There are even companies out there that publish a game and then let it die in the months after.
CoH2 probably does not generate a huge amount of revenue, which is also supported by the fact that officially no one at Relic is responsible for the whole CoH franchise anymore (plus having transferred patches to the community in a first step). Furthermore, people on the balance team apparently also have no information about long term commitment by Relic, otherwise otherwise I assume we'd know it somehow. The 64 bit version is likely due to Microsoft wanting to make their game pass more attractive. Obviously no one knows what the future will exactly bring, but chances are high that after 7 years there will be no major support for almost any game out there. It is already surprising that Relic provided patches for so long, even if they heavily reduced their involvement.
And the CoH3 everyone is hoping for is more than just a couple of stat changes, we'd need some actual coding for that plus modding and workshop support, all of which we are unlikely to get.
And you can't imagine that coh3 couldn't simply be an enhanced coh2? I don't know if Relic or Microsoft are willing to build a new game from scratch when they can simply take back the development on coh2 and build around it.
As we know the RTS community is small and anything that can reduce the development cost will greatly help to have something at the end.
THe 64bit development for coh2 and release of coh1 on mobile show that Relic or Microsoft are willing to continue the COH franchise's adventure but not from a new perspective. They'll take what they already have in stock and use it to propose to their audience new contents or find new audience on different supports.
They already have a great engine that need a serious polishing (we all agree on that), what they lacked in the past was a game design and community vision. And from a year or two they're starting to acquire both of them, they used us to learn to build a game design that suit us as players (community patches) and put in place the elements to build a community and provide relevant content to it (championship, tourney etc...)
I'm curious to see what they'll propose, and if I'm right about their on-going strategy.
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Because reworking all of this would take a shit load of balance tweaking plus factions have different howitzer types (UKF and USF only in one commander, the rest only have static ones). The units have been balanced in their current role within their faction (that is, the StuKa for example is meant to be a wipe machine because OKW is built to need it more than a rocket suppression platform). Throwing that overboard will not only lead to reworking "just" the rocket arty and howitzers, but probably larger parts of the all factions and especially late game units as well.
We don't know if Relic will support the game further after this one balance patch, meaning we'd have a 99% chance that a lot is broken in the first implementation and then there will be no hotfix afterwards.
The Burratino would like to have a word with you.
Nobody knows but you know many companies that upgrade their game after so many years just to let them die the months after?
Coh2 could be the Coh3 everyone is hoping for. |
Core faction changes for all factions or just some? This is going to be a huge amount of work to balance.
I hope some "members" of the actual "balance team" aren't part of the project. |
No need to be so upset because someone disagreed with your point mate.
I was actually referring to your statement saying that you rank up by playing vs lower ranked players and not vs higher ranked players. Provide data or at least reasoning on that.
Regarding the rest: Ranking is one motivational factor and I never said otherwise even if you insinuate that. Still this is a game and people play games for fun. Dismissing that as nonexistant would be at least just as naive. Check some Twitch streams and you'll see that even high rank players often play just for fun.
You also hopefully do realize that there is no casual mode in CoH2, so your only "choice" is to play ranked even if you just play for having a nice evening.
If you're only skilled in English and your competitor is skilled in English + 3 other languages, why should you competitor not just veto English in the competition and win?
This data is from overall 1,2 million games and we see some maps played 4-6x as often. There seems to be a general consensus that some maps are "better" or at least liked more than others, and as I explained above I don't think this comes down to what you can grind the best. It comes down to that people apparently like that camp/arty fest through all skill levels, because this is why they enjoy 4v4.
Arranged game exist outside of ranked games you'll be surprise by the quantity of games you find there. Ranking isn't opposed to fun but I don't know many players having fun in losing repetively their games, I mean a simple check on Coh2 subreddit shows enough topics of players desesperate by their winrate and lack of fun being owned the majority of time. Then yes, you rank up by owning lower level players and that's not big news here, it doesn't mean you can't win vs better players but that not from where you earn most of your rank.
This data shows that lower tier players are more likely to play on every maps because they're still learning the game and have little understanding on what each map provides or allows you to do better. Coh2 learning curve is hard and requires many hours invested but there some few first steps well known here: blobbing and big guns management. Once players known that and how to use them, they will simply use it vs those who haven't yet learnt it, and yes that's fun because you win and yes that means vetoing maps where blobbing and big guns have lesser impact.
Then that's just a classic bottled vision, because you only know to do that and gave you good result so far you're less likely to reach the further steps. and on 4vs4 that's enough to hit the top50 for each faction.
The rules are rigged by the vetoing, you don't play ranking for having fun but for competition and having fun throught that and you use your vetos on map that doesn't suit your best way to win. Nobody likes being destroyed in game because their partner wanted to have fun over winning. You hardly see troll teams made from high level players doing stupid and fun things that have 0 chance of success but are fun to watch. Usually the fun come from the fact it works and lead to a success.
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Fully agree, no idea what your point with this is though.
That ranking up argument is an assumption, at least I do not know of any data how the ranked matches actually turn out to be matched. If you have any, please provide it.
In the first paragraph you state that rank is determined by skill. Second paragraph you contradict yourself by stating that you rank up by just rushing to the choke points and actually learning and knowing the game, having different strategies ready at hand actually were a bad thing? Good/skilled players should be even more interested in keeping things variable because they are the ones that can pull off and deal with surprises better than any other. Following your logic the top ranks are actually the least skilled, because they apparently like arty heavy maps? What?
It should be super easy then for any really skilled player to just veto Hamburg, force all the "rush choke point and build arty" noobs to play on different maps and get the top place themselves? How come this does not happen?
Oh so you don't play ranking game to rank up? I can assume this may be the case while you're aroud the 2000 rank but is it relevant for the discussion? I'm sorry but you're the one to prove that people playing ranking games aren't interested in... ranking up.
Some people are skilled in english and only skilled in that language thus forbid the use of other languages in their place. Does it mean they aren't skilled in english, or not more skilled in english than a polyglote?
If you provid someone a way to rig the game by allowing banning maps as they wish, you'll just rig the skill's evaluation system. It is not anymore about who's the skilled player on the game, but who's the skilled player on the rigged game.
As for your last argument, 4vs4 ranking is base on single player, not team. It doesn't matter what you, as a single person, prefers. It matter what will be the best way for your random team to win, assuming you can be match with lower level players whos are not sharing your vast skillset. |
This does not make too much sense. Yes, artillery works very well on large modes. But it also works very well against you. If all factions are balanced, then there is no reason to chose an arty heavy map over another one since you will be hit by arty just as hard. In this case you veto the maps you personally do not like to play because of preference.
If factions are not balanced and one side has the arty advantage, the other side will veto arty heavy maps and they will be played less. In that case vetos are distributed according to the current meta as well as personal opinion. Still, the trend of each map is very consistent through all ladder ranks although the meta heavily changes. But since we are unlikely to see heavy reworks for CoH2 anymore, it actually does not matter: We can just choose based on what people like to play on the current meta.
Not making sense to you isn't either an argument. Ranking objective isn't playing fun games or on good maps but winning games and ranking up and artillery+super heavy on lane map or chock point maps are the best way to do it today on 4vs4. Almost all player on ranking matches are ranking up beating lower "skilled" players, not better "skilled" players, which invalide the question of artillery being used by both side, you win because you're better at using those tools until you face better players using them, until you get better etc... the classic learn and re-try.
Open maps or funniest map are opening too much uncertainty for a strategic ranking play, firstly because they involve more skills than the Arty/super heavy combo. "New" mechanisms like flanking, poking left to hit right, different BOs, different commanders etc... You can't just rush and sit on chock point while you build you arty behind. Super-heavy are much less relevant because more easily overcomed by their counters.
Too much to learn while you can just ban some maps and ensure only Arty/SuperHeavy are the relevant tools and skill you need to win games and rank up.
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You completely missed my point. What is "good" about maps is mostly subjective. You think Port of Hamburg is a horrible map, and I would agree, but the majority of the playerbase obviously does not because it was (maybe still is I don't know because we don't have any more recent stats) the most popular map.
You're making an assumption base on a wrong correlation. That's not even subjectivity here. Map popularity have little to do with being considered by people as good map.
Once you understand the game mechanism (at least for 4vs4) and grinding your ranks you'll naturally be electing your commander pool and maps uppon what you believe is the peak mechanism for you and your factions. And on 4vs4 those are artillery and choke points where super heavy shine, which is the definition of Port of Hamburg.
In another way, are Ostheer Ostruppen commander or USF mechanize "good" (fun/balanced/interesting to play) commanders or are they simply the peak for Ostheer and USF to be played at high level on 1vs1, at the moment. |
USF mechanized fit better the ChaosKrieg rules than Ostruppen and that's not a question of jeep vs ostruppen but a mid-tier transition from them.
You need the T4 and BrumB/Panther to fully support your Ostruppen transition while USF only need a pair of sherman. Thus USF able to close the game faster.
That's not a question of balance here but variation in powerspike for factions/commanders designed around 500vp matchs.
On a personal note, even if the idea felt more exiting at the beginning, it has been the most boring tournament to watch. |
5man grens aren't really at "Elite squad" level. It's a very good upgrade, but calling them "elite" is perhaps going a little far. A weapons upgrade removing a squad's snare is also a bit unusual, the only other example of this I can think of is the Panzerfusilier's Shreck upgrade removing their AT grenade... which is understandable. A reduction or removal of the squad's extra RA bonus would really be better, in my opinion.
If you think so, but you're simply going to kill the only reason you chose this doctrine. 5men Grens have to be strong cuz they are the bread and butter for the doctrine. Removing the pfaust give them proper counters and force the player to build proper AT support. The doctrine is still strong but 5men grens have counters. |
Movement speed penalties for Ostruppen is pretty dumb,and unprecedented, honestly. Making them buildable instead of a callin (as all units should be, in my opinion) and slowing down their building so they don't reach critical mass as quickly would be a better solution. Their combat performance is not their issue.
Removing Fausts from 5man Grens is kind of an absurd nerf. It does nothing to what people complain about regarding 5man Grens, while making them completely defenseless vs light vehicles, and obviously vs heavier ones. Reducing or removing, dependent on how much a difference it really makes, their RA bonus would be better.
I think Pgrens primarily cause issues due to their synergy with the currently overperforming (in 1v1) Ostruppen. I'm not sure they particularly need moving, nor their Shreck upgrade. Feel free to provide a counterargument for this.
What's the logic on pushing back BP3, anyway? Is it widely considered that OST get their mediums too quickly? I wasnt really aware of it being particularly faster or cheaper than other armies.
Im not sure why the OST sniper specifically needs its ROF at vet toning down, either. I'm testing it in cheatmod right now, and while a vet3 OST sniper fires more quickly than a vet3 Soviet sniper, it really doesnt seem to be egregiously faster.
What are the winrates like for Ostruppen and VSL builds, anyway? They certainly seem to get used a lot, but I haven't seen any statistics on how they actually fare.
My proposal was a debuff while out of cover, there still plenty of cover on maps to let them run at normal speed.
But the capture rate nerf or speed debuff only on neutral/enemy territory are also something interesting to dig in.
I stand with the idea to remove 5men gren the pfaust. I see the 5men gren squad as an elite variant of the squad and as any elite infantry squad: no pfaust/atnade available to them.
As for Pzgren, they also synergy too well with Grenadiers simply because they hit the field too early for Soviet and USF to have the same firepower from their infantry. Soviet are stuck with Cons and USF need to pay to unlock BARs.
I didn't say shreck should be lock behing BP2 but T2 built so you must spend fuel if you want to use them. So Ostheer cannot have it all just with pfaust/mines and shreck and skip T2 even if their opponent build light vehicle. |