"studied"
I'm paging him for a different reason.
Well we extract from the same game files, and I picked up a lot of my knowledge with how the engine works from him. Although I will never have his sexy Finnish accent
Thread: British Patch 3 Sep27 Aug 2015, 13:55 PM
Well we extract from the same game files, and I picked up a lot of my knowledge with how the engine works from him. Although I will never have his sexy Finnish accent In: COH2 Gameplay |
Thread: Faction comparison by Relic27 Aug 2015, 13:34 PM
AT's will always beat randoms, hard to balance around that. You can make allied team work more intuitive and easier to pull off like it is for Axis, but there is still the issue of 3v3 and 4v4 map's being unrelenting shit which is the biggest killer right now. A good portion of players play 3v3 and 4v4 (~50%) and saying well you should just expect to lose as Allies when you queue up there is not a good strategy for brand retention. Relic should and will be changing things to provide help to these players and make the Allies a more popular option. Brits should help things, as it will increase the allied player pool (one of the big reasons allies have a poorer time as well is a very tiny player pool). But again the primary culprit here is maps were it's really easy to turtle on. I also think you undersell OKW in larger games. Yes when there are 4 of them they suffer, but mixed in with Wehr and you have an almost unstoppable force right away. Kubel synergizes so well with Grens. Volks provide excellent mobile AT in conjunction with more static T2 Wehr play. Artillery means nothing with at least one CAS player, build as much as you like for 50 fuel they can blow all the artillery you can build sky high with a click. What is your explanation for OKW being unpopular in the LoH tournament then? Because I am pretty sure it's due to a couple of factors: -Just 1 OKW player can provide you with all the counters you need -OKW is punished a lot harder by Katyusha's and priests which can't be reliably countered with CAS -Cannot contribute to the construction of fuel and munitions caches -Jadgtiger is much harder to use than the Elefant -The large increase in indirect fire makes keeping vetted squads alive difficult and loss of vetted squads is a game killer for OKW -Easier to be outnumbered, a JPIV is a amazing TD but when outnumbered 4-5 to 1 is difficult to use. Ostheer can rely on cheaper easier to spam tanks. -Enemy AT is much more plentiful in general, which makes countering the much smaller in number OKW vehicles fairly trivial. Meaning a greater amount of micro has to be invested in keeping your tanks/light vehicles around. In: Lobby |
Thread: British Patch 3 Sep27 Aug 2015, 13:18 PM
Except it can push off stationery infantry with flames. It will still be a good counter (well even better but you get my point) for early game MG's, garrisons, and cover huggers like it's supposed to be. The change just offers some kind of counter play (namely moving and microing your stuff). Going T2 delays T3, going T3 directly means giving up field presence to OKW and possibly getting to the field at about the same time as the puma. Going T3 directly isn't a bad choice at all, especially with guards to support which can ward off Puma's. There really isn't a downside that huge to picking T1 or T2 as Soviets against OKW. Ostheer yeah, OKW no. but nerfing T1 means it will be marginalized. Already Penals are borderline poor, Snipers are not as good as German version (except two man squads), and now scout car will be more useless. Flamers will do more damage, I fail to see how that's a nerf. And when paired against OKW does the sniper's quality against the Ost sniper really matter? And as I said before, the improved performance of flamers against things they are supposed to fight will be a buff, not a nerf. Also base defenses of OKW do a fine job. Please post a video of Guards ROFL stomping the flaks. If I am decrewing someone's flaks the game has ended long ago. The ability of the base defense rounds to penetrate armor should not be ignored. It prevents T70's from chasing anything near the OKW base, but OKW does not have this problem on Allied bases with the Luchs. Their ability to shoot down planes, however marginal, is just poor design. Base defenses should not contribute to a players overall strategy. OKW base defenses have a squad of 2 men, they require 2 men to function. You literally only need to kill 1 dude and it will decrew itself. It also can't shoot down planes anymore, a change that was implemented a very long time ago. Also were did you get guards from? I specifically said Quad. Yes it's ability to fuck with light armor is nice but I would prefer not having my base defenses sniped and killed 7 minutes into the game. Then recrewed by cons supported by a Quad EDIT: Can we stop it with the whole "THIS IS NOW USELESS FUCK EVERYTHING" theories before anything has even been tested. In: COH2 Gameplay |
Thread: British Patch 3 Sep27 Aug 2015, 13:10 PM
So all inf squads spread out? Ho Ho Ho Ho Maxim Spam. Having studied under Dr. Cruzz for a while now I can say with certainty it's kind of hard to extract shadow changes from a patch that has yet to be released and put into the game code. I can say with some certainty these changes will have *g-man voice* unforeseen consequences......:
In: COH2 Gameplay |
Thread: Faction comparison by Relic27 Aug 2015, 13:00 PM
The win rate in 3's and 4's from http://coh2chart.com/ has no bearing on reality and it doesn't include AT's. This past tournament were there have been multiple competitive 3's and 4's USF has been decently popular in the 3's and 4's, OKW on the other hand as not (normally you will see 1 in 3v3 and 4v4). This is mostly due to OKW being very easy to punish with things like Artillery which is very spammable in the 3's and 4's, also OKW doesn't really bring anything to the table other than support. In: Lobby |
Thread: British Patch 3 Sep27 Aug 2015, 11:44 AM
Except Soviet T3 costs a fraction of Ostheer T3. So it's not like your paying the same for less. In: COH2 Gameplay |
Thread: First Review British Forces27 Aug 2015, 03:25 AM
The Churchill is essentially a Leman Russ. In: COH2 Gameplay |
Thread: British Patch 3 Sep27 Aug 2015, 01:53 AM
My mistake, I always go for T2 starts these days. Second, going T1 is supposed to give you dominance early game. You sacrifice any AT options you had in T2 and now must rely on docs or teching to T2 quickly to control vehicle play. OKW needs to be conservative, that's why the scout car is good. It forces the OKW player to pay a cost in giving up map control. I don't see how this is that hard of a choice when you can get a light vehicle out of T3 that can kill any axis light vehicle other than a Puma out at like 6-7 minutes. Clown car shittery was dumb and silly, it's much better that flamers are actually flamers not some stupid mad max toy. Like you can still use an M3 to get behind and MG or do a flank you just can't chase and flame crit shit all the way back to an enemies base. Reliable performance always beats out everything unless you actually like bullshit RNG. Going T2 quickly after isn't that hard either when it costs like 2-3 minutes of fuel income at most. The quickest thing the enemy can possibly make is a FHT and even those when rushed don't hit the field till minute 6-7. I do agree the chasing to base (although this was harder with flak guns, now a reason to get rid of OKW special snowflake base defense), and the flame car is stupid in principle, but if this nerf is to be then I want to see the scout car get some serious buffs elsewhere. It is already completley useless after minute 5. Outside of doing damage to light vehicles, the flak gun's for base defense are actually worse than MG bunkers. Ever try decrewing one with quads or other stuff? It's really easy. In: COH2 Gameplay |
Thread: British Patch 3 Sep27 Aug 2015, 01:15 AM
Nice strawman. Clown car has been easily killed by pioneers for almost a year. Blobbing and giving up all map control shouldn't be necessary to kill one 10 fuel unit, Ostheer at least has starting counters. OKW either needs to rush a mine and bait or rush an rackten. Regardless, flamers will be better now that they preform well at what they are designed to do; punish garrisoning and poor micro. Spread your shit and win or clump your shit and lose. In: COH2 Gameplay |
Thread: USF and potential suggestions for its Design27 Aug 2015, 01:01 AM
Blame all those people that whined play2Win during the tiger ace fiasco. They haven't released any new commanders since. Except the people that whined weren't wrong. I don't see how it's the communities fault Relic is to scared to release more DLC that makes them money. In: Lobby |
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