Sometimes I wonder what would happen if Seeking was some Eastern European or Asian guy without this level of popularity.
I can guarantee he would have been banned 10 times already.
Instead, so many people are coming out claiming he was treated unfairly because people rightfully call him out for cheating.
Not even mentioning the fact that he has played on an account that belongs to a guy with 3 VAC bans and is confirmed coh2 map hacking. Not only has he played on said account, he has also played on the computer on which the maphack was(is) installed. I don't even know what to say at this point.
Incredible double-standards by the community as well as the people that are responsible for actually banning coh2 accounts.
I barely even know who Seeking is other than "Some CoH2 player I've seen in Tightrope casts", honestly. Admittedly I'd say the same of most of the CoH2 "professionals". I wasn't really aware he had a level of popularity that would warrant people inventing very weak defences on his behalf. |
I like your changes, they're generally pretty obvious improvements, particularly in the case of splitting the Pack Howitzer and Paratrooper abilities.
If you're removing Raid Tactics, instead of replacing that ability with the Pack Howtizer (This is arguably a nerf to the commander, outright losing an ability) I would instead bundle the Pathfinder and Greyhound abilities, and turn them both into CP0 buildables rather than callins (Though delay the Greyhound until a certain tech level is reached), and then provide Recon with some other ability to /actually/ replace Raid Tactics.
Incidentally, perhaps the Greyhound could be reworked into an AEC/Puma type vehicle, rather than what it currently exists as? Such a vehicle doesn't currently exist in the USF arsenal (Except arguably through some of the Stuart's abilities). Alternatively, it could be reworked into more of a "supportive" vehicle as follows:
The Greyhound could provide the benefits of the Pathfinder beacons, but on a mobile platform, allowing Paras to reinforce around the vehicle as though it was a halftrack (Though they'd still paradrop in). Perhaps it could be allowed to "Dig in" like the 250 HT to provide paths/paras with a mobile strongpoint?
I still despise the M83 cluster mines, but I won't advocate for changes there.
(How do "Reserve" Paratroopers differ from "Regular" Paratroopers, anyway? I know the Recon and Airborne Paras have different weapon upgrades, but you make it sound like there's some other difference between the squads) |
Artillery pieces in general are rather badly handled in CoH2. They're either incredibly difficult to deal with (If you have no offmap capable of killing them) due to them being VERY far behind the lines, or laughably easy to delete if you have something like a Stuka Dive Bomb, ToT, or some other relatively "precise" artillery callin.
They're also very beholden to luck, with a barrage inconsistently causing either very little, or far too much damage dependent on how well scatter rolls. This isnt even going into Counter Barrage and how that is really unpleasant to play against.
The Brit base howitzers are honestly a better implementation of "Artillery" than any of the others, in my opinion. Not acting on their own, but instead providing infantry (Or vehicles, or whatever) with the ability to call in their own, smaller artillery strikes with the same warning as a regular offmap.
I kind of wish all of the artillery pieces acted in a similar fashion to Brit Base Howitzers, not costing population, but instead firing at targets designated by other units for a munitions cost. You could even allow them to be placed in the Base Sector at that stage, so they wouldn't be vulnerable to being memed by a Stuka.
This isnt ever going to happen though, I know. Idle thoughts, really. |
A very important point indeed.
The average reaction time to visual stimulus is 250ms.
Add the server lag and you have almost a second, depending on your distance from the server.
Not taking into account PC lag, which varies depending on your monitor refresh rate and PC hardware.
200-250ms is for single-stimulus reactions, to my knowledge, so for most purposes in a game like CoH2 the average reaction time will be a little slower than that. |
I want anyone to show me that it is humanely possible to send an input key after receiving visual stimulus and for that to happen around 5/10 frames. In a game which has around 0.500ms/0.800ms delayed based on his distance to the servers.
It isnt, and anyone claiming its possible is either lying, or has no concept of human limitations.
The only defence there would be if the replay FoW and the FoW in the actual game were severely desynched, but this apparently isnt the case (From what I've gathered from A_Es statements/testing) and if it were desynched, it would be desynched in the opposite direction. He'd be reacting slower in replays, not quicker.
These weird defences are making me more suspicious of Seeking, not less suspicious. |
Thread: KV112 Mar 2021, 22:17 PM
Yeah that's all well and good, but if the unit only needs a slight adjustment then changing it that much seems like an unnecessary risk. Just get rid of the damage reduction in exchange for health and see where it's at
Oh, sure, I'm mostly just theorising in case its decided the unit might want more in-depth changes. The HP/DR readjustment is probably enough. |
For goliath Either slight HP buff or slighty shorter range at which it gets detected; and also rotation speed buff
I'm a little wary of the team buffing the Goliath for the same reason I'd be wary of them buffing Demo Charges. They have the power to just obliterate squads/lighter vehicles for a fairly low investment. Making this more reliable is pretty frustrating for opponents, remember pre-nerf demos? |
Thread: KV112 Mar 2021, 21:53 PM
Yeah I am too? You were the one who felt the need to explain it
You being snarky gave me the impression I was being misunderstood.
That would be by far the largest and most expensive unit with shared veterancy. Would be quite a change, though I do find it interesting
Its ostensibly a "support" unit, so despite the cost/size, I don't think its too unreasonable to consider it for Shared Vet... especially if any changes did reduce its lethality. |
Thread: KV112 Mar 2021, 21:45 PM
That is how veterancy works, yes
I'm aware of how veterancy works, I'm suggesting that the KV-1 veterancy XP requirements be reduced.
The amount of XP required for a particular level of veterancy can be changed on a per-unit basis, what I'm suggesting is that if the KV's anemic gun is what would prohibit it gaining sufficient "tankiness" through Vet gain, then the Balance team might consider reducing the amount of XP it needs to gain (Even if just for the first level, if that's where it would gain health/armour bonuses)
Also, given that the KV is ostensibly supposed to support other units, rather than really provide damage itself, it might be a candidate for receiving shared veterancy.
Alternative options would be to make its "tankiness" an unit upgrade, or delay the unit, if the "imbalanced" aspect of it is the timing.
I'm not suggesting any of these are "required", but they're options to consider if the KV1 is to be rebalanced in some fashion. |
Thread: KV112 Mar 2021, 21:36 PM
There's a difference between infantry getting more elite and logically becoming more accurate and harder to hit (becoming better at using cover, etc.) or a tank crew decreasing their reload time, and a tank suddenly being able to survive 5 shots instead of 4 or getting more armor. 99% of infantry does not get a health increase with veterancy, Grens being the sole exception.
We didn't invent most of the tank durability buffs, they are mostly leftovers from Relic (at least they gave the German tanks visual clues), and the new direction is that invisible modifiers are something that should be avoided as much as possible unless it's deemed absolutely necessary to balance the unit because they are not communicated clearly with the player. Which is not the case with the KV-1.
Would it be possible to have some of the "Dig in" sandbags appear on the KV1's track guards/front glacis upon reaching veterancy? If you DID ever decide to have it become more durable with veterancy, this would be a pretty good indicator of that occurring. |