Because medium donks with massive HE couldn't do shit against inf. Sherman, t34, PIV were quite garbage against inf and a waste of resources. Now they are actually useful, thanks to this smart change. And I think it's here to stay.
Tip: Don't rely on your anti-everything doom blobs too much, they might be wiped out in the blink of an eye.
No they changed unit spacing because squads struggled to get fully into cover due to spacing. Nice try though |
Oh look, it's the clown from the alpha forum. Can't contribute anything to the discussion, but axis are always op and balance will be only achieved when allies have 100 % win rate.
I have to say the IS2 is better than the Tiger, because the IS2 has a higher field presence, more shots deflect, it can stay longer in combat, it needs more resources to counter and when it hits infantry, it hits them usually hard, thanks to 4 men squads.
I don't say nerf the IS2, I rather think adjust the Tiger so it's on par with the IS2, by the impact it has on the game.
Or make it cheaper, if that is out of question.
omg burk its you |
Tiger's are amazing until Micheal Wittman finally stops playing hide and seek and gets his Tiger blown into 2 by a Sherman Firefly at 1000+ meters.
http://www.achtungpanzer.com/michael-wittmann.htm
Cya kid |
Sorry if i said something that might damage your allied only player scores...
Low risk because of its range....
Most micro intensive faction? lol ok.
Not sure how the scott is one of the hardest units to micro in the game? that makes no sense at all...
Try microing a flacktrack lol
Its a medium ranged artillery piece. Unless you want to use it like a 1 shot squad wipe ostwind (Which it pretty much can be but with less HP).
Its very easy to kill if unsupported but when will that ever happen?
Again the point is.... it kills infantry (Whole squads) way too reliably. If you dont like the setup time then fine but it needs an AOE or Scatter nerf.
The fact that it arrives at the same time as a P4 isnt really my point... It comes on at a stage where consistent squad wipes will win/lose the game. I dont mind it coming on at that time...
I mind the fact that it can wipe squads better than any other unit in the game (except maybe a 152 or sturmtiger). Since it fights mostly 4 man squads.
Your scenario of blob ect isnt what happened....
I had 2 shrek squads and a gren squad... all spread out, advancing to the jacksons, Scott rolls up 1 shots a squad, i think "yeah ok lucky shot bit annoying", second shot 1 shots my gren squad. at this point i thought fk it and retreated my last remaining shrek squad, for it to be hit in the back of the head on retreat and wiped.
Cant really sit in cover in a 2v2 when his ally has 120's bombing the crap out of me.
And sinse jacksons can 4 shot tigers doesnt leave me with much options unless i picked a doctrine with an Elefant, Pak43 or LeFh artillery.
Never heard anyone complain about it before.. I have no issues killing one, they how very low HP..
Just because you lost your entire army to it somehow doesn't mean it needs such a heavy nerf.. you just got RNG'd |
CoH doesn't have a central server that stores the game state like CSGO, Dota 2, or LoL. It's a deterministic simulation engine, which means every player is essentially running a separate instance of the game that's guaranteed to be exactly the same as every other players' instances. That way the battle servers only have to relay commands, since logic dictates that if all players are running identical game states, issued commands will give the same outcome for all players. That means reduced bandwidth, reduced latency, reduced server hardware requirements, and reduced replay file sizes.
Other RTS games like SC2 work around this by providing a play from replay option, where you can load a replay and resume the game at a predetermined time before the disconnect occurred. The problem with this approach is it requires every player to have a copy of the replay file; essentially, it's only ever used for tournaments, and it's impossible to reconnect in regular matchmaking.
Battle servers are storing a bit of game state information now, since the observing system is really just server-side replay generation. However, converting these replays into a means of reconnecting to a game is likely extremely difficult and not really practical in reality. It would also rely on additional features like pausing, which CoH lacks.
Until server-side RTS design becomes commonplace (which might never happen), reconnect from replay is the best you can realistically hope for here.
The CoH engine runs at 8 ticks/second, so 8x is the fastest speed you will ever be able to watch a replay at.
Then please explain why, when I pull my ethernet cable, my game will freeze and warn of a DC and attempt to reconnect over and over. Other players can continue to play during my freeze and when I plug my cable back in, it will catch up with the other players states without sync error and I can continue to play. |
oh look ur being carried again |
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It is Quentin, now he have stolen my name to. Check for yourself! He is pretty mad haha!
gj baby |
They probably saw your ridiculous post supporting truck pushing
this made me laugh more than it should have |
Good game as Axis, shows how to beat current Jackson, Guards and Mortar spam in 2v2. |