Make the game decent and people will be less likely to leave. Don't force them to play.
There is truth to this but no matter how great the mechanics are you will still have players who intentionally grief, afk, or otherwise spoil the experience for the other 7 players in the game. Having one player wasting time in a game they aren't enjoying is a bad outcome, but so is 7 players facing the same due to one player's actions.
A system like CS:GO works well, where you get no/minor penalty for an occasional drop but that increases if you drop often in a short space of time. That way those who regularly drop (either intentionally or due to bad netconnection) are less able to cause trouble for legit players. At the same time legit players have a means for escaping the occasional bad game (e.g. hackers, 12ies griefing, hopeless team mates etc.) without much of a drawback.
I don't see anything changing in this game, my wishlist for CoH3:
- Method for reconnecting after connection loss.
- Option to replace afk with AI and system to punish excessive AFK.
- System to detect team-killing (e.g. if your friendly-fire gets to a high level only achievable by attacking friendly buildings, or if you attack ground on friendly building).
- Skirmish AI that isn't completely useless, so that having a team mate drop isn't a death-sentence if you are doing well up to that point.
- Better release and post-release support so there are enough players to maintain separate AT and random ladders.
- Cooldown for those whop drop frequently from ranked matches.
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Stun Grenade (Axis)
The stun time is pretty short, without the damage they would either need to be dirt cheap or have longer stun duration. I think all that needs to be fixed is the bug which makes the stun effect permanent.
Bundle Grenades (Axis)
Agree, grenades in general do too much damage to buildings while Tanks and field guns do too little.
Flame Grenade (OKW): These things can feel a bit OP but volks are struggling as it is. I'd rather see their cost increased slightly so they can't just be spammed in every engagement, while the mp44 upgrade reworked into something with more of an impact.
Light Gammon Bomb (UKF): Agreed, thrown from camo with the current fuze time is a bit over the top.
AT Grenades (faust,AT grenades etc) (ALL): Homing is weird but I don't see it changing. There are a few annoying bugs and clunky mechanics (such as fausts firing to no effect and AT rifle nades taking forever to fire) that need to be fixed.
Molotovs: I think they perform fine as a dirt-cheap building-denial tool, plus it's risky buffing a core unit that is already heavily used. The problem is spending a precious 15 fuel in the early game is often just too much, especially if you need that fuel to rush a t70. To that I think they should either cost less fuel to unlock with a slightly higher munition cost since sovs float munitions with most doctrines, or be rolled into the AT nade upgrade as others have suggested before. |
And a model size reduction. That thing seems bigger than it was supposed to be IRL.
That's a pretty good idea actually. Not only does the large model size seem weird from a fluff perspective, it probably contributes to people's expectation the unit should basically be a light tank since it looks like one. |
The 222 is a strange beast, it feels weird that the best way to counter a dangerous unit is to spam a cheaper version of that unit. Others have already pointed out the challenge, in that while the unit does deliver excellent performance for its price, it's justified because of the problems OH otherwise has with light vehicles. I would like to see this unit work more as a anti-infantry/sniper hunter/recon unit and less as a makeshift light-vehicle counter, but that would require changes to be made elsewhere.
That basically comes down to either nerfing allied lights, delaying their timing, or buffing other OH units. I think we need to be careful with the first two options. Light vehicles are already in a tenuous position, they wouldn't need to be much less attractive before we go back to the same boring stalling/mid-game skipping meta. AEC I think is fine (not huge threat unless you rush a HT), T70 is also fine (low HP, arrives later), stuart could do with a look-in (as you mentioned, shell-shock and repair critical are a bit too good).
If we go the other way and look into buffing some less-used options, we could look at: 1. Give PGs the option to purchase one panzershrek at a time. 2: Slight decrease in load time for AP rounds on the MG42. 3: slight cost decrease ~10-20mp on the Pak, I think it's reasonable given how clumsy and hard to keep it is to keep alive with all the indirect and infantry blobs these days.
Whatever we do it doesn't need to be much, light vehicles are still a gamble and if they hit a teller soon after purchase that can often decide the game right there.
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Compared to any other tank or vehicle, it's cost to utility is by far the most effective.
I already pointed out why this isn't conclusively true in the case of the t34/85, why it is nigh-impossible to calculate in the case of any unit, and why cost-efficiency isn't the be-all end of balance even if it could be calculated. You repeatedly ignore this, this discussion is going in circles, I'm out. |
Coh2 is only the way it is because the lack of other RtS games alike.. nothing more nothing less..
Basically this, RTS games are a risky proposition these days so releases that combine innovative and polished gameplay with the production values of a AAA title are few and far between. If you get sick of CoH2 you don't really have anywhere else to go. You have Pseudo-realistic B-grade series like Men of War and Wargame, old-school RTS like SC2, DoW2, or various indie games. Not saying those games are better or worse, but they don't offer what CoH does.
Not trying to be overly cynical here but really, there's not much business incentive for Relic to put more resources into this game. Casual players (i.e. the majority of day 1 sales) don't notice or care about minor balance issues, while us die-hards will buy Coh3 regardless. |
I like it, a faction that (assuming here) relies heavily on off-maps/aircraft is a bit concerning but if the mod could rework the interaction between aircraft and AA units that could be a really good thing. The only thing that concerns me is FG42s on an engineer unit and a 3rd faction with the panther, perhaps instead a stock FJ unit in t3 or 4 (doesn't have to be the same as OKW squad). |
The argument of being doctrinal is a cost is a bit of a stretch. If that were true, than all doctrinal units should be AS cost efficient as the T35/85 and then everyone would be using doctrinal units rather than core units, which was a huge problem in the game a year or 2 ago.
This doesn't make sense, the reason the 85 is more popular than other doctrinal units is because it is a generalist unit that fills a key role and is useful in all situations, rather than a niche unit limited to specific situations. The over-reliance on doctrinal units was largely fixed by making stock options better or more accessible, not by nerfing doctrinal units back to irrelevance.
There are a lot of things that need attention. When I play soviets, I almost always choose a doctrine w/ the 34/85. It's also worth noting that the most widely used soviet Doctrine in the last ESL tournament has a t34/85 in it. I believe it had a large margin of the second most used doctrine.
Wasn't the last ESL tournament prior to the patch, i.e. when the t34/76 was useless? It's hardly surprising that the majority of players will choose a doctrine with a decent medium in it, given that that is a critical capability the faction otherwise just doesn't have. Even after the MG buff that still applies - people pick the t34/85 doctrines because it provides a versatile workhorse medium, something which every other faction has without needing to choose a doctrine.
Anyway I don't see this discussion going anywhere new. After the MG buff it seems reasonable for a very slight cost increase as per the OP's suggestion, but anything more than that would be overkill. Comparisons with the p4 have some use but aren't suitable for drawing strong conclusions because there are just too many differences between the two. If you think the p4 is underperforming then that is a matter for another thread, although on second thoughts perhaps not because that discussion has already been done to death. |
Another thing about RNG is you need a big sample size for it to 'even out' over time, which CoH2 matches don't always provide. Nobody really complains about RNG in infantry engagements (except a certain streamer heh) because there are so many shots fired the outcome moves towards what you expect over time.
Compare that to decisive vehicle engagements which don't happen that often. Say you commit your full-health P4 to pursuing a heavily damaged sherman, you accept there's a risk but the odds are well in your favour so you take it. Instead of getting the kill shot your next 3 shots bounce, meanwhile all his pen and you end up one tank behind when you expected to be one ahead. If that scenario was repeated you would come out ahead 9/10 times but that is irrelevant since the game is basically decided in that moment and you won't get another chance.
People don't get so salty over the randomness of say, poker because everybody understands that randomness is part of the game and can be the undoing of even the best players. Thus the problem with CoH comes down to that gap between what competitive players want/expect from the game, and the reality of the mechanics.
I also agree it would be good to have more ways to influence the RNG that don't just involve trading one risk for another. |
The CoH series, like most Relic titles, is more about atmosphere and innovation than Esports competition. RNG is central to the game and it couldn't work without it.
The way RNG is hidden and not clearly explained is a source of grief to those who want to get good at competitive play, but sad truth is those players are a minority. Most players want immersive and unpredictable campaign/comp-stomp, and RNG helps with that. Take vehicle abandons for example. They are a horrendous feature to have in competitive matches because they don't require any decision from the player, rather they are just a freebie that comes from nowhere to decide the game. However they make for a fun way of keeping things fresh for the comp stomp player who has hundreds of AI battles under his belt.
There are times when the winner may not have necessarily demonstrated more skill but that happens in all kinds of games. There certainly are times when RNG decides matches but skill matters far more.
I think a big source of frustration around RNG comes down to human nature. When the RNG goes our way, either we don't notice it as it was what we 'expect', we convince ourselves we would have won regardless, or we congratulate ourselves for the bold 'calculated' risk. On the other hand we always notice when things don't go our way. I don't think we should expect Relic to do anything about that. |