Sniper now able to garrison M3A1 Scout Car
Out of everything that was intentional, that was by FAR the worst.
Posts: 960
Thread: It's Time to Put the Bugs and OP Stuff Back in the Game5 Sep 2016, 20:36 PM
Sniper now able to garrison M3A1 Scout Car Out of everything that was intentional, that was by FAR the worst. In: Lobby |
Thread: Relic: Please hand over the balance to the community4 Sep 2016, 21:26 PM
I think it could work. It's actually been done, too. Natural Selection 2 (a strategy-focused FPS game) switched to "community development" in 2014. The initial plan was to release a final patch to fix the major flaws of the game, but they've gone on to release over 40 patches (and counting). It came from a similar situation: the dev team (NS2's was very small) didn't have time to work on their new project and also work on NS2. We can only discuss our part in this, and I don't think Relic would be willing to leave the game to us because people are gonna start "LEL DAED GAEM" threads. I honestly don't think so. We'd be going from 1 major patch every ~3 months to (possibly) a minor patch every week or so. While those on the forums might say "lol dead game, they let fans do their work", the vast majority of players aren't actually involved in any forums: they'd just see that suddenly the game is getting lots of updates. I don't know about you, but when I see a "dead game" I have suddenly start getting updates, I'm inclined to try it out again. On top of that, you'd also (hopefully) have an increase in quality. While the initial reaction from some players might be negative, I don't think they'd complain about frequent improvements and updates with clear communication. So here are a few questions: Active modders focusing on improvements, high-level players (tournament winners), and people they already talk to for feedback (iirc they do that). -Who would we (or Relic) choose candidates for a "Dream Balance Team". I assume you mean "who would we chose for a dream team"? In that case, I'd say the same as above. -Who has the final say in that team? Ideally, no one. It's supposed to work by consensus, not veto. Either way, it would be important to keep a balance mod active to be able to test ideas they aren't sure on. -Does being a good player mean good understanding of game mechanics and a "Balance Insight"? Top tier players are almost always top tier with all factions, so yes. Being a good player requires a good understanding of how everything works. -How can they co-ordinate with Relic about number of patches, fixes (which are actually more important than balance). No idea. -And finally, how would we respond to their decisions? Likely quite well. Wait, so you believe the miragefla patch wasn't coh2's 2.602? More like 2.301. In: COH2 Balance |
Thread: Fixing blob and random wipe19 Aug 2016, 10:02 AM
Don't forget that cover is directional based on where the weapon was fired from, rather than where the attack lands. If the mortar has flanked the unit in cover when it fires, then the unit will not receive the -50% damage bonus. It's based on the firing units location? I was under the impression it was based off the impact location, since that would make way more sense. Source? Cover is directional but green cover always cut % of damage from nade/mortar and it's impossible to wipe full health squad in green cover afaik. (not sure about bundle nades after recent change but even tho, I can't imagaine situation where enemy's mortar is shooting you from the back). The way I understand it is that the damage reduction only applies to small arms, not explosions. I could be wrong, but I can't find any information about it changing explosions; just small arms. Also, the mortar would just need to land on your side of the green cover. That's not too hard to do; it wouldn't need to be behind you. No stupidity is walking into area when mortars if firing. Ok. If you are already there, then you must consider what's better. Insta retreat, changing position before first shell drop, waiting for the first shell and the move etc etc. I know. That's why I made the list: 1. A mortar is firing at my unit; hence the 'true' target is exactly where my squad is standing. Matches up fairly well. Plus, if you move the moment you hear sound of a mortar, it's very likely you will go out of the scatter safely befire hit. Point is to consider when you can move safely. Counting seconds, listening to sounds. Likely, yes. But it's still possible that the mortar shell would still lands on your squad, instantly wiping it - even if you give the move order at the exact millisecond the firing sound is played. That's the problem. If it was always possible to escape, then I would agree with you - but it's not. At max range, the scatter radius is just so high that there just isn't enough time to get out of it. Imagine you are fightning with ISU. It shoots at you behind green cover, missed. What do you do? Insta move (becasue of 10sec reload) or do you wait 6 secs and then start to moving away so in those 4secs you are again in range of ISU and got wiped? That wouldn't be random wipe becasue you could prevent it. Obviously; but what about when the ISU one-shots the entire squad through the FoW because the squad AI decided everyone needed to stand behind one barrel? What if they only stand there for a split second before you move them away, because you don't want them to group up like that, but they get wiped anyway? Is that fair? And I'm still interested in what you consider a random wipe to be, provided you think they exist. In: COH2 Balance |
Thread: Fixing blob and random wipe19 Aug 2016, 08:18 AM
"Consistently lucky" should be a red flag statement; if you have to appeal to people being "consistently lucky", your argument probably doesn't make sense. Firstly, I meant 'consistently lucky' within a single game; obviously no one can be 'consistently lucky' across multiple games. However, the possibility for a 'consistent luck' streak within a single game to massively influence the match just isn't acceptable in a competitive game. For example, maybe early on you get that lucky mortar-RNG 'miss' that actually hits (per my description earlier). Maybe in mid-game, you get lucky and the faust misses your AEC/T70/etc. and hits the ground instead (I had this happen 3 times in a row in ONE game). Then maybe in late-game, you get lucky and the enemy AT misses 3-4 times in a row against your critically low tank. Those 3 events in a single game would result in a MASSIVE advantage for the 'lucky' player, which the 'unlucky' player could do nothing to counter. For a competitive game, luck just can't hold that much power, even if it is an unlikely possibility. If in a game like 'Dota 2', the final match of a massive tournament was decided by a consistent string of "5% likely" events, people would be outraged. You can't give a team a $9m+ crowed-funded prize for being lucky - the donators demand that the game be dictated and decided entirely by skill; that's the point of the game. And how often wipes you listed above happens? Once per X games? Plus they also happen in your favour. In a team game (2v2), 'random' wipes probably happen a few times per game (even when I was a sub-200 player). And I'm aware they can happen in my favor; I just don't like it. It feels cheap to get an advantage by doing literally nothing. By the way. If you are behind green cover with full health, why would you live cover? In cover you can't be wiped by mortar/nade. It can absolutely happen, green cover is directional. IF the mortar lands on your side of cover, you'll take full damage. In addition, being in combat implies damage taken. That means you'll have less HP to 'tank' the damage from the mortar. And if you here mortar shell coming it's up to you to decide if you want to stick to cover, wait for the shell and then move, or insta retreator move out of the cover before the shell hit, so you must consider that moving out of cover can mean that this shell will land perfectly on you. By your own definition, standing there would be "stupidity"; but let's look at it anyway. Firstly, a mortar can insta-wipe; the shell damage is enough to do that on a direct hit, and as I said before, green cover is directional. Secondly, hit probability increases as you get closer to the true target (the exact target point): being very far off is unlikely, being very close is quite likely. Knowing that, we can do go through some simple logical steps to take: 1. A mortar is firing at my unit; hence the 'true' target is exactly where my squad is standing. 2. Hit probability is greatest at the 'true' target location, and decreases as I get further away. 3. I still want to project map presence in the current area. 4. I do not want to lose the squad. Hence, the optimal choice is to move away. The sub-optimal choice is to retreat (keeps the squad). The least optimal choice is to stay (most likely mortar hit location). In the case of the mortar-scatter-wipe, the most optimal and least optimal choice are literally inverted (with the bonus of the 'least optimal' choice reducing damage taken from the attack squad, due to green cover). This is bad. At a fundamental level, playing and winning games is based upon making the 'most' optimal choice. Am I saying CoH2 needs to become a 'solved' game? No. But the most optimal and least optimal choices should never invert entirely due to RNG. If mortat was aiming at this squad and you decided to move, it's not random wipe. Scatter is a function of RNG, and that scatter dictates where the shell would land. If that landing point is both where my squad currently is, and is NOT exactly where the mortar was aiming at, it is LITERALLY a hit dictated by random chance. With that said, I want to know: what would you classify as a 'random wipe', provided they even exist? In: COH2 Balance |
Thread: Ostheer Grenadiers19 Aug 2016, 06:44 AM
I don't think this would fix the problem. The gren's problem isn't low damage dealing, it's low survivability. You could have grens capable of getting 2x LMG and G43s and they'd still have trouble with dual-BAR rifle blobs and the like, simply because each loss is much more costly in terms MP, HP% loss, and DPS loss than those of rifles, tommies, etc. That said, double-upgrading in general really needs to go. It was bad on grens, it's bad on rifles, tommies, etc. In: COH2 Balance |
Thread: Fixing blob and random wipe19 Aug 2016, 06:35 AM
And what's is RANDOM wipe? Seeing that part of the map is under heavy fire and despite that going there with infantry just to get wiped? A random wipe, as far as I'm concerned, is a full-squad wipe in which the player losing the squad could NOT have prevented it. For example; you have a squad in green cover fighting an enemy, and hear a mortar fire (for the sake of argument, it's auto-firing; NOT manual). Knowing that the mortar is most likely targeting the squad in cover, you move the squad out of cover and get about 4m from where they were when the mortar hits. The mortar hits your squad perfectly and wipes it, due to the mortar's inherent inaccuracy. For the player who lost the squad, there was no 'correct' move. Staying in position would obviously result in being hit by the mortar, since that was the intended target. Moving away resulted in a squad being wiped ENTIRELY due to RNG. The same can be said for when a squad's AI bunches it up while moving (bad pathing), and then is wiped entirely by an AT-tank in the FOW. Again, the losing player couldn't prevent this; the game's AI forced the models to group up. Furthermore, the squad was wiped by an AT-focused tank, not an AI tank. Once per X game is not often. Except it's not. The game isn't based entirely around RNG; yes, it has random elements, but the game isn't designed to be decided entirely by random factors. The better player SHOULD always win; not the one that was consistently lucky. If I keep my squad in front of a tank and get wipe I should blame myself for not retreating. But these aren't random. These wipes ARE entirely preventable, so they aren't random. The ones I listed above, with no 'winning' move, ARE. This is what needs to be prevented. In: COH2 Balance |
Thread: Day and nightime settings for maps15 Aug 2016, 21:31 PM
Because it doesn't add to the whole competitive automatic twitch streaming scene. Mainly because of this. There's probably only a small team still working on CoH2 (most are probably on DoW3), so they don't really want to spend time on things that don't directly improve the gameplay. You could choose weather settings when choosing a map, some of which were rain, dusk, noon, etc... The problem is, some of those settings (especially rain) caused massive performance drops for some people. Considering how many people seem to be having performance problems, they really don't want to add things that could further lower it. In: COH2 Gameplay |
Thread: Why Blobbing is so Prominent in Coh211 Aug 2016, 20:56 PM
I don't like the idea of negative zeal because it seems so artificial and visually unintuitive, but increased AoE suppression is something I'll perhaps play around with. While it does seem a bit fake or unintuitive, there's a lot of things in COH2 that work like that. For example, iirc at close range some weapons ignore cover bonuses, and its literally never mentioned in game nor is there an icon for it. Sometimes gameplay needs to use artificial mechanics to work better, and I think this is one of those things. Blobbing is just so rampant and detracts from the core design so much that I think anything that could stop it should be used. That said, it doesn't need to be counter-intuitive. When units get close enough together to apply negative zeal, there could be an icon displayed (similar to the cover icon) indicating the negative effects are active. Also, it does make sense for a 'realistic' standpoint; one model is going to have an easy time firing at targets and getting to cover, 15 models in the same area will just be in the way of each other. In: COH2 Gameplay |
Thread: Why Blobbing is so Prominent in Coh211 Aug 2016, 19:32 PM
Most of this is pretty good; I'm a bit wary of changing LMGs, simply due to how it may further promote camping, but the rest is pretty much right. That said, I still think negative zeal/increased AoE suppression (no increase vs. single target, but scaling vs. multiple) is the easiest and possibly best solution. I just don't see why or how blobbing should stay in the game, it goes against the core design (micro, maneuvering, mobility, etc.) to such a degree that it just shouldn't be viable. In: COH2 Gameplay |
Thread: vCoh vs Coh2 explosions 7 Aug 2016, 18:46 PM
Readability; the ability to quickly understand exactly what is happening in-game. We could have smoke rounds that flood an entire control sector with smoke that's higher than the building, but it would be completely unreadable. Similarly, we could have rail-gun arty with explosions the size of several buildings, with massive amounts of lingering smoke - again, completely unreadable. The thing CoH2 did so well (compared to CoH1) was making the game much easier to understand. We have a nice list of all our units in the top right, with their status (in combat, suppressed, etc.), we have a cleaner mini-map (less random lines), a cleaner UI (less blank space)... this carries over to gameplay as well. Giant explosions, clouds of smoke, massive craters - they all look good, but they're bad for gameplay. When arty hits, you need to be able to see if you're units are in the area of fire, how close they are, and even exactly where the shell hit (so you can guess the target area). CoH1's massive clouds prevented that. In addition, by having the sizes, colors, etc. change significantly between what were historically very similar shells, it allows the player to understand what is actually being fired at them; quite important since historically similarly performing units have such drastically different stats. Contrary to popular belief, the goal of a competitive game's graphics ISN'T to look visually stunning; it's to provide all the information the player needs in a quick and effective manner. In: COH2 Gameplay |
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