Are we really comparing a 210 scout unit to a 240 MG unit?
The idea that a kubel that constantly needs to drive around to avoid MG rotation is UP is nonsensical. Is this really the level of discussions? A low fire arc recon vehicle can't shoot on the move? I mean honestly. This is a new low. And the argument "You need 2 units to drive out one". I mean, you lost all credibility by saying that. Holy F*** this is amazingly retarded.
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How much wood could a woodchuck chuck, if a woodchuck could chuck wood?
https://coh2stats.com/players/76561198031032150
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Post History of Protos Angelus
Thread: Allied INF Team Games24 Sep 2020, 21:50 PM
In: COH2 Balance |
Thread: Allied INF Team Games24 Sep 2020, 15:40 PM
Or, you know.... just ignore Ullumullu? He's a major league Axis troll. In: COH2 Balance |
Thread: Allied INF Team Games24 Sep 2020, 00:14 AM
ullu, let's be honest, you are a bigger troll. Furthermore, katitof is anything but a troll. Objectively, he's more correct than 90% of this forum. Every post from you is bashing on allies and stating incorrect facts constantly or deflecting and using whataboutisms. So, you know.... check yourself. In: COH2 Balance |
Thread: Can we plz "fix" the CalliOPe?21 Sep 2020, 10:02 AM
In the original thread, Achpawel wrote: Having read all that imo its SPEED may be the answer to all problems. And I think that should do the trick. Also it should be 100% at all ranges from P4. In: COH2 Balance |
Thread: 64 bit beta for coh220 Sep 2020, 21:23 PM
Yeah, after trying it out in 4v4 it doesn't feel like the engine overhaul we've all wished for so dearly. Even after just 10 minutes it was chugging like always while under-utilising my CPU and GPU. It's probably more of a bandaid solution to potentially delay or hide the worst shortcomings of the engine, such as crashes. They were always fairly rare for me though. But it's not an engine overhaul. It's an engine update. 4v4, unless some major overhaul happen, will never run smoothly. It's just too big of a game mode with lots and lots of calculations that have to be made. I'm only interested in the final update, to see how the 64 bit engine handles stuff. In: Lobby |
Thread: 64 bit beta for coh217 Sep 2020, 20:15 PM
For anyone's interest in supposed performance gains; That is great. AVG fps would increase a bit, but not substantially, but min FPS increase is great. In: Lobby |
Thread: 64 bit beta for coh217 Sep 2020, 19:14 PM
So performance and general game reliability << some models you spend 0 times looking at? How would that breath a 2nd life into the game? Literally 0 usefulness from models. Maybe rich Fortnite kids would want to have pink waifu paratroopers or something moddable... In: Lobby |
Thread: 64 bit beta for coh217 Sep 2020, 17:19 PM
Wait, was it 32 bit this whole time...? I think so. The game came out in 2013, and it was at least a year in development (min of min), and back in those days, 64bit windows were just beginning to set themselves as a standard instruction set. I remember that around 2011, most of the computers being sold were x64. Around 2008 x64 became standard, technically. Still most of the world used 32bit. Pretty much all devs back then were building on 32 bit set. In: Lobby |
Thread: 64 bit beta for coh217 Sep 2020, 17:01 PM
What does this mean for the stability of the game? Will it be a noticeable improvement? It should. Modern processors/Win10 x64 handles 64bit executions much better than 32bit ones. Along with the higher memory availability to the game, it should definitely lead to more stable FPS, less crashes and better memory management. In theory, it should help greatly, but we will have to see the final result. Hence the BETA, to check how most systems handle the game, and how the 64bit client handles most systems. I remember back when first x64 Windows started rolling out that there were improvements in FPS/memory latency, etc. in 64 bit applications (compared to identical 32bit) only due to the fact that the 64bit OS + 64bit Program had much better registry optimization. I remember reading an article about it. How windows registry in 64 bit is vastly superior to 32 bit. One thing people tend to forget is that even low range CPUs and GPUs are enough to play today's AAA games in fluid 60 FPS. In theory, a 1GHz core/memory clock in GPU and i5/Ryzen 5 level CPU has enough raw power to compute everything. The reason why people get bad performance comes from the communication between the hardware and software which is mediated by the API. Vulkan or DirectX. (efficiency of DX and Vulkan is still low, will need to wait for prodigy kids to optimize it) With all that in mind, optimizations to the code by updating it to 64bit should lead to improved performance. In: Lobby |
Thread: 64 bit beta for coh217 Sep 2020, 16:46 PM
64 bit? Nice, I'm hoping that will solve some performance consistency issues. Kudos to all that are staying and improving this game, despite it's age. Kudos devs and helpers. In: Lobby |
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Latest replays uploaded by Protos Angelus
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