1). What I perceive as the problems, and why.
Nullist.
2). What I perceive as specific solutions to the problems, and why.
Unnullistization.
3). Free commentary/responses to others.
Join me and make unnullistization happen.
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They'll make better tank drivers than men due to their, on average, smaller size. Imagine a full grown man in a T34......exactly, stuff gets squished . |
It has just occurred to me that according to molotov cocktail description it is a bottle full of petrol. So it is only realistic that it should cost a number of _fuel_ to throw instead of munitions, right?
Teching, buildings and units cost fuel, whereas abilities cost munitions. Why would you want to complicate this by mixing it up for the sake of realism?
If you do want to add another resource I would go for something immaterial like "moral". If the "moral" of your troops is quite low you need to retreat them before they run off the field. |
Given the damaged back side of the truck, you are not the only one who read it as CoHExpert... |
I think you mean billion, financial report says billion? Typo?
No, no, it is not a european comma, which is obvious as these financials are followed by 3 digits.
114,536 million yen = 114,536,000,000 yen = 114,5 billion yen. |
FY13 report for SEGA reported 176,540,000,000 yen in cash and deposits, which at the time with the stronger yen was around 2 billion. It's since fallen to ~1.8 billion USD.
EA's FY13 had ~1.3 billion in cash and deposits.
I was afraid you might say that. Cash on balance sheet is in no way a financially comparable indicator as EA and Sega Sammy have very different obligations, expenses, dividend payouts etc. The cash dropped to 114,536 million yen after the first quarter of 2014. Next to that, the currency translation of such an annual report is done in a different way. |
People in here don't know SEGA's massive? They have 2 billion cash on hand? EA by comparison has around 1-1.2 billion. SEGA could have afforded to buy out THQ entirely and are, as far as we know, the top bidder on the bankrupt Index (parent company of Atlas, the makers of persona amongst other games) at $200 million.
I don't know how you get to those figures, but they are pretty far off from the actual FCF. EA still has a bigger marketcap than Sega Sammy. Besides, the video game industry represents not even 30% of the net sales of Sega Sammy.
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How is Langreskaya not balanced? The faction balance could use some work but the map is even more symmetrical than Angoville with the new resource layout.
Because symmetrical does not mean balanced. Mirror matches are not in the game, which automatically means some maps are Ostheer favored and some maps are Sovjet favored. For instance: small vs. large maps, easy cut offs vs. hard(er) cut offs, open vs. closed maps, etc. Hardly any maps are balanced. Langres was extremely Wehr favored and it is Ostheer favored now, mainly due to the "fast and easy" cut off.
Faction balance changes this a little bit, but the underlying principle remains (hopefully ): Ostheer holds cut offs, Sovjet tries to flank and break the stronghold. |
The lack of competitive COH2 1v1 maps is a problem both in multiplayer automatch as well as in tournaments and leagues. Relic porting in tried-and-trusted map formats from COH1 (Sem, Ang, Lang) is a smart move. Even Blizzard ported "Lost Temple" into SC2 at launch. Here's why porting competition maps from COH1 into COH2 is a good idea:
1) It is incredibly difficult to build a balanced, non-symmetrical map for Company of Heroes. In the 7 years that we had COH1, only that tiny handful of maps (Sem Ang Lang) proved they were good enough for competition.
2) COH2 Balance between the armies is in its infancy. The armies themselves are very challenging to balance. This process is complicated by the fact that we are not sure if the maps are balanced. At beta, the only real decent map we had was Kholodny Winter. How could we balance the armies on that map? For one, it's cold tech, which complicates things even further. Porting these old map formats will help Relic and top players balance the actual armies.
3) New maps take months and months of testing to perfect. Semois, Angoville, and Langres are the products of almost 7 years of balance testing. Each one of those maps has changed a great deal since its inception; in pathing, house positions, and even sector layouts. New COH2 maps will go through this process as well, but they are starting at zero.
4) Porting old maps does not mean that new maps are not being developed at the same time. They are.
5) Not only do you get a map layout that is tried and true, but as we saw with Langreskaya, you also get that layout in a Winter version. This will help balance and develop the cold tech mechanics, if they can be looked at independently of map balance. It's one less variable to worry about when you're looking at Cold Tech.
6) Porting old layouts that we know work for COH is cost-effective.
With Kholodny Summer, Langreskaya, and Semois in a map pool, for the first time I could imagine a large $$ eSports event for COH2. Hopefully Angoville and a host of new maps will join them in the future.
1) Spending time and effort on recycling CoH1 maps is therefore even more dragging the development of new CoH2 1v1 maps.
2) There is no indication that these old CoH1 maps are more balanced on CoH2, when compared to new maps. In fact, langreskaya is far from balanced, thereby showing it does not outperform the alternative.
3) Due to the great differences between CoH1 and CoH2, the CoH1 maps also start at zero, if the aim is to balance the map and not just simply copy it.
4) As stated in point 1: spending time and effort on recycling CoH1 maps is therefore even more dragging the development of new CoH2 1v1 maps.
5) These CoH1 maps are not tried and true on CoH2. There is no difference in covering an old CoH1 map with snow and covering a new map with snow. It is equally challenging.
6) It is not cost-effective if the recycled CoH1 maps turn out to be greatly unbalanced, like langreskaya. |
There is nothing wrong with keeping good features and maps in general, but the maps that were good on CoH1 arent necessarily good on CoH2, due to different units and gameplay. For instance: stronger buildings and diminished flanking.
I can see how the lack of creativity is "pissing off" Dr. Green Thumb. Recycling CoH1 maps is something that the community itself should be able to do when the world builder is released. |