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Register Time: 28 Jan 2016, 00:48 AM
Last Visit Time: 29 Mar 2022, 13:01 PM
Broadcast: https://www.twitch.tv/nubb3r
Register Time: 28 Jan 2016, 00:48 AM
Last Visit Time: 29 Mar 2022, 13:01 PM
Broadcast: https://www.twitch.tv/nubb3r
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Post History of Nubb3r
Thread: ,,Heeresanklopfgerät'' 17 Dec 2017, 22:50 PM
If the M42 was actually useful and played, hell why not. But let's fix the useless shit we already have instead of introducing new ones. In: COH2 Shoutcasts |
Thread: Coh1 and Coh2 - The good, the bad and the ugly17 Dec 2017, 08:05 AM
Regarding callins, This is the most important part, no matter what design choices they make. Ultimately it doesn't matter what feature/mechanic came from where, just as long as we acknowledge that it is good/bad and can say why. I wasn't there during the time, but as far as I can tell, many design decisions during beta and also in later stages were half asses, not thought out properly, (as people said before me) copy pasted from coh1 when they shouldn't have been and some things weren't, even though they should have been. Was this due to lack of care? I doubt that. Lack of funding and staff? This probably contributed difficulties to the situation. Does any of this matter any more? No. The whole package just needs to make sense and it doesn't, in both games. I'm gonna tell you what both games did wrong: There's a tremendously jarring line between vanilla and DLC factions. PE and Brits are as far away as USF, OKW and Brits are from their respective vanilla games. And that is due to power creepy "new/fun/interesting ways to play" which means some sort of gimmicky bullshit and new mechanics that would have been impossible to account/adjust for, concerning the vanilla factions. Why was OST on life support™ for so long and why is the Panther in a good spot™? Because you can't have a vanilla and bread and butter faction that isn't slightly lacking, without making the gimmicky factions completely obsolete. They couldn't replicate that beautiful equilibrium in vcoh (excluding all the abuse bs), just see how Soviet meta has changed so much, so radically and so often. Hell, I'm only playing since the major OKW rework and I am very happy to not have been part of what the game was before then. It sounds like a major shitshow. just my 2 pennies as usual. TLDR: Who cares about coh1 vs. coh2, I just want a properly/well designed/thought out game with polish and all the quality of life goodies. In: Lobby |
Thread: December Balance Preview12 Dec 2017, 15:38 PM
CoH2 is strategically shallow, and it has always been. #FREELUCHS No seriously, make it at least 60 or 65 seconds to start and see how things change, if at all. The hammer can't be swung too hard like that. In: Lobby |
Thread: Light indirect fire (mostly in team games)11 Dec 2017, 13:53 PM
Many hard issues are being looked at during the process of the upcoming DBP and the map changes are promising as well. However, there is one thing still flying under the radar here that is not getting a lot of much attention since it is being overshadowed by other things, especially in team games. It is, to try to be as precise as possible: The abundance and effectiveness of light indirect fire units (mobile, stationary, heavy and light varians plus the LeIG) especially considering the low amount of attention they need, compared to the effect they have on the game, which gets even worse when they come in higher numbers (let's say 2+ units of this kind in a 2v2 for each side). Where I perceive the problem to be: The first thing is their safety and the higher potential due to more targets and less idle time. The most glaring reason why these units are a larger problem in team games than in 1v1s is of course the disproportionately small maps when you account for player numbers in team games. Basically all 2v2+ maps are way too small compared to the 1v1 situation. This of course isn't necessarily a bad thing, since these games are bound to feature more action, but the issue I see is that front lines are relatively easy to saturate for prolonged periods of time and the direction of approach for flanks are more limited either. These circumstances allow the aforementioned indirect fire units to be very safe, even if you build more of them in relation to your main fighting units, when comparing to 1v1. The second part of the problem is (in team games partly) related to the abundance of targets and their ease of (passive) use. Even if you were ever only to purchase such a unit and just put it behind your lines and never interact with it again, these units (in team games) are not that much less effective compared to actively using them as much as you can. Herein lies the main problem IMHO. Since (especially long) team games are exhaustive and very taxing on players' multitasking, players have to divert their attention and prioritize. These units are so convenient and are so effective while being so. They litter the skies with explosives and just add to the "battlefield noise", that demands you to focus a lot in order to not lose squads frequently. Before trying to fix the situation: What's the ideal situation to go for and what are the given constraints? What is/are the intended roles for these units? These units should be exclusively and actively used against weapon teams, garrisons and emplacements. Either with or without smoke and incendiary rounds, that doesn't matter too much. Where I'd suggest looking for solutions: Since the first part of the problems I listed is kind of unfixable given the team game character should stay the same, we can only address the second part, by encouraging active usage of mortars and discouraging passive use of them, but how? Plain and simple: Make auto-fire basically almost useless and give all the attention to barrages. Make barrages either short or long, have short or long cooldowns, firerates, reaction times and whatnot, plenty of levers to turn here, but nerf auto-fire. The changes to spacing (and maybe squad AI?) might help to alleviate the symptoms, but the underlying problem is still there (as seen in the recent 2v2 Tournament where mortars and Le.IGs dominated until overshadowed by (rocket) artillery). I doubt that the squad changes would have mattered too much in the tourney, but they're still welcome. Do you think this assessment is accurate and if not, where are gaps and "misperceptions"? Sorry for the wall of text, but I needed to write down all my thoughts about this issue. TL;DR Nerf auto-fire on mortars heavily, make them all about barrages and barrages only. They maintain their role against weapon teams, garrisons and emplacements and become less obnoxious in team games. In: COH2 Balance |
Thread: December Balance Preview8 Dec 2017, 17:09 PM
People that voted them out, what were arguments that were made against it? In: Lobby |
Thread: December Balance Preview8 Dec 2017, 17:02 PM
Thanks for clarifying. I'm happy about the state of affairs concerning call ins and the way it was adressed right now, after reading that. Would you care to elaborate why the price premium didn't have the desired effects? Just asking because I thought it was the best/right move. In: Lobby |
Thread: December Balance Preview8 Dec 2017, 10:49 AM
About callin tanks: What's wrong with slapping a hefty premium on them unless a certain tech level is reached? (EDIT: like 50% or something) Isn't this the best of both worlds? You can decide to do a one trick pony and not tech, but calling in a pershing/cmdpanther/tiger and paying the premium would mean you aren't teching anything else any time soon so it's a huge risk to not tech. As of right now, cutting corners and relying on call-ins just isn't risky at all. The call in cooldowns that are being made higher don't adress that at all, unless we are talking about very low priced call ins like the M10 Wolverine or Stug-E. An alternative to that would be to put the units into the tech by "unlocking" them in those tiers and build them. To be honest, I like the way how instant call ins work, so I'd rather have the "premium price unless tech-X" option. Are there any caveats with this that I'm not thinking about? In: Lobby |
Thread: Okw smoke in 1v17 Dec 2017, 13:40 PM
Very mature acknowledgements and realistic/levelheaded approach you have there. Where is the smoke problem adressed though? As far as I understood the discussion it isn't optimal on ISG because it is an expensive indirect fire unit that doesn't do the main job as good as it should, when comparing to mortars from other factions (especially in 1v1). Sturms have always been and are nowadays even more so doing overtime like hell. Can't give them smoke too, unless like you did afaik, make them faster to build and lower maintenance so you can afford 2 squads in normal games. Is that the way to go though?
This sounds very intriguing either for the Flacktrack or maybe even the IR? To give it some purpose in 1v1s? Can't make them even cheaper though because MUH TEAM GAEMZ. In: COH2 Balance |
Thread: Okw smoke in 1v17 Dec 2017, 12:45 PM
Some great ideas here. I'm not too serious about this but what about mashing all the ideas together: Take Raketenwerfer, MG34, ISG and put it in their own Tier 1.5 truck and call it support regiment truck. Should be a very cheap tech and have a unique bonus, but I can't think of anything but heal or repair right now, which are both occupied. Take Obers from T4 into T2 and give them double shreck upgrade option for (80-90 mun?) and another option to upgrade to LMG34 (locked behind T4). Vanilla Obers could be adjusted to be an alternative infnatry instead of a super specialist elite squad, but careful to not create Volks+Shrecks 2.0 here. Either give the Flack Halftrack or Infrared Halftrack the same smoke option as the USF shermans and remove ISG smoke. Maybe adjust Infrared price. That's about it. If you want to go further, you could give Volks normal nades and introduce a T0 Urban Warfare Package, that turns normal Volks nades into flame nades and give them 2,3 or 5 MP40s (either pricy global or maybe an individual upgrade). New Obers could still fill long range role, but need price/upkeep adjustments to be able to do that. (Bonus for the autists: With this tech structure all tiers would offer 3 units) I don't take credit for the individual ideas thrown around here, so cheers to the guys before me, but how does this sound? In: COH2 Balance |
Thread: Coh3 or new commanders/maps for coh2?5 Dec 2017, 12:12 PM
I'd like to see a CoH3 that combines all the good things from both vCoH and CoH2. The classic asymmetric Wehr vs US matchup (or a smiliar one because the era etc. don't really matter to me) and good gameplay mechanics like tiered resource points, proper front, rear AND side armour etc. from vCoH and all the quality of life advances that have been made in CoH2 (like group selection reinforce, unit bar on the top left etc.). Add to that all the good stuff from the community mod projects like slapping a premium on call in vehicles when certain levels of tech have not been reached, the cloak changes, the change of infiltration mechanics like spawning with abilities on cooldown etc. Capping circles vs classic unit capping is a design decision just as the tiered territory points, but I favor the units capping method and tiered resources, because they add more nuance and add to the ebb and flow type of gameplay, where you need to stage well articulated attacks/defences as opposed to the more stale and more "spammy/just do stuff fast" type of gameplay that CoH2 diverted a little bit too much into. The most important aspect would be the release of proper mod tools at a certain and hopfully rather early stage of the game's lifespan. This would help with another problem which is polish polish polish. I just hope for a polished, well designed game which combines the best of what the franchise can offer, coupled with better community integration in terms of mapping, balance feedback and modding (which also would help the relic team to do their job). Just my 2 cents. In: Lobby |
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