In Dota 2, pseudo RNG usually applies to attack modifiers. So when you attack, you are guaranteed damage, but any extra effect(if it procs) when you attack is a just a bonus. And that's what it means, just a bonus to maybe help you out in that fight. You don't rely on your attack modifier's extra effect to win you fights, you rely and calculate your strategies on what's guaranteed aka your attacks. Dota 2 is not a RNG-heavy game, and that is good.
Now CoH2, is based AROUND RNG. Almost every attack is based around RNG, and thus a big portion of the game relies around luck. Sure the game is about strategy too, but when a lot of factors depend on true RNG, it paints a picture that CoH2 is as reliant on chance as it is on strategy, which is not fitting for an real-time strategy. CoH2 should be all about strategy, with a bit of RNG on the side to keep some flavour.
Pseudo RNG, while still being RNG, helps alleviate the randomness by a bit. And that's how it should be implemented. In small increments. For example, Axis tanks usually have 50% accuracy on the move. With pRNG, they would have something like 40% now, with each miss granting about 10% chance on the next hit. Pseudo RNG in CoH2 would be best implemented in small amounts AND with more priority towards generalist units(units always in fights, for ex. generalist tanks) and with less priority towards specialist units(units you reserve until their countered unit arrives, for ex. AT guns). Why? I'll explain.
Moving back to Dota 2's pseudo RNG. Dota 2 is a game where your character is almost always in action. Either attacking other enemy characters, or attacking enemy NPCs. Thus Dota 2 can afford more radical pseudo RNG ranges, like Slardar's bash with a 25%(8% actual, with a 17% gain) chance to proc. You must always be attacking/farming in this game, meaning you'll miss out on progressing if you try to abuse the system by saving up your increase proc chance (not attacking).
Now if these kind of pseudo RNG ranges were to be implemented in CoH2(which is what I imagine most of the disagreers would be thinking) then it would benefit units who fire a lot(small arms, MGs) and screw over slow firing units(heavy tanks' guns, AT guns). Which is why these slow firing units should only get a small reduction in their pRNG ranges (like 1%-5%) because IF not, their first shots(which are the only ones that usually count) in the start of a battle will get affected negatively due to their very low chance to connect. Their "punch" won't be as hard anymore.
And so with CoH2, it would be best to implement pseudo random distribution in small amounts. Not very much, yes, so one might ask "why implement it at all?". Because pseudo RNG aims to eliminate, or at least, reduce the frustrating parts of true RNG. Maybe it won't reduce the RNG radically, but it'll certainly help turn CoH2 to more strategy, and less luck. |
My method:
2v2, easy AI enemies, expert AI ally, victory points to 250, small map
set rally points to victory points, spam infantry/mgs/whatever you want
win in 6-7 mins. |
TBH, one of the annoying thing about off-map air in this game is how completely antihistorical it is. The tiny remnants of the Luftwaffe in 1945 mostly tried to defend Germany for aerial attack, not close air support. There really shouldn't be a Stuka loiter, dive bomb, etc. On the other hand, US should have much better off-map air.
Because the ability we are talking about belongs to the Ostheer, meant to symbolize the German army fighting on the eastern front against the Russians during the earlier parts of the war.
Also, to OP: Your suggestions make sense, but for heaven's sake buff Ostheer late game first. Why the hell are you all crying for something so underused and insignificant when there are more cancerous sht that's comonplace than the "OPIEOP stuka bive domb".
And my proposed change: switch out the damage and AOE of the dive bomb and the Schwerer Gustav. Maybe decrease the shels fired by the Gustav since it has now has great insta gib radius (like it should have, historically). And that so, like some guy said on this thread, a 50 kg no warning bomb doesn't beat out the payload of the biggest fucking gun to have ever existed. |