He has his reasons because I also asked him what the garden he was thinking
So can't he put them down on the topic? Or maybe he takes fun watching the community fighting Alex bad faith.
Thread: Should OKW be able to build caches?13 Apr 2015, 07:37 AM
So can't he put them down on the topic? Or maybe he takes fun watching the community fighting Alex bad faith. In: COH2 Balance |
Thread: Should OKW be able to build caches?13 Apr 2015, 07:20 AM
A simple question really. What does the community feel about the OKW being able to build caches? Can I open a poll asking a simple question really myself too? " What does the community feel about removing OKW biggest weakness with no downside?" And watch the community fight for nothing... In: COH2 Balance |
Thread: [Feedback requested] - balancing issues in large team games10 Apr 2015, 07:40 AM
Just slow down any income by 0.3 or 0.4. Any, MP, Ammo, Fuel and caches. So instead of KT 15 min mark, you have a KT at 25/30 min mark if you can survive that long without investing in midgame units. 3vs3 and 4vs4 are actually too fast, faster than 1vs1 and 2vs2. We all know that. With the current meta, unit path + moment of fight + teching are simply not fast enough to drain any MP/Ammo/Fuel income. Not like in 1vs1 or 2vs2. Many time, you build your force, you move to the choke point, you fight and the moment your retreat to reinforce, you're already full of resources to reinforce all of your squads, full of ammo to use your special abilities as you want for the next fight and fuel to build your next tank. So let's use some wording. You have: 1- Time To Fight (comprise between the moment you leave your base to the moment to finish your fight) 2- Time To Reinforce (comprise between the moment you finish your fight and the moment your finish to reinforce - at your base or on the field) 3- Time To Get Resources to reinforce. (time for your income to naturally reach the amount to fully reinforce your available squads) Bigger the map is, bigger the TTF and TTR are, and in its way also TTGR since there is more resource points to cap in 3vs3 and 4vs4 maps. If your TTF + TTR = TTGR, every time you fight and retreat to reinforce, you will find enough resource to reinforce all your army and come back to fight with the only TTR delay. This is pretty much the situation we are facing today in 3vs3 and 4vs4. If now you reduce the TTGR by 0.3 or 0.4, TTF + TTR will be higher than TTGR. Consequences: 1- You will immobilize your force at your base more time between fights. Which is not good in term of strategy. This may force people to blob less, or to build less units to reduce your upkeep consumption. Or to play more conservative, here again less blobbing and using more covers. 2- You will have to make more decisions between reinforcing and leveling. If you have less income, you'll need to decide when you want to reinforce and when you need to tier up your army. So you may decide to keep going a bit more at a lower tier or to tier up. But if your opponent successfully tier up, you'll have to counter him. If you don't you'll lose more resource by reinforcing more your losses delaying more your teching. If you tier up too fast, you may be overwhelmed by your opponent by lack of units. So there it is, in conclusion, lowering any income (and not only caches) will simply force people to make strong decisions and assume them since any loss will have a biggest impact on his army. In my opinion, it would simply put it at 1vs1 and 2vs2 speed. So nothing extremely wrong In: COH2 Balance |
Thread: CAS needs adjusted9 Apr 2015, 12:22 PM
Soviet PTRS should be nerfed as well, but that's off topic. USF blob effective? Do you really mean what you just say? Of course anybody can blob with whatever unit he wants, I can blob RE squad if I want and you can blob Pioneer as well if you like. Does it mean it is effective? Does Gren + pzgren blob effective without CAS? Does Rifle blob BARs/Zook effective vs tank? The answer is no. Those blob are - if not easily - but counterable on a regular base. OKW blob is effective at any level till almost top10 and now, Ostheer + CAS doctrine as well. In: COH2 Gameplay |
Thread: CAS needs adjusted9 Apr 2015, 12:03 PM
The only reason CAS is so popular is because it let you have a strong blob before USF or Sov can counter it effectively. its the reason why it is sooo popular in 3vs3 and 4vs4. You can have 4-5 gren squad full LMG equiped when USF deploy his first Half-track, it means bleeding hard the Allied player with LMG and riflenades before the player can reasonably counter it, at the same time if he went BARs, which delay his half-track, he has probably 1 or 2 BAR. And since you are full of Ammo supply you can reasonably ambush and pin the HT with 2 or 3 faust shots and kill the infantry around with the LMG. And when hard counters hit the field aka tanks. You have already 2 or 3 pzgrenadiers with double shreck in the blob to kill them and shortly after your bombing strafe. In fact with CAS doctrine, Ostheer players can play (in 3vs3 and 4vs4 from my experience, dunno 1vs1 and 2vs2) like OKW with an A-move blobs and a minimum of micro. And that's probably why it is so popular today, like OKW A-move design is popular since its deployment. No more need for micro skill with MG42, snipers, SDFK 251 etc... Blob your guys and roll over the map. That what CAS propose in its extreme. Now I know CAS hasn't been design for that, but its the result. If Relic wasn't Relic and actually cares to try to fix stuff before 6 months of abuse, I would suggest to test to change fuel/ammo conversion into MP/ammo conversion. Ostheer can float in Fuel if it hasn't the manpower to build units, it would naturally make the doctine less Blob like. In: COH2 Gameplay |
Thread: Forwarded base and OKW trucks territory mechanism8 Apr 2015, 19:37 PM
The topic isn´tabout you like or not OKW trucks, but the fact trucks and FHQ are working even if the territory become neutral or enemy. In: COH2 Gameplay |
Thread: Forwarded base and OKW trucks territory mechanism8 Apr 2015, 11:34 AM
What makes people bombarding it? lack of soft counter. Don't you think people try to destroy it to cutoff your production or because a rally point that heal and reinforce in the middle of the map is a pain in the ass to deal with? If I have the opportunity to disable its abilities, faster than destroying it, I'll disable its abilities and many people will do the same. And you it gives you more time to take back the territory and get it before its destruction. If the truck isn't used aggressively you'll not face this situation. Does OKW only need to use it aggressively to win a match. No. Does it forbid OKW to play aggressively to win a match, no, but it gives more gameplay around it. Now think I'm only talking about gameplay, not balance - so of course if those mechanisms have to come live, a balance design would be necessary to make sure the faction doesn't become rubbish because of it. In: COH2 Gameplay |
Thread: Forwarded base and OKW trucks territory mechanism8 Apr 2015, 11:25 AM
Jaeger are less expensive I'm agreeing that disabling the production is a hard outcome for this mechanism. So like I said, just disabling trucks abilities but not productivity. But well, it was working pretty fine in coh, I can't see it breaking that much the gameplay in coh2. In: COH2 Gameplay |
Thread: Forwarded base and OKW trucks territory mechanism8 Apr 2015, 10:58 AM
Isn't already possible with falls? All what you describe. I mean, it would rehabilitate some doctrines. Having Partisans means no IS2. So I can't really call it a nerf in this case, just a trade off. When I say it is not a nerf, I mean you are not downgrading anything OKW faction has already. But it changes its gameplay for sure. So instead of a mass attack with all what you have, I guess you leave a volks squad to prevent sneaky actions from the enemy if he has select Airborn or Partisan doctrines. Actually OKW can place an early med truck offensively without being punished before Sov build a Zis or USF spend fuel in a Half-track or captain. And here again the truck last enough long for you to counter attack. But the concept of being that much offensive with no fear of downside is what I don't really understand with FHQ working on neutral territories. But yes maybe it would be too much. It wasn't in Coh, I have hard time believing it would be in Coh2. In: COH2 Gameplay |
Thread: Forwarded base and OKW trucks territory mechanism8 Apr 2015, 09:47 AM
OKW is more balanced curently. I can't see any reason for further faction nerfs atm. Don't really know why you call it nerf. The faction would remain exactly the same. Can you develop? In: COH2 Gameplay |
6 | |||||
229 | |||||
20 | |||||
2 | |||||
1 |