look at my stats, I had a few good years (or at least good 2v2 partners). Pretty crazy how easy it was. There was stuff to be exploited for sure, before they turned everything over to the community and now we inch, every patch. closer to mirror matches. Which is also ironic, because I always wanted to see mirrors in competition. Skin the units differently, it feels better I guess? It's really the only solution, because no one on in this community mod team, or Relic (whatever remains of Relic) has the big picture vision to understand asymmetric balance and strategic, vs, by-the-numbers, unit-vs-unit balance. This is an aside, but COH1 will be remembered 50 years from now for getting that. COH2 doesn't. Most other RTSes don't. Then came the patches, most particularly the patch, I think, in 2016, that increased lethality a lot, making manpower about 5x more valuable than fuel or ammo, whereas before I'd say it was 2-3x more valuable. Before that, I beat Symbiosis (old schoolers will know who that was) in 1v1 once (see my Twitch). This isn't really widely remembered , but that patch turned the game, finally, and irrevocably, in favor of two types of players: 1) people with fast reflexes and 2) ultra-cautious tacticians who are still fast enough with multitasking to react to situations across the map (Luvnest is your hero and guide here). That's when I really started sucking. It destroyed me, because my age was starting to show. Just don't have that CPM or multitasking. Just couldn't deal with the changes. And it was about this time when even sub-intermediate rank 500 players started chasing retreating units. I think there might have been another patch that encouraged this, by reducing the damage reduction to retreating units? That REALLY started ruining the game for me. Just the lamest fucking gameplay ever, 2v2s turned into a battle where the players were basically just jockeying for position to get retreat wipes after the initial engagement. If you're still a noob and are looking for a winning 2v2 strat, just do this - cap what you can, then go help your mate by flanking from behind. Even top 100 you don't always see this, but it's the easiest way to win a 2v2. Wipe all that stuff, win game. It really is that simple and that stupid a game now. I guess this is just to say, it was a good time. But the combination of the lack of strategic gameplay plus the total emphasis in the last 3 years on reaction time has meant I just can't play anymore, not seriously. Maybe I'll pop in once in a while to screw around but I know I can't do what I used to, because I'm not at that level really anymore, and the game has definitely made it harder to play at that level. But always remember, the level of competition we've gotten to is ONLY tactical, not strategic. And that's not the fault of the players, that's the fault of the game. GGs everyone. Noise of Carpet In: COH2 Gameplay |
Thread: Winter patch Buglist 15 Apr 2020, 20:15 PM
I never bought Brits believe it or not, I don't think it would work for me. In: COH2 Bugs |
Thread: Winter patch Buglist 15 Apr 2020, 19:45 PM
Someone reproduce this please: You can no longer attack ground the area of a British emplacement with the OKW Leig. Haven't tried the Ostheer mortar yet. Only barraging the area or attack works. When you move the pointer over the area it changes to a "no" symbol and you can't issue the command. In: COH2 Bugs |
Thread: CoH 3 Concepts: Truesight 2.0/ Size dependent spotting22 Jan 2020, 01:24 AM
The game's already too much about who gets to the green cover first. Assaulting positions is too punishing as it is without more camo. In: COH2 Gameplay |
Thread: Inconsistent voice warnings14 Jan 2020, 03:02 AM
My number one complaint right now. Either there should be no audio warnings whatsoever, or totally consistent, all-the-time warnings for units at x% health, grenades and support weapon flanks. I either want to lose because of poor multitasking like the scrub I am or to not have to randomly switch units all the time just in case a squad takes a mortar shell and then one Volks bullet goes through 5 guys, obliterating the squad. I hate randomly switching just to babysit, it's the most unenjoyable part of the micro in this game for me, it always feels like getting 20 emails that you have to answer in 10 minutes at work. Of course, if you don't like the skill-cap change that would entail if we had totally consistent warnings, how about a pro mode with NO warnings and a scrub mode with all warnings? That would be interesting for 1v1 tourneys, I betcha. In: COH2 Gameplay |
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