Profile of Inverse
General Information
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 10 Oct 2024, 03:52 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: 10 Oct 2024, 03:52 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
Signature
Post History of Inverse
Thread: Relic is updating VCoH27 Nov 2013, 23:49 PM
Downloading now, probably going to stream some once it's installed! In: COH Central |
Thread: What the PRO's think of COH226 Nov 2013, 14:01 PM
Well said. In: COH2 Gameplay |
Thread: Elite Mod COH - Download and Changelog25 Nov 2013, 21:45 PM
If all it takes is a click and drag, I think that's fine. Everybody should be doing that anyways. In: COH Central |
Thread: Elite Mod COH - Download and Changelog25 Nov 2013, 01:17 AM
Hard capping a unit is never a good solution IMO. In: COH Central |
Thread: GridKeys?24 Nov 2013, 17:26 PM
In: COH Central |
Thread: SNF24 Nov 2013, 17:23 PM
That's a question for Relic to answer, not me. In: Lobby |
Thread: SNF24 Nov 2013, 16:10 PM
I don't see why we can't have both. There are plenty of avenues available for the community to voice its opinions. Those private discussions made 2.602 the most balanced patch vCoH ever got, and made the CoH2 beta exponentially better. It terms of balance it has been an overwhelming success. But like I said, balance isn't the problem, it's design, and the people responsible for that design have shown zero interest in interacting with the community. In: Lobby |
Thread: SNF24 Nov 2013, 15:47 PM
Yep, that's the main problem. The game was designed around this model.
We have been giving our feedback on balance/design/features in private since Alpha, much like we did for vCoH's 2.602 patch. On issues of balance during the beta, it was a great success; Peter is a great guy, and really smart, and he knows what he's doing. But Peter has no influence on the DLC commanders until after they've been put in the game (my understanding at least), and the developers on the commander team have not participated in any discussions. Stefan Haines is the one responsible for the DLC commanders, and he has no desire to interact with the competitive community. We can talk all we want, it won't make a difference if nobody is listening. In: Lobby |
Thread: SNF24 Nov 2013, 15:02 PM
Well my original post has had 90% of the content been accidentally deleted by a CoH2.org admin who notified me. I will repeat what I remember stated again and this time be much to the point. Except it isn't a balance issue, it's a design issue. Balance can be fixed, given the proper circumstances. Problem is, balance can't be fixed when Relic tries to sell 4 new commanders every month, and make those commanders marketable. Regardless, it's not balance that I care about, even if I don't think balance is achievable with so many large changes being made so frequently. I care about the fact that the base game is so simplistic, and commanders are the only way that Relic is adding depth. CoH2 is a game of tactics with very little in the way of strategic depth. That's the main reason I don't play, and many others from vCoH don't play. We don't just want another vCoH either. What we do want, however, is a game that will remain challenging and engaging in 5 years, and competitive as a result. I feel very strongly that the current model Relic is following for CoH2 simply isn't sustainable; I'm of the opinion that people want strategy in their strategy games, not simply tactics. I know I definitely do, and I don't think I'm alone, though there are obviously people who disagree. I want CoH2 to succeed, but it just doesn't engage me. The reason is design, not balance. You could argue that I am alone, but I think the fact that CoH2 averages less players daily than vCoH did before CoH2's launch speaks volumes about the number of people who don't like the direction taken with CoH2. I'm hopeful that things can be changed, and improved, but the current path being taken is not promising. And don't blame the community. You have no idea what kind of work has been done behind the scenes in an attempt to make this game the best it can be. If you knew the time and effort vCoH players put into CoH2 before (and in lesser numbers after) Relic flipped us the bird and released gameplay-changing commanders after stating that DLC would have no in-game impact, I guarantee your post would look a lot different. Don't blame the CoH2 community either. If you play competitively, you play to win, which means exploiting anything available to you within the constraints of the game if it gives you an advantage. It's the fault of the developers, not the fault of players, just like it's not the fault of players if they decide that the game is not engaging enough to keep them playing after the incentive of monetary compensation goes away. In: Lobby |
Thread: Elite Mod COH - Download and Changelog23 Nov 2013, 22:22 PM
It makes snipers build ridiculously fast and it's a good situational ability. Not everything can be super useful. It has its niche. In: COH Central |
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Latest replays uploaded by Inverse
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