*Fix Building Cover.
*Give Germans ANY sort of ability to deal with buildings early game (Soviets have molotovs, satchel charges and demo charges, all cost effective in their own right).
*Fix small arms fire
The last one, I will keep insisting, is causing a LOT of inconsistencies. Have you tried killing a vet 3 ZiS with PGrens? Takes eons.
Crews need to go down at leats to 4, if not even out 3, they can already merge squads, which should promote longevity. |
i personally think 20 is too high as you normally have 4 squads or more which is 80 munis every time you want them all to hit it, + molos 10 to 15 sounds more reasonable yes.
The point is for Soviets not to be able to spam that ability everywhere. No other munitions ability in the game, with the exception of Oorah, can be spammed endlessly. The vet abilities cant be spammed because you dont always get that vet.
I'd like hit the Dirt to be an option for one or two of your units, which will open possibilities for defense, not a: run towards resource point. Hit the Dirt. Wait. Win.
The only infantry ability for Soviets I recall that surpasses 60 munitions, is the demo charge (at 90, I believe). Even satchel charges are 45.
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A 5 munition cost would be negligent to the Soviet Army, but something from 10-15 could start to make an impact if he simply blobs.
Think of it like Oorah!, your munition supplies dont ever really suffer because you send your 4 conscript spam into hussein bolt mode.
but tis a good start. The soviets need a little more munitions expenditure. |
Gamespy Arcade is just a game server browser, i.e. what is desired (lobby).
It is not the exact same thing as we want. It is "partially" better in some aspects.
COH's lobby was deeply itnegrated with the game. No lobby, no game. Ever.
Gamespy Arcade could be integrated into the game, but it was never fully merged. Take a game such as AvP2 or NWN. They took Gamespy Arcade off, and the game still "works" albeit, you need to find the servers some other way (that's better than nothing).
The very fact that CoH was made the way it was, means it was impossible to even play, without the migration to steam, AFAIK.
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I appreciated the early attempt to contrast the use of barbed wire fields vs minefields between both factions, but in practice it didnt work so well.
Perhaps, germans could have "weaker" AP mines, but you can "drag" them to whatever quadrilateral size you want (rectangled or squared), adjusting the cost depending on size.
Now that, would be useful. |
Thanks crawler, that clears a lot of points.
Its basically like throwing coins in the air, and hoping the other guy catches them all. I remember back in the day, old games used a pure TCP/IP connection (e.g.: Age of Empires).
Why did they change this? I remember the first times I used UDP ports were for game services like Gamespy, the Zone and such, but only after like... early 2000's did games started using them big time, if my memory serves me right.
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I like the tip nullist, HtD to counter strafe ><.
Crazy guy, it is not always easy to hunt them down as they can deploy anywhere with the zone this leads to hiding trucks in tree's and other areas that screw with true sight.
DGN no soviets are not OP, HtD in cover yes most deffintly. are germans OP no i do not think so, but i do think opel blitz truck is. espically on larger maps where it is easier to hide it.
There are counters to HtD though costly, but those trucks arejust as tricky, mainly as you dont know they went opel untill either a strafe comes out or a tiger, you can go hunting for them if you think so, but as i have stated they can be hidden by truesight
Opel Blitz trucks are not as OP as a lot of people put them out to be, not in 1v1 at least. They are, in many respects, just a "second" OP you can put on a sector, but a very fragile one.
They can hide them, but most of the times, if you know the map well, you know EXACTLY what the most defensive, ideal spot for that is. If you don't, then some map studies are in order. Sometimes they will defend their trucks well, but no matter what they do, indirect fire can get them most of the time (and Soviets excel at indirect warfare).
The early game is definitely dominated by the Soviets right now (but not by much), since they have the best tools, one to one, to deny the germans early map control (and by definition, blitz trucks) with the exception of their machine guns (MG42 benig better for area denial).
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I am talking out of my ass here, but even though it is a P2P connection, steam may have some sort of validation integrated in the beginning and end of the matches. That may be a reason for the usual "xxx is lagging" at the beginning of every game (the game is handshaking Steam before doing its thing).
Again, pure speculation, but there has to be handshake somewhere, so as for Steam to know how the game went, or if a game even begun.
Regardless: I find it pointless to debate P2P. It is more likely that they'll introduce interactive replays into the game than change the entire networking code for it. |
This is amazing. I'm glad you guys had a blast over there, it brings me back very good memories of when I lived there.
As for that last slide: Its important for the community to give back feedback: the good and the bad. I am glad the Devs are reading into this, and their itnentions are pointed in the right direction. Most of the foundations of vCoH are in CoH2, now its polishing time. |
I think that the main problem is that games have to use UDP to talk to each other. UDP is an unreliable protocol, but for reasons of speed, especially in real-time games like CoH, it is used pretty much exclusively.
So, when a UDP packet is dropped (for any reason along the route), the sending machine has no way of knowing that it has been, and will continue merrily firing off packets to their destination. If there's enough packets dropped, then the receiver will think that the the sender has died. Compounding this if the packet size is larger than normal, then the packet will get broken into more fragments than normal (every packet is broken up so that they sit within the network's configured MTU size, larger packet means more fragments). If any *one* of those fragments get lost, then the whole packet is dropped.
It's actually surprising that any UDP games work at all, ever really.
What I'm trying to say is that the way CoH works is an established method, but is subject to the vagueries of the internet and its routing. If your current route is traversing a poorly configured network, then the chances of you dropping packets increases. The reasons are countless.
As for how the client handles this, that's a different matter, but at some point if it suddenly can't communicate with another machine, you can't expect it to sit there for ever waiting for the traffic that will never come because of some problem along the way that no-one [in this context, no-one is either player or relic. Clearly someone has control over it somehere ] has any real control over.
I imagine the client's behaviour could be improved, but so could anything. After watching the development of this game over the last few months, I actually give the devs some credit in that if it's something that they can do something about, they will.
That's interesting. I'd assume by that then, that UDP is a safer method (since you technically can't receive incomplete packets, otherwise it drops) but it runs the risk of being laggy (or unstable) in a game environment. |