Wasn't it kinda expected? The fact that the game has poor CPU optimization equals no great gains when upgrading. Some people have said that the game greatly favors Intel architecture, so there's that. And last but not least, GPU is the main driving force so you can pretty much brute force every good looking game by getting a more powerful card.
The important question is: How to reduce FPS drops in teamgames.
1v1 has no fps drops throughout the 1h game. 2v2 has some, once both sides are at 100 cap. 3v3 starts getting stuttery at 15-20 minute mark. 4v4 is a general shit***w unless you have a brutal system.
I'm hoping the 64bit people clean up the code and that it actually runs smoother. 30 FPS is not that bad and it's more than playable, but constant drops to 10 when scrolling the map is eye wrecking.
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Post History of Protos Angelus
Thread: CoH2 on 2020 Hardware25 Nov 2020, 11:37 AM
In: COH2 Gameplay |
Thread: First Quarter 2021 Balance Patch25 Nov 2020, 11:29 AM
So you're going against a blob of 5 infantry squads and you have no MG42 to insta pin, PGrens bundle nade, no cover whatsoever? You're talking like the whole game, the only units that OST has are grens and they are going against everything else. In: COH2 Balance |
Thread: First Quarter 2021 Balance Patch25 Nov 2020, 11:26 AM
Not really. Grens lose medium/short range. As they should. The whole idea behind OST early is to use pios sight bonus combined with arc/range of MG42. 5 man grens are an option if you want to play grens early on the same as you would play rifles/ISs. Ostruppen are just spammable and quite decent behind cover (for their price/reinforce value of 16). 5 man grens are not that OP tbh. They are a bit cancerous to play against but they are doctrinal. Come late game, LMG grens become more than enough with vet to hold ground against assaulting rifles and ISs. And if you need to assault, the plethora of great tanks combined with PGrens can do the trick. Same as how USF relies on smoke + rifles to assault positions and the reply to that is the werfer or PGrens bundle nade. In: COH2 Balance |
Thread: Why aren't there team game tournaments?24 Nov 2020, 20:46 PM
There is also the fact that 3v3+ modes drop fps hard as the game progresses. Not only is the game intel optimized, it's piss poor optimized. I'm getting better FPS on a much weaker system than my main one. It would be a mess playing it. Unless the players themselves had great machines, one would always be at a disadvantage because of it. Can't really be competitive if your FPS is 20. In: Lobby |
Thread: MG42 over performing 24 Nov 2020, 12:50 PM
Oh just close this nonsensical thread. MG42 is fine. It's the best MG performance wise for a reason. Pios have 42 sight for a reason. Smoke it or flank it. Or send one cheap unit to scout first. Just enough with this BS that an MG42 can solo hold an area. In: COH2 Balance |
Thread: WC 2020 aftermath 22224 Nov 2020, 12:18 PM
222 is fine. No need to nerf it. Just because it's used a lot doesn't mean it's over-performing. Correlation/causation. In: Lobby |
Thread: Why Relic Needs to Stop Listening to the Community24 Nov 2020, 09:41 AM
This is actually the reason. Vipper is right. Removing the blizzard was a beneficial play. While I never had an enthusiast level computer, it was pretty powerful in a way that it could always play new titles on High at 1080p. However, that mechanic brought the fps to a standstill on each configuration I owned. It was a welcome change In: COH2 Gameplay |
Thread: Why Relic Needs to Stop Listening to the Community23 Nov 2020, 19:53 PM
Thanks for the detailed reply. I was under the assumption that the community balanced in the past year only. Time flies I guess. In: COH2 Gameplay |
Thread: World Championships is/was stale as old bread23 Nov 2020, 15:48 PM
Only changes the WC51 needs are Sensible nerfs that would make WC51 more balanced. Agreed. In: COH2 Gameplay |
Thread: Why Relic Needs to Stop Listening to the Community23 Nov 2020, 09:10 AM
You are right that I didn't play at launch. I started playing 2015? 2016? Something like that. I also agree that you balance around 1v1 but that doesn't mean that it's a 1v1 game. As I've said. 2v2+ modes are much more fun and as such are played more. That's all you need to state that it's a team based game. While I agree with 90% of what you have said you are having a different perspective. While I cannot claim what was at launch and how things behaved (I do know about monetization and such) regarding factions, I can claim that the game now feels much more balanced for teamgames than it was 3 years ago. I am not quite sure what you mean by that "wouldn't leave factions with 80,90 screwing modes...". What period? I don't quite follow, sorry. About 2v2. It's quite similar to 1v1 but still much more fun and dynamic than 1v1. You don't have to play a specific meta build because your partner can patch holes in it but still you only have one partner so it's "kinda" necessary to follow the trend. 3v3+ is where the fun really begins, and even though an elefant/JT/ISU can kill any sort of tank plays on lane-y maps like redball (ISU more vs infantry since at long range it has "only" 200 penetration), it's still engaging and challenging to play vs them. Sure, lost plenty of games vs vetted sturm shooting over hedges and/or out of sight range when you try to push (spotting scopes from ally provides vision for it), and jagdtiger shooting down Jacksons that tried to scare away the sturm... they were still fun challenging games even though a lot of people would screech "JT OP, nerf Sturm, spotting scopes OP" and whatnot. Point is. As much as the game is being balanced around 1v1, as you have said is the simplest one, it's still not a team based game. I can not accept that a WW2 themed with 5 factions and plenty of units to combine it's all about cutoff and holding behind sandbags. Heck, I've always advocated that people stop complaining about balance because considering how hard it is to balance something that has more parameters than there are unofficial sex workers in Prague. Considering all that, the game is in an excellent state of balance. Few units require minuscule tweaks (nerf one thing, buff another) but nothing that would stand out. One thing I would argue is that one should balance for 2v2 since it combines the best of both worlds. It's not as chaotic as 4v4 and not as dull as 1v1. EDIT: What I mean is. I think that COH2 by itself has had more problems in the company/development that they just said "fu** it" and went for 1v1 since 3v3 modes are performance-wise... absolutely dreadful. Still, at it's core, no matter how much 1v1 mode is more optimized or whatnot, Company Of Heroes franchise is a team based franchise. In: COH2 Gameplay |
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