wow more nerfs to Ost late game anti infantry.
why is brumbar armor getting lowered when it has to face cheap 60TD? I mean FF just got more buffs, Cromwells too!
KV1, KV8, Churchill, BD Sherman, even KV2, get the free pass?
More nerfs to VSL while 7 men cons are not? Shocks? Assualt Engineers? Commandos? All get the pass? |
imo, can we get a new 3v3 map from the next map patch? something like across the rhine.
angermunde needs to go! no one like laney maps with indestructible lanes.
why does relic not put these many maps in coh2
https://steamcommunity.com/sharedfiles/filedetails/?id=1092465331 |
imo lazerenth ambush is the worst of the lot.
uinlike red ball, LA is split into indestructible lanes, favoring soviets the most.
general mud and viselam are huge maps with terran slowdowns. factions with forward reinforce do better. probably the worst map for Ost, small squad size->retreat. |
Thread: RNG30 Dec 2020, 14:51 PM
"the plane crashes seems coded to home in on squads, a bit cheeky and lazy. "
That's literally not the case, it's just that planes naturally travel over high traffic areas due to their way-points.
"that you can trigger 100% at your own decision?" you answered your own question.
that is good to know the planes are not hard coded to target squads. In that case, i think the nerf is too heavy handed. meh.
As for manual trigger 100%, that means 100% abusing un-counterable outcome, which is 100% unfair.
unlike uncounterable RNG, that we assume has a 50-50% of happening to you. |
Thread: RNG30 Dec 2020, 04:50 AM
anyway the oft-cited MGC status alignment, in the past, it was more creative.
But after many patches, the TTK vehicles are much shorter, the armor, the pen, and the snares, the range.
It may cause 'competitive' players to feel frustrated when hit with RNG MGC. but that is partly because of the above mentioned changes to compress the game towards speedy 'competitive' completion.
Thats why i say, to be 'competitive', there is only so much variables you can have, until it causes frustration and they becomes 'non-competitive' and 'pro' players plead to dump as many 1-0-0-1 variables
cos eek-sports |
Thread: RNG30 Dec 2020, 04:40 AM
if coh3 is to designed, i want relic to brainstorm what crazy mechanics we can do with more powerful cpu and gpu and ssd now. Fly free and dump as much madness into the mechanics.
Balance and whatnot can be toned down later.
Instead of being concerned coh2 had low viewership, fearful it was not in line with 'competitive' rts acceptance, and we needed to keep the mechanics simple and 'bland' this round. Do away with more variables, the better!
cos' eek-sport
creativity is a premium while conformity is cheap and easy. |
Thread: RNG30 Dec 2020, 04:29 AM
DoW3 died because they tried to chase the MOBA crowd, not because they reduced RNG.
MGC and other terrible mechanics (Especially Abandons) are not reflective of any sort of skill on the part of a player, and incentivise not making risky (and therefore exciting) plays.
Blizzards were an awful, stupidly designed mechanic, that rewarded extremely (overly) defensive play. One could not assault a position properly during a blizzard, and so you were arbitrarily forced to wait and let your opponent build up unmolested.
The fact the game has done as well as it has is thanks to the Balance team's improvements, which have generally included a reduction in overly impactful RNG. Your anecdotes regarding "my friends" are unimportant.
I would be glad if they did away with MGC, Abandons, and other such things in CoH3, and the game would be far better for it.
There's a degree of short sightedness involved in this overly defensive reaction to people wanting the game improved. Not all mechanics within the game are good ones, this has been shown.
No, just no.
btw blizzards, with how it was implemented, is not good admittedbly. But not to the point of removing entirely.
Tweak instead of discard. That is the point.
Again, the whole push for 'skill' plays is nothing but toning out the possibilites of creativity and variety in outcomes.
may as well make 1-1 reskinned armies with slight difference in offfensive and defensive stats and 100% deterministic outcome |
Thread: RNG30 Dec 2020, 03:29 AM
anyway the point im asking is why should coh move towards eek-sport 'standards'?
to be 'competive', the game designs will move towards conformity, towards simplicity in outcomes.
there is only so much leeway to make lines of 1-0-1-1s codes 'competitive'.
to get eek-sports money? viewerships? to feel 'pride' in being a popular community?
A design of coh3 should retain the amount of creativity and non-conformist outcomes. RNG is a god's give to Coh.
Dow3 failed, failed greatly, deservedly so. There were tons of beta testing feedback to Relic. They stood their grounds and desired for eek-sports. |
Thread: RNG30 Dec 2020, 03:16 AM
I've always loved the abandoned tanks in CoH2. It's a really cool mechanic (and I absolutely don't care if anyone doesn't like it). Hopefully if CoH3 arrives this mechanic will still be there. This is a mini game inside the game. If some Tiger / IS-2 / JagdTigr / ISU-152 / StoormTiger was thrown around it, an interesting event unfolds. Everyone wants to capture this tank, fix it, destroy it. This is a really cool event, around which a bloody battle can begin.
Great post, totally agreed.
coh1, coh2 thrived on the creators thinking up crazy ideas that 'wont' work in your 'competitive' rts design.
ie. shit coh1/2 came up with, would have been dropped at pre-planning phase of your typical SC or DOTA wannabes.
abandoned vehicle was the last great coh2 addition over coh1, that still remains, in that you can still use enemy tanks. even though chances of abandoned are cut down, time to use abandoned are harder.
stuff like snow/ground deformation affected movement cover, blizzard/fire/ice/water, true-sight, were killed to irrelevance. instead of retaining and improvising.
because eek-sports? seems so. |
Thread: RNG30 Dec 2020, 03:09 AM
is that just a wild theory of yours or do you have any proof to back it up? (i'm genuinely curious)
i believe someone brought it up, the coding is cheekily coded to home in on idle/healing units. A simple reduction in homing behaviour and more random-ness (RNG!) will fixed it. |