Profile of CieZ
General Information
Broadcast: https://www.twitch.tv/riseofthephoenix_
Youtube: https://www.youtube.com/channel/UCjV_ujoRNpEU_ERL9dW8H9w
Steam: 76561197995165748
Residence: United States
Nationality: United States
Broadcast: https://www.twitch.tv/riseofthephoenix_
Youtube: https://www.youtube.com/channel/UCjV_ujoRNpEU_ERL9dW8H9w
Steam: 76561197995165748
Residence: United States
Nationality: United States
Post History of CieZ
Thread: GCS2 Seeding Reveal!3 Jun 2018, 11:49 AM
Hype levels increasing! In: GCS Discussion |
Thread: Tired of 222? Go penals2 Jun 2018, 06:10 AM
Do you have a different account? Because you have 0 soviet games played on that one. Edit: I guess you could've played Sovs in 2v2 AT. Penal M3 doesn't reliably counter 222 anyways though. |
Thread: One of my most fun games in a while30 May 2018, 05:17 AM
Honor'd for a GGWP. Had to take a break to recover after this one, exhausting game In: Replays |
Thread: DOW3 review round up29 Apr 2017, 21:40 PM
The combat is more clear as to who is winning than CoH 2, which is a great thing for spectators. CC and knockbacks are strong, but as long as you're not blobbing I don't think they're overly dominant. ASMs lose a lot of attacking time to jump into a knockback, unless you knock back more than one squad (or have many other squads focus firing) it isn't always worth it. Plus, most of the time the CC is avoidable. Gabriel is pretty silly with the CC though... his directional knockback can be pretty OpieOP. In: Other Games |
Thread: DOW3 review round up29 Apr 2017, 20:47 PM
I was highly skeptical of the game, like most people on coh2.org, but after playing the open beta I decided to buy the game and am glad I did. There are a few valid criticisms of the game such as: *The UI could be way better, it kind of sucks in a few ways. Hopefully there will be a UI overhaul. *No customizable hotkeys (I don't care because I'd use grid keys anyways) but this seems a bit funny coming from the coh2 crowd. *Low number of maps on launch. This is easily fixable. *Maybe a few others that I am forgetting at the moment, but almost all the criticisms I've heard do not apply to the core game - which is quite good. The positives: *Combat is fun, intense, and beautiful to watch (this is important for spectators) *Symmetrical maps. *Mirror matches enabled. *Easy to understand, difficult to master economy management. *Base building is an actual thing (it is important where you place forward structures and that you continue to place structures forward as the game progresses.) *Elite units are awesome, quite reminiscent of heroes in Wc3 - although not as ridiculous as Wc3 heroes could get late game. *No RNG from what I've seen. *The doctrine system is actually cool and interesting, unlike bulletins. *The game performs well. I've never had any sort of major frame drops/lag even in 3v3s, while streaming. Probably missing some positive aspects of the game because I just want to finish up this post. Essentially almost every criticism I've seen, at least on coh2.org, ends up being shallow and mostly focused on non-core parts of the game. A lot of this comes off as people just hating on the game to hate on it because that's what all the cool kids are doing. The core game is legitimately good, quite a lot better than the core of CoH 2 I have to admit. (And I was extremely skeptical of DoW 3). If you want a tactical RTS, you won't like DoW 3 because it is a traditional RTS. If you like traditional RTS, or if you liked Wc3, you'll probably enjoy DoW 3 a lot. In: Other Games |
Thread: DoW 3 open beta22 Apr 2017, 03:46 AM
I just played the DoW3 open beta, and I am sad to report that it is complete rubbish. I've been enjoying it so far. Quite a lot actually. The UI is bad. Needs a total overhaul. The combat is fun, there is a lot of micro because so many squads have abilities that you want to dodge/use properly. Map control is similar to CoH but harassment is more important in my opinion. Saving squads in combat takes a lot of foresight and skill, so does killing enemy squads but both are rewarding. Timing/use of your hero units is important. The economy/macro is way more important than in CoH 2 which is a breath of fresh air. Base building is way more important than in CoH 2. The whole MOBA thing is really an overreaction. The "turret" things are a joke, shield generators are pretty easy to kill. It's essentially just a standard RTS win condition because by the time you kill their core, you're completely overrunning their base anyways. In: Other Games |
Thread: An article about Relic19 Apr 2017, 11:26 AM
Can someone define what they mean by e-sport? This is getting rather confusing. I would define an e-sport as any game that a player can play professionally without the need for a part/full time job. DOTA2, LoL, Hearthstone, CS:GO, SSBM (probably other fighters that I don't follow) being the major examples. The professionally sponsored players for these games make enough between tournament winnings, salary, and streaming that they are professionals - they make their living through playing the game. Not sure if SC2 is popular enough anymore to be a real e-sport (at least in the west). Maybe SC:BW is still popular enough in Korea for it to be an e-sport there? @Esxile - balance is mostly irrelevant to e-sport potential (Especially in coh2 where you have to play both sides during a tournament. Balance is literally meaningless as far as tournament play from a player's perspective in coh2. For a viewer experience, which is vitally important to a game's success, it can be important). SSBM is extremely imbalanced for the majority of the characters and stages. Many heroes in DOTA2 are not viable at a top level. Hearthstone is one of the most imbalanced games of all time. I can't comment on LoL because I don't follow it. The important thing is that in each case (as is the case in coh2, and I assume Dow3) players can choose not to use the under-powered stuff. As long as the viewer experience isn't inhibited too much by a lack of balance, it doesn't matter. As long as the matches are still exciting to watch the viewer won't care about balance (because 99% of viewers aren't good enough for balance to determine their wins/losses on ladder/custom games anyways). If balance is so bad that one faction/hero/card/whatever is an insta-win without any engaging play from either player... that is when you have a problem. But those situations are generally easy for developers to fix. Sadly, with CoH 2 Relic didn't have a great track record of quickly fixing those issues (Tiger Ace, Windustry, insta-win exploits like infinite range tanks/vickers/superman Paratroopers etc). A point to the contrary - Chess is quite balanced (jk white OP), but it isn't an engaging viewer experience for anyone that doesn't play the game. In: Lobby |
Thread: An article about Relic19 Apr 2017, 01:42 AM
I'll also do my best to respond to Strategos's post in my reply. I agree with you both in the sense that good infrastructure SHOULD be there in today's world. What I mean by this is a good replay system, a solid observer mode, and the ability to reasonably easily play tournament matches (workable custom lobby system that isn't difficult to use and supports observation). From a design perspective, the game just needs to be good, competitive, and fun to watch/play. It also needs to be easy to understand what is happening and who is winning for people that don't play the game. Let's look at a few examples. DoTA2/LOL: Probably the largest and most successful e-sports of all time. Neither game was DESIGNED to be an e-sport. DOTA: Allstars was already largely successful being just a custom map inside of Wc3. What DOTA2/LOL did was take the existing successful game and provide a better engine and (in the case of dota2) great observer functions. SSBM (Super Smash Brothers Melee) and other fighters were e-sports well before the era of "ZOMG EVERYTHIGN NEEDS TO BE ESPORTZ." None of them were designed with e-sports in mind. Nintendo actually actively worked AGAINST the community of SSBM as far as competitive play went. The community still succeeded. SC:BW/Wc3: Also not designed at all with e-sports in mind. Both were wildly successful in their time. Particularly SC:BW with being the father of modern RTS and e-sports as a whole. CS/CS:GO: Not designed for e-sports. CS:GO added a lot of engine/infrastructure things that improve the viewer experience. The biggest and most successful game titles in the e-sports world today all have this in common: *They were NEVER designed to be e-sports. *The community put in TONS of work prior to developer involvement to grow the e-sports scene. *In today's world they have good observer functionality. Regarding Hearthstone: The game was clearly, CLEARLY, never designed with true competitive play in mind. There is still no replay system, there is still no observer mode at all, and the game is riddled with frustrating RNG beyond all the RNG that comes inherent to any card game. I don't think Hearthstone makes for a good e-sport and I predict that it will fail within the next 2-3 years in much the same manner that Diablo 3 failed because of Path of Exile being better in almost ever aspect. Hearthstone has been successful in terms of viewership thus far because early on the community ran lots of tournaments before Blizzard stepped in and threw money at the game. Another example, World of Warcraft: By all accounts WoW *should* be a hugely successful e-sport at this point. WoW is by far the largest MMO of all time, it has the best competitive PvP experience of any MMO that I've played (I prefer the more hardcore/full-loot style PvP MMOs like Darkfall, Albion, Eve, etc but these make for bad competitive titles). Plus the game has had tons of community support and community driven tournaments and Blizzard's support. The downfall of WoW has always been that the game is extremely obtuse to anyone who does not play the game. It's hard to tell what is happening, it is difficult to tell who is winning, and for a long time the infrastructure was lacking to truly support an e-sports scene. Final example, SC2: Designed with e-sports in mind. Failed pretty miserably when compared to what it could/should have been. The viewer experience in Heart of the Swarm in particular was miserable. Keep in mind that a huge portion of viewers for any e-sport title do not actively play the game they're watching. TLDR is this - In today's world, the game SHOULD have functionality in place to support the title as far as e-sports goes. Observer mode and replays are easily solved issues for modern engines to implement. So are easy-to-use custom lobbies. The game should NOT be designed exclusively for esports. Thus far there has been no correlation between a game being designed around being an esport and being a successful esport. Most evidence points to the contrary. Produce a quality game, provide the community with a few basic tools and if it takes off - provide developer support if it makes sense from a business perspective. Final note regarding For Honor - I loved the game, played it a ton. The network issues were over-exaggerated. The biggest issues with For Honor were lack of reasonable observer functionality and major flaws in base game design. Defensive play was rewarded WAY too much because of a lack of chip damage, the insane strength of parrying, and a flawed stamina system. Balance issues aside. In: Lobby |
Thread: An article about Relic18 Apr 2017, 08:32 AM
I think you guys are over-reacting to the quote about esports. You don't design a game to be an esport. You design a game that is GOOD and FUN to play, even for casuals, and then you nurture the community into an esports scene. Community still has to do the majority of the work up-front, even for big name games. Whether this will happen with DoW 3... I hope the game is awesome, but wouldn't be surprised it if isn't. In: Lobby |
Thread: vs giap and ciez10 Apr 2017, 05:46 AM
GG WP In: Replays |
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