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Discuss civilly please.
Maybe because it comes at the same time you first Lmg42 upgrade which is far enough AI power for such an early state of the game (+hmg42)
the unit is cheaper (mp/fuel/muni) than the m20 and still counter it, thanks to the royal gift given to Ostheer with the free upgrade. |
Early game, in team game you can decide to focus 1 side + mid, you push back the player in this side to his base and rush the other side while keeping a couple of Maxim + mine behind you. It is usually what you should do if you want to play "teamgame".
There are good synergy between USF and Sov,
USF support + Sov T1 = RE + fighting position + early ambulance to follow in the front line (means no hard retreat) / M3 rush + sniper/penals/cons.
USF assault + Sov T2 = Rifle spam / dodge + maxim/mortar + early Zis3, really effective vs a OKW who build his T1 too fast, too close to the middle.
Or like said above. Just be careful with what Barantah said, it works well if you have the same skill level with your mate, because otherwise you never know who's level match who in front of you. |
Thread: RNG27 Oct 2015, 13:12 PM
Ok, let me put it another way. How often do you think games are decided by luck?
1 time in 10?
1 time in 100?
1 time in 1,000?
1 time in 10,000?
My feeling is, it's probably even less than that, and that there fore this whole question is totally insignificant. But maybe I'm wrong, maybe you and others can pile in and paint a picture in which it happens more often than I think.
On a related note, though, a challenge: of all the games YOU have won, how many do you think you really deserved to lose, but happened that day to be favoured by Lady Luck?
You're off topic, games decided by RNG is only an aspect of the issue.
We're talking about game mechanism that haven't any limits. I repeat myself but it is far more confortable to face a churchill than a Panther. Because you have a better control of what damage output you'll deal to a unit with a lot of HP and less armor than the opposite.
Put it simple, you can shot at a panther and not miss a single time with a m10, you can hit all your 20 first shot (far more enough to kill it), or you can see any of your 20 shots deflected, and all the other after because each shot is unique and have the same % of chance to hit.
Now you can decide that you want more regulation on it, leave some RNG in the process but make sure the panther will not be killed in either 5 shots or 20.
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this idea is a clear suicide for OKW. |
Can't wait for the new patch, the current ISG meta is boring as hell. Hope it gonna bring some relevant changes, so far I didn't heard anything good about it unfortunately - if it is the case, well maybe it will be time to take more time to play some other games until the next next patch |
Thread: RNG27 Oct 2015, 11:26 AM
Even when it's such a big feature of the subject matter?
I acknowledge you can say that isn't directly pertinent to how a game's rules should be built, but IMO that would greatly detract from the game. A reasonably representative reflection of the subject matter is part of COH's charm; the very fact that deflection exists is one of the things that attracts me to it.
All this talk about abandoned vehicles is another case in point. If I were to guess, the main reason it's there is to drive home the fact that armour must, absolutely must, be supported by infantry. It's a way to encourage play that is both better, and more faithful to the realities of the theme. Being careless with armour will punish you with more than just losing the armour, and the very fact that it can happen forces you to think about it. You've been forewarned, and if it happens to you now it's your own fault.
IMO, this is a good feature, both in terms of play and game design. I really don't believe that pure RNG decides games; experts, as they say, make their own luck, and I think if you win a game through RNG, you probably already had it in the bag, and if you lose because of RNG you probably already lost.
Even if there are some cases where a turnaround is purely due to fluke, just, you know, brush yourself off, recognise that shit happens, and get over it.
The only way to have luck is to work on it, of course good players are building their own luck but I can also remember some games where pure RNG finally decide who win the game between two major players.
The question isn't the RNG itself but what do you allow in the form of RNG, and how much and how long. Like the OP proposed it, you can build an incremental chance to hit every time you shot at a unit. RNG will still be there but with a limit.
You can decide to apply a rule that say a unit cannot miss more than 3 times in a raw. A unit with X armor value cannot deflect more than 3 times in a raw another unit with Y fire stat value etc...
Even Coh1 had a deflect damage so you were always doing a certain amount of damage if your wheren't missing.
There are many way to control the randomness of actions performed in game and I'm glad to see Relic is actually thinking about it. |
Thread: RNG26 Oct 2015, 20:43 PM
The current RNG system is more an excuse of lack of design. I'm agreeing with the OP.
RNG is interesting when within control limit defined by the game designer, you know what is the maximum value (damage or deflect usually) you can have or lack with the RNG. Right now, there isn't any control limit so RNG is completely wide from Wipe to Miss, 100% damage to 0% damage.
Maybe you don't see it as an RNG issue, but let me remember you all the threads and subjects we had over the last months about squad wipe (grenade, tank shot etc...) and recently OP pak Howi and ISG. Those units are purely RNG, I have lost and win game only on the matter of a couple of crucial miss or hit from those two units. Simply because they can wipe you 2 or 3 squads in a single game or not. Ostheer sniper HP buff is purely a way to remove RNG for this unit.
When Relic decides to give a shitload of HP instead of a shitload of armor to Churchills, this is a attempt to reduce the RNG issue, there is no RNG by taking a portion of a unit hp each shot or so (only the usual hit and miss), Axis players would have been wiser to make sure its stay like that. It is far more comfortable to deal with a unit you know approximately how long time you need to take it out than a KT or a panther which you can take down really quick or not simply because you don't know how many shots it will deflect.
In my opinion, the concept of hit or deflect, hit or miss is not appropriate to an RTS game, you always need reliability in your actions.
Now it doesn't mean no more RNG, it means controlling the RNG, like in Dota2 (someone mention it as a comparison), in Dota2 the game mechanism, even for pure RNG heroes are within control limits. the 1st one is any heroes ability can be countered with an object, which remove completely the randomness of the hit or miss probability.
I really hope that in the next Coh3, they'll have enough game design maturity to innovate in this chapter. |
same here, a lot of lag since couple of days |
You have to imagine playing Rangers + smoke ability.
=> You smoke the area + you rush the area with your 4 Thompsons squad to bast anything in range. |
Please Relic, fix it. |