Game really needs the vcoh upkeep system that is connected to territory points.
I prefer the COH 2 upkeep/pop cap system. Also not sure what changing it back to vCoH system would do to help fix anything that this topic has been about...
Thread: artillery and late game squadwipes22 Dec 2014, 18:44 PM
Game really needs the vcoh upkeep system that is connected to territory points. I prefer the COH 2 upkeep/pop cap system. Also not sure what changing it back to vCoH system would do to help fix anything that this topic has been about... In: COH2 Balance |
Thread: For who ever says OKW isn't OP, check this replay.22 Dec 2014, 17:46 PM
Indeed. The only mode OKW might be OP in is 4v4 just because of how long and drawn out those games can be. 2v2 is absolutely allied dominated when good players are involved. Unfortunately for him, Eva is shit tier and will never be good. In: Replays |
Thread: artillery and late game squadwipes22 Dec 2014, 16:28 PM
I'm not a big fan of how explosives are right now however its the only way to deal with bullshit OKW infantry at the moment. +1 Yuuuuuuuuuuup. And that's just the tip of the iceberg when it comes to the poor way OKW is designed. Next up... flak HQ damage/range/ability to shoot for free, in-base flak emplacements, building PaK 43 next to Flak/Med trucks, walking stuka, kubel, SR StG ignoring extremely important game mechanics, blah blah blah. Sure some of the stuff might technically be balanced because of the gaping holes in the faction (no faust, no medium armor, useless AT gun) but as Fanatic said - it sucks if you need one broken mechanic to counter another broken mechanic. OKW is just a conglomeration of abominable mechanics and poor design decisions that somehow has been barely band-aided to relevancy on the back of bullshit units. In: COH2 Balance |
Thread: For who ever says OKW isn't OP, check this replay.22 Dec 2014, 14:46 PM
L2p issue here. Double Soviet has an advantage at literally every point in the game over OKW. Don't believe me? Let's 2v2. In: Replays |
Thread: artillery and late game squadwipes22 Dec 2014, 14:39 PM
Why does a thread about late game artillery wiping squads contain a lengthy discussion about the historical development of the tank? Because a couple of people who completely lack reading comprehension decided to bring up the fact that tanks should be able to kill infantry, or something completely unrelated to the topic like that. In: COH2 Balance |
Thread: artillery and late game squadwipes21 Dec 2014, 17:04 PM
RNG can have a positive impact on games when things are within a player's control, or at least feel as they are within a player's control. As long as the player has a chance to manipulate and/or react to the RNG based events that are going on, RNG can add positive value to the game. For example: Let's take a look at the Grenadier versus Conscript match-up. Grenadiers have the advantage at long range, conscripts have the advantage at close range. Sure cans *could* beat Grens at max range given a long string of lucky hits but this is unlikely which is why you always see Cons trying to close the gap. Other factors that players can manipulate in this scenario to swing the fight in their favor would be - trying to throw grenades, using cover/houses, or soft retreating to better overall positioning. Basically, in a scenario such as this one the players have a lot of control over the engagement and are able to influence the RNG components in order to favor themselves. This presents a dynamic where the better player is able to out-play his opponent by influencing this RNG in a more favorable manner. Plus, even if the "worse" player gets "lucky" and his Cons happen to beat Grens at max range - one engagement between two individual infantry squads will rarely, if ever, determine or change the outcome of the entire game. The same principles can be applied to most tank combat (mediums trying to kill heavies being an exception here which is why I'd like to see heavies lose some of their rear armor). Players are able to take advantage of the penetration values over range and/or side armor to try and influence a battle between tanks to be favorable to themselves. Panthers tend to want to stay at max range because of their 50 range and high penetration even over max distance. T34/85s want to close in on the rear armor of a tiger because they'll have a hard time penetrating the frontal armor of a tiger at max range. These sorts of dynamics are good. Bad RNG includes - planes crashing on your army and instantly killing stuff. There is literally nothing you can do to prevent or realistically predict that this is going to happen. Sometimes a P47 flies over a 222 or 251 Flak many times before finally (or sometimes never) getting shot down. Sometimes mounted tank MGs instantly kill the P47 before the first pass is even done - and where the plane will crash is practically impossible to predict - even if you could it happens so fast that you won't be able to move your squad out of the impact zone. The 120mm is another example of this - even if your squad is moving, with the way mortar mechanics work in CoH 2 there is still a chance that that shell is going to land right on your squad and kill it... so where is the counter-play? Given enough time (not much time at all) that 120mm is just going to erase something with no way for either player to influence that chance or react to prevent that from happening. The smaller mortars are in a good spot because they are more accurate, but less deadly - if you see your half HP squad getting hit by mortar fire and you don't move it, then losing it isn't really unfair - you had a chance to react. Watching your full hp, full man squad die in one second because you're not psychic and able to predict where every 120mm shell is going to land is not fair. As I mentioned before, vehicle death crits/heavy engine damage/destroy from AT nades and cheap mines are other bad forms of RNG. I've lost games to ISUs getting main gun crit and driving away to fight another day (that's like a 600 fuel swing). Or Katyusha's surviving stuka dive bombs with an engine destroy. Or my brand spanking new, full HP tiger taking a max range, frontal ZiS shot and randomly getting a destroyed engine. Did my opponent REALLY out-play me by that ZiS gun just happening to get ridiculously lucky and destroying the engine of my full HP tiger? No, I don't think he did. I just want to see Relic promoting the sorts of RNG that players are able to control, the types of RNG that I feel set CoH 2 apart as an RTS. On the flip side, I'd like to see them limit the kinds of RNG that will forever keep lots of competitive players away from the franchise - the types that can swing a game in a massive (and often unfair) way. In: COH2 Balance |
Thread: artillery and late game squadwipes21 Dec 2014, 03:25 AM
I think you're misunderstanding us. We're not saying to remove RNG from CoH 2. We're saying to remove RNG when, and only when, it has a negative impact on the game. I like RNG too, and can respect the positive influences that it has on CoH 2. It adds to the replay value and it adds to the tactical depth of the game. It also sets CoH 2 apart from other RTS like SC2/WC2/AoE series, which is cool - and it is a nice nod to the war theme, because war is chaotic. However, when RNG has the potential to swing games to such an extent as are possible right now. Losing numerous vet 3 squads throughout the game to a mechanic that neither you nor your opponent actually have control over is not in any way good game design. Like Lemon said, when I lose I want to feel like I got outplayed. Why? Because then I can look back and learn from my losses and continue to become a better player. I can respect the fact that my opponent was more skilled than me, or happened to play better that particular match. That is what promotes an esport scene and that is what promotes mutual respect between players and makes close games so exciting to watch - you can see the ways in which the players are trying to out-think and out-play each other. It is fun to be in those situations and fun to watch those situations. Purchasing a squad wipe slot machine that you literally place in one spot and wait for it to 1 shot things, in my opinion, has no place in COH 2. The 81 and 82mm mortar are in a really good spot, I don't see why the 120mm and Pack Howi have to be outliers with the ability to 1 shot squads because "LOL SOME PEOPLE LIKE RNG." Penetration over range, infantry combat, scatter on indirect fire, small arms fire etc etc are all good examples of RNG. There is plenty of good RNG in CoH 2 to keep it exciting - but you'll notice that players almost always have a way to influence/react to good types of RNG. TL;DR - There is good and bad RNG. Why can't we promote good types of RNG and work to eliminate the bad RNG. Side-note: other forms of bad RNG in my opinion include heavy engine damage/destroy from faust/AT nades/cheap mines, vehicle death crits, abandons, etc. In: COH2 Balance |
Thread: artillery and late game squadwipes21 Dec 2014, 01:54 AM
You are failing to understand the mechanics behind the squad wipes. Pretty much the only thing that matters, with regard to 1-shot potential, is the AoE profile of the unit in question, which is directly related to the damage that that unit does per shot. This is why the 120mm mortar and vet 2 pack howi are the biggest offenders in the "mortar" category and why the 81mm mortar and 82mm mortar will rarely, if ever, 1-shot a full health squad of any size. So here's what happens(as far as I know). The mortar "sees" a squad inside of it's AoE. Unless the mortar is on hold fire it will shoot a shell at that squad(or whatever squad you give it an attack order on). From here the game places a "pin" at the point where the mortar is aiming. After that the game assigns some scatter to the shot. Depending on the scatter, the shot could nail the squad dead on - or it could completely miss. There is literally NOTHING either player can do to influence this portion of the mortar shot. Even if your squad is moving it very well could move into the mortar shot, which is why higher scatter can actually be beneficial against moving targets, although in general higher scatter does cause the mortar to miss more often. Now, the shell lands and damage is assigned to any units based on distance from the explosion. Things like the 120mm mortar and vet 2 pack howi do more damage so there is a larger area in which infantry will instantly die. Given this AoE and the small squad sizes of everything Wehr/Obers [sidenote: Obers are OP so I'm not complaining about them, just the 4 man squad mechanic] it leads to super easy squad wipes. Basically, the scatter determines the consistency of the mortar in question. That's why the 81mm Wehr mortar tends to "snipe" units all the time, but as I said before, it rarely, if ever, will kill an entire 5/6 man squad at full hp. The low damage/AoE profile makes this highly unlikely. How any of this involves skill from either player, as some people have claimed, is beyond me. The only thing you can do is try to keep your squads spread out since blobbing them will slightly increase the chance of a squad being hit, but even then a lone squad can get 1 shot. In: COH2 Balance |
Thread: artillery and late game squadwipes21 Dec 2014, 00:12 AM
+1 This. /thread In: COH2 Balance |
Thread: artillery and late game squadwipes20 Dec 2014, 18:31 PM
You are throwing the word "broken" around too easily. Stop. This is war, units die. War isn't nice. An MP investment (at a minimum) went into the foe getting that defensive, indirect fire unit. That investment takes away from a potential offensive unit. A perfect trade off. Capitalize on that trade off. A 120 MM Mortar is 400 MP. That is one less set of shock troops or nearly two less sets of conscripts. Never have I said that units shouldn't die. Of course units should die. I just have a problem when units die and there is literally *nothing* that could have been done to prevent that from happening. Sure maybe once a game that would be fine, maybe. But I've had games where SIX Gren squads were instantly killed with no way for me to react or prevent that from happening. At that point, in my opinion, it is just poor design/poor mechanics. Part of that has to do with 4-man Ost squads being a liability, part of it is the new cover system, and part of it is because of the way AoE profiles work. The problem I have with the B4 is mostly that it can be built with no risk because the range is so huge. This leaves the only reliable counter to be a combination of off-map abilities - one to gain vision and the other to destroy the gun (as far as I remember the only off-map that will 100% destroy the B4 is the stuka dive bomb, oh and I guess railway). Sure I'd like to see it instagib units less, but unfortunately I don't think they'd ever change it to be more akin to the ML-20. Also, the vet 2 and vet 3 bonuses are hugely problematic - and have been proven to be game-breaking on other units in the past, so why they still exist on the B4 is beyond me. And yeah, the Stuka should probably be toned down as well. It is easy to dodge with normal infantry but blowing up entire weapon teams/the weapon itself is pudding. Even if you know where it is headed there is usually no way to move the weapon teams quickly enough, which sucks. As for the flare/railway combo, that's an issue with the USF base being super dumb - something I've complained to Relic about since the first day I was in the WFA alpha. Railway in general is probably the worst off-map... but maybe that honor goes to Major arty. In: COH2 Balance |
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