You can say exact same thing about potential miss or armor bounce.
You really have no argument for removing it.
I've made perfectly cogent arguments. Whether or not you agree with them doesn't, in fact, invalidate that.
I've also already commented on Accuracy and Penetration. It would be preferable if they were not part of the game, but they are unavoidable parts of game design at this stage. I'm really not seeing where either you or Vipper are going with this.
So in you opinion all shots should do damage, correct?
I've made my opinion clear, Vipper. It's not relevant to the discussion of Random Criticals. |
So why should accuracy be removed and not penetration?
It should, but cannot and will not be for the same reason as accuracy. Are you going somewhere with this? |
Things I'd like to suggest (after playing a good amount of custom 1v1):
- Since Hetzer Dcotrine is a prominent choice at the moment, there is an awful amount of smoke usage on the mp40 volks. 4 Volks with Smoke usage is too much for mainline infantry, the same way it was too much on every USF Rifleman.
- Radio intercept on SpecOps is too good for it's cost right now, either change the diappearance from the minimap or make it more costly so that it can't be used as frequently
Radio silence, Radio intercept is the Soviet ability to hear axis units being built. |
You flame critical are not really a good example since in practice they would extra damage, it was the equivalent of a shot doing double damage.
But the point remain. Every shot in this game is RNG yet you have little issue with shot the hit or miss and for some strange reason you have issue with criticals.
I've already said that I'd prefer if accuracy wasn't a part of the game's damage equation, but that isnt something that can be realistically done away with, not without entirely redesigning the combat model, and it wouldn't necessarily be an improvement.
Crits are not in the same ballpark. Removal of crits is very easy, does not affect balance, and will have 0 negative effects on the game.
Please don't tell me what I do and do not have a problem with, particularly when you are quite so mistaken. |
Again, it happens at 25% or less.
You already lost an engagement and relay on purest luck if you expect to get out/win at that health threshold.
Situations where 2 units are at 25% are even more rare then these crits that decide exclusively this kind of engagements.
And why should they decide even these engagements? It's glaring and horrendously frustrating when it does happen. There is no benefit to their being in the game, unless you enjoy pointless RNG, and I really can't see why that's fun at all. |
No one might have "some" control before the shot is fired, once fired it is RNG as it also RNG that the shot might have an added effect.
What increases one;s chance to penetrate vs a damage target also increase the chance of scoring a critical.
Pointless extra RNG on top of RNG with actual game-design/balance connotations is what is being decried here.
Gun and other criticals add nothing to the game other than frustration. Again, they are removed for a reason in Tournament mode. Flame crits were similarly removed from the game entirely for a reason. |
Evey time a shot if fired by your troops or against your troops it is decide by RNG you have no control over. Critical is simply an added effect.
You do have control over that, it's based on distance, cover, and type of troop. If the game could be balanced without Accuracy being a factor, I would advocate for that being removed as well, but it's not a realistic thing to expect.
Random gun criticals are not comparable.
If accuracy were removed right now, the game would become unplayably unbalanced. If main gun criticals were removed, the game balance would not change, it would merely remove frustration. They're gone in tournament mode for a reason. |
Because it gives a layer of unpredictability excitement unlike any other game does. I love helping hans with "where is my luck in this game" or von ivan "that was/is unfortunate" or in my own games when a big tank looses his gun when he was about to kill my medium tank or at gun. Yeah it sucks at the moment it happens to me, but soon after i still enjoyed the esp if i still managed to win it afterwards.
I do love dow2 as well, but compared to coh2 is quite clean and predictable, a lot less fun because of it.
I suppose there's the difference, because I find nothing particularly fun about random events I have no control over. |
Outright removal of these crits is a loss for coh2 a big loss. I and lots more have loved them since day 1 of the original coh.
Why chance the unique thing when other games fit your criteria perfectly?
Why let one tiny chance of bad luck ruin your fun in the game?
Which other RTS match COH2, but without egregious random factors like Main Gun Crits? No, Starcraft, AOE2, Warcraft, etc are nothing like CoH2.
If it's an infinitesimally, and meaninglessly tiny chance then why do you care if its even in the game? |
Nice to see we are no longer at remove it period.
The main gun crit below 25% hp thresh hold next to already being snared. This should only be able to with snares is a good approach, i would like to see tanks or at guns still able to do this below 25% hp, only at 5% chance or even lower that gun gets destroyed but no hp damage (no egine damage). It can save the tank wich would otherwise have been destroyed.
I'd still advocate for outright removal. |