Finally got my parts in and it's time to benchmark everyone's favorite game from 2013. I was curious to how much more performance could be squeezed from coh2, it's always chugged when you pan the camera down. Normally in gameplay this is never an issue but if you ever want to sit back and look parallel to the battlefield.... Not great. I will be testing with my new 5800x and 3080 today.
Game is tested with all settings on max at 1440p using the in-game benchmark, with an FPS limit set to 142hz.
New cpu, motherboard, and ram
Ryzen R7 5800x
1070
3600Mhz ddr4
Slightly faster average frame time, about what I expected. 8% more performance from the cpu and MOBO upgrade.
Final build:
Ryzen R7 5800x
3080 FE
3600Mhz ddr4
Double the average FPS and 130% higher minimum FPS. I have a framerate limiter set at 142 FPS so presumably the max and average would be slightly higher. It turns out you can just brute force the Essence Engine to spit out as many FPS as possible. Crazy to think I used to play this game on a 650ti Boost.
The coaxials don't have the same max range. And ATGs don't have a coaxial. The ambulance needs to be vulnerable to counteract how powerful it is in a forward position in 2v2s and up.
USF is already the weakest least used faction in 2v2+.
Is giving the ambulance enough health to survive 1 shot really going to impact balance much?
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).
Yea that patch was in early 2014... the game had only been out for like 6 months when that happened.
The game is older and the community skill level increases over time through practice. You have been left behind.
Do you guys know if it's actually possible to set just this map to default to fixed positions in automatch? It's an objectively better experience for the players.
That is probably my biggest negative despite it being your positive . It's just too wide for my liking and full of lanes, for example, try flanking an MG in mid if you are north/West, you either have to go through a hedgemaze with only 2 exits or down a mine infested northern hill.
From the east its the same, apart from you have no "sneaky hill mavouver" because that leads right into the enemy munitions.
A map I quite like but everyone hates is lost glider, that is wide, and has many flanking routes, hell even more so than kholodny because you can sneak all the way around the map and are not forced into narrow lanes.
Kholodny is just too messy. "Oh FFs hes at my VP again", "Oh FFs thats my muni, AWAY!" "God damnit stop with the cut off attack already". It also feels like everything takes an age to respond to aswell, by the time you've got to the point they have decapped it, capped it and set up sandbags, with no way to attack but frontally.
The buildings are powerful, but easily counterable or flankable
Plenty of red cover to play with, without being oppressive on retreat paths
East and West side play completely differently, and battle lines don't form the same way every match
Aggressive cut off and muni placement makes for intense infantry fighting
Hedges that you can shoot through with tanks and At guns are really fun
The map plays differently for the general playerbase. In tournaments with fixed spawn positions the Axis plays in the North and the Allies in the South. You have a small advantage playing in the north, but the Allies have a small advantage as factions that evens everything out. This is the best way to experience the map.