Hello.
Coming back to the game after a year or so, and now there is a region marker showing and I don't know if that means the game is region locked now and I can only get matches with people of the same region or not? |
I actually want to hear if you believe there is no hope for things like main gun crit, abandon etc, or how would you approach them besides removing them or deactivating them from multiplayer. |
With the Steam description it would appear the Italian maps, being cities will play a lor more like CoH1 with focus on infantry play, while the Africa ones, being more open, wil focus more on tank play like CoH2.
Besides that, the lack of red cover besides a small river in the skirmish map, would seem like a more competitive focus. I mean, not even a single out of control even just for aesthetics. I wouldn't be surprised if the whole abandon and main gun crit system was removed instead of reworked.
Now, is just a pre-alpha and maybe this systems are too complex to be fully implemented yet, but I don't hold my candle for them. |
Thread: RNG30 Dec 2020, 18:00 PM
I think the problem with RNG in COH2 is that is basically a consequence of the penetration system being reworked from Vanilla COH. What I mean is, in vanilla a bouncing shot would still do damage, just reduced, so this in turn meant that tank interactions had a wider range of play.
In COH2, a shot either pens or doesn't, either deals damage or not. So this creates a situation where tank destroyers need absurd pen values at absurd ranges to be useful, and every other tank basically needs to suicide dive to actually deal damage, and in suicie dives, with more factors at play and higeher risk situations, main gun crits, engine damage, abandons, etc become more impactful and decisive.
So now the system, becomes binary, where a crit is not a interesting situation that happens at mid to long range, or two various factors, it becomes an all or nothign moment with tanks in close proximity and usually one side in a very bad position, making it worse.
If the penetration system were to be reworked, to make damage more reliable but less 100 or nothing, rng crits would become more reasonable and less decisive, while still being a powerful moment that gives both players a change to play around it, instead of a you got a main gun crit at point blank, sucks, now your tank dies and it's abandonded in my side of the map. |
I have read a few times an idea to balance the Jackson by making HVAP a vet 0, no cost, munition swap, like the sherman with AP and HE, this way the Jackson has one type of munition to counter mediums, with good RoF, and acc, but lower penetration; and then HVAP with low RoF, low acc, but higher pen. The Jackson is still a jack of all trades, but requires some preparation before use and can be countered by good combined arms.
Taking into account the range and speed of the Jackson, if it's well supported, it could change munitions to always have the right ammo for the right target. |
Novgorod has the wrong skins on vehicles and unit protraits, they still use the summer version, but the infatry skins are the right ones.
I do have a question, why is there a thrend to remove red cover from maps? I understand elevation as it is an incomplete feature that only serves to cause collision on projectiles, but red cover has never been a problem to my knowledge.
Besides that, is good to have some changes and community member putting their hearts into this game, I may not agree with some changes on a aesthetic level, but the benefits are far more than some mild changes in looks.
Thanks to everyone that participated and helped with these. |
So, I was checking out the map, not testing because it was vs AI, and noticed both vehicles and infatry weren't using winther skins, same with the winter quotes units say.
Besides that, Whitheflash, if you are willing to experiment with deep snow, you could try putting some right in the middle of cap points, that way if a player puts the micro to cap in the edge besides remaining in FOW also avoids the movement penalty, just a random idea to throw out there.
The new point layout completly changes the map, it actually surprised me, it may turn into games with more infatry play because of how easy is to attack the cutoff for the fuel, who knows. If I manage to get matches vs real opponents will post a replay.
Finally, the map looks really cool *wink* a most needed addition to the pool once is ready.
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I voted no, enough aspects of COH2 have already been removed, infatry AI, most vehicle crits, cold tech, etc. Granted, Many of them had troubles but removimg them rather than fixing them sets a precedent for the future where, if COH3 were to happen, this mechanics would be removed from the get go rather than being fix/improved.
On that note, elchino's suggestion makes the most sense in the state that COH2 is, if the percentage was an uneven number vehicles would only get CRIT if they have uneven amounts of health making it a choice and increasing the utility of infantry held AT, but this AT would requiere adjusments because of its high rof.
Besides that it could open the gate to experiment with other kinds of crits besides main gun crit, crew stuns and light engine damage come to mind. If the chance of a crit remain the same, but the amount of crits increases we would see a higher variety of situations, from a loader stun that reduces rof, to a blind or a timed engine damage. |
After some matches I do have to agree, falls are insane at the moment, they were supposed to be an ambush/glass cannon unit like storms or commandos, but unlike those two falls have a long range automatic weapon besides having faust, smoke and a normal grenade.
Maybe one of them is not a great a deal, but once you get 2 or three they just sherd anything and everything. |
The IS-2 has 40 range, the vet increases it to 50.
Oh, after looking the stats, it does. I stand corrected, still, going to 45 should suffice while receiving something else, that way the panther could still outrange it and have a similar interaction as vet 2 tigers and allied TDs. |