Profile of Inverse
General Information
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 21 May 2025, 00:38 AM
Broadcast: https://www.twitch.tv/inversetv
Website: http://twitch.tv/InverseTV
Twitter: twitter.com/InverseTV
Youtube: youtube.com/InverseGR
Xfire: Pliskin9
Steam: 76561197999799366
Birthday: 1991-04-04
Nationality:
Canada
Timezone: America/Toronto
Game Name: RoMInverse
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 21 May 2025, 00:38 AM
Broadcast: https://www.twitch.tv/inversetv
Website: http://twitch.tv/InverseTV
Twitter: twitter.com/InverseTV
Youtube: youtube.com/InverseGR
Xfire: Pliskin9
Steam: 76561197999799366
Birthday: 1991-04-04
Nationality:
CanadaTimezone: America/Toronto
Game Name: RoMInverse
Signature

Post History of Inverse
Thread: cohdb - CoH2 replay analysis and statistics12 Feb 2017, 03:05 AM
Actually, I think the parser works fine. I might have to update the database with some new units and maps though. In: Lobby |
Thread: cohdb - CoH2 replay analysis and statistics11 Feb 2017, 14:36 PM
The problem isn't the applet itself. It's up now, server restarted and didn't come back online for some reason. The parsing is still broken though I think, I'm going to take a look this weekend. In: Lobby |
Thread: cohdb - CoH2 replay analysis and statistics7 Feb 2017, 01:39 AM
I haven't updated this in a long-ass time. I really should though... In: Lobby |
Thread: The TychoCelchuuu Shoutcast Station12 Sep 2016, 21:49 PM
Tycho makes my nether regions quiver. In: COH2 Shoutcasts |
Thread: CoH 10th anniversary: Quinn v Greg12 Sep 2016, 15:52 PM
#c0mpl3x1tyIsAWoman Just ain't an anniversary without memories of the good old days. In: COH Central |
Thread: Relic please make reconnect possible15 Aug 2016, 16:47 PM
Reconnect isn't really technically feasible regardless, as you would realize if you actually read the earlier replies in this thread. You would have to pause the game for all players the moment a disconnect happened, give the disconnected player a replay of the game up to that point, have then fast-forward through the entire game up to the moment of the disconnect, and then resume play. Spectator mode gives you a method for obtaining a replay, but you're lacking a pause feature and some way to transition from a replay to gameplay seamlessly. Add in the fact that the core of the CoH2 engine is over 10 years old and you can see why it's really not worth it or really even feasible for Relic to implement this feature. Hell, even SC2 doesn't have reconnecting in matchmaking, only reconnect-from-replay for tournaments and custom games. In: COH2 Gameplay |
Thread: Cancelling an order13 Aug 2016, 20:13 PM
Pressing Escape will deselect whatever unit you have selected, so if you're in the middle of giving a directional move order it should cancel it. Otherwise, if you just ordered a setup and the squad is in the weird facing-to-setup-but-hasn't-begun-unpacking-yet phase, you can try spamming stop commands. I know that works in CoH1, not sure about CoH2. In: COH2 Gameplay |
Thread: Gridkeys + WASD or not?9 Aug 2016, 17:47 PM
Not really, that's something that comes with time, practice, and experience really. I found a good way to avoid that sort of feeling is to choose one generally good build order for one faction and just practice the hell out of it. It eliminates the need to really think about your strategic choices, since you'll just be minorly altering things based on your opponent's play, which gives you more mental energy to focus on playing the rest of your game as perfectly as possible. In: COH2 Gameplay |
Thread: Gridkeys + WASD or not?8 Aug 2016, 23:18 PM
Yeah, it'll take a little bit to get used to things. This video really informed my opinion on how to properly play an RTS from a mechanics perspective. There are a few Starcraft-specific things (camera location control groups, for example, aren't available in CoH and not really necessary, whereas Starcraft doesn't have a tactical map), but most of the advice is absolutely applicable to CoH. Things like which direction to draw your box when selecting units and boxing only as much as absolutely necessary, for instance, are invaluable tools when you're trying to micro multiple individual squads in a short period of time. It really just comes down to retraining your muscle memory. Once you're comfortable with it you'll find yourself playing a lot faster. Another thing that helped me a lot personally was forcing myself to play excessively fast, even when it was unnecessary. It was really good for forcing myself to physically click and move faster. I spam a lot of useless clicks and actions early in games because once you have a few dozen units on the field and have to manage multiple engagements at once, I find it a lot easier to handle when I've already been playing fast enough to deal with things. In: COH2 Gameplay |
Thread: vCoh vs Coh2 explosions 7 Aug 2016, 22:51 PM
Readability; the ability to quickly understand exactly what is happening in-game. I don't really have an opinion on CoH1 vs. CoH2 visual effects (I don't think one style is necessarily better than the other), but this is a really strange argument to make. Showing suppression/moving/attacking icons on the tactical map and unit lists is really the only improvement Relic made to readability in CoH2. Always showing vehicle health bars is nice too, even though they really shrunk them for some strange reason, and I think they show infantry unit squad sizes regardless of selection, which is a nice minor addition as well. On the other hand, they made readability worse in much of the rest of the game:
I agree with your sentiment, that an RTS game should prioritize readability over flashy graphics whenever possible. Unfortunately, CoH2 is a terrible example of a game that does this. When you go back and actually compare the two piece-for-piece, CoH1 as a whole gave the player far more information in a far clearer fashion. In: COH2 Gameplay |
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Latest replays uploaded by Inverse
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VS
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|RoM| RedwoodOriginal
|RoM| CoonDogg
|RoM|Inverse
StC-Glendizzle
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StC-Ryanlikeschips1
StC-SnafuKurikai
OH MY GOD WHAT'S HAPPENINGby: Inverse map: Lienne Forest4-2,688 -
Inverse vs. pqumsieh - T2T3 w/ Fast T70 v PIV IST & MegaPak!by: Inverse map: Kholodny Ferma2-2,732
25909611049374886488548374836444037133500
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