Dusty... you are the weirdest person in the CoH 2 community.
That being said... I you.
I might solo cast this or something tomorrow out of boredom/waiting for the patch if I have time.
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: GG vs PROS . come back and go on!!!29 Oct 2014, 02:57 AM
In: Replays |
Thread: Is Coh2 ready for E-Sports?Post-oktober Betapatch discussion23 Oct 2014, 21:37 PM
Good posts Basilone, you're pretty much spot on. Infantry should in no way be invincible, nothing in the game should be impossible or exceedingly difficult to kill - but I think most people can agree that currently squads are being one shot with far too much frequency - especially against the ISU. There have been games where I've lost 6 or 7 vet3+ squads over the course of a game against an ISU. Anyone saying "l2p" or "adapt" to that sort of bullshit is just wrong. Completely wrong. There's no way you can "adapt" to that kind of thing, or your heavy tank dying while the enemy heavy tank lives because of a death crit. In: Lobby |
Thread: Is Coh2 ready for E-Sports?Post-oktober Betapatch discussion23 Oct 2014, 01:18 AM
Personally I think the only things that should 1 shot squads are off-maps or other artillery type units. Off maps are almost always avoidable, but should punish people who aren't playing attention. Artillery like the werfer/katy/howitzers is generally avoidable and doesn't wipe main-line infantry too often - plus there needs to be a solid counter to massed support weapon teams in the mid/late game - and vet on support weapons, while nice, is not as impactful in most scenarios as vetted elite infantry. I think the walking stuka could use a minor nerf, or a slightly longer time between showing the shadows of where it is hitting, and it actually landing. This way it would still be great against support weapons, but avoidable for other squads. In: Lobby |
Thread: My First American Game22 Oct 2014, 23:45 PM
I don't wanna be mean or anything, I guess you actually deserve some props for being man enough to play the 2v2. Butttttttt the fact of the matter is that we weren't even really trying - and I had a 16 min KT, even after purchasing a Puma. I understand where you're coming from, kinda... but to deny that USF is the weakest faction (therefore under-powered) is naive. In my opinion Sov/Sov > Ost/OKW > Ost/ost >= Sov/USF > OKW/OKW > USF/USF or something like that. In: Replays |
Thread: My First American Game22 Oct 2014, 21:29 PM
I mean, to be fair - double Soviet is the strongest 2v2 combination for sure. But to make such sweeping claims as Sierra has made, they must be... tested... In: Replays |
Thread: My First American Game22 Oct 2014, 20:42 PM
Sierra, pick a mate 2v2 vs me and Dusty. You can play allies and pick any currently available map on the 2v2 automatch system. We can upload the replays after our games In: Replays |
Thread: RtN Takes Evalance for a ride on the REKTTRAIN22 Oct 2014, 19:02 PM
That incident was a while ago and I think both sides have said more than enough on the subject. Can't we all just go back to making fun of evalance? I approve of this message I'm probably biased in favor of Brad because of having played with him so much on live and alpha, he's actually really chill - but a lot gets lost in translation on the internet. He probably shouldn't have done what he did but oh well. Enough about Brad... HOW BOUT DAT EASY WIN? In: Replays |
Thread: RtN Takes Evalance for a ride on the REKTTRAIN22 Oct 2014, 17:56 PM
He's still with Relic. Just some people in the community got extremely butthurt by Brad's minor trolling (after he was trolled to the point of being reportable while Brad was stomping them) and they cried about it, so he's no longer allowed to interact with the community. Good job CoH 2 community. +1 Drive the devs away because you can't handle losing. In: Replays |
Thread: Is Coh2 ready for E-Sports?Post-oktober Betapatch discussion22 Oct 2014, 14:59 PM
Nice post Pwnage, and others. To clarify a little bit on the section of my post about RNG - RNG is a good thing in games, even competitive ones. It makes the game harder, or impossible to "solve" and increases replay-ability. Plus it forces the players to constantly make on-the-spot decisions more frequently and rewards good game instincts and gut reactions. This is one of the things I love about CoH 2 compared to SC 2 (which is an amazing RTS in it's own right) - but SC 2 meta tends to revolve around really specific "solved" timings and build orders on the maps. You have to memorize like 25 different opening timings (down to the second) for each match up and other stuff like that. For people that like chess style RTS, SC 2 is great. For those of us that don't - it gets tedious. Anyways, infantry RNG with accuracy, cover etc is a good thing. It keeps you on your toes early game but experienced players will be able to determine which unit will win any given infantry fight at least 90% of the time. Sure sometimes the Cons are just going to kill two models while running through the red cover road even though your Volks are in green cover. It happens. But you can still react and retreat your Volks and if this engagement, or a similar one (where you opponent makes a bad move) happened another 10 times in the game, you'd come out ahead. You can recover from something like that. Even AT gun and tank RNG is fine with penetration and front/rear armor - because, again, the player has a lot of influence over the range at which they're engaging and whether or not they're pushing for the rear armor, etc etc. I think you guys get the point. Now, my gripe with some of the current RNG revolves mostly around squads getting randomly 1 shot. As I said before, there's no counter play to this. Oh look the ISU just killed ANOTHER vet 5 Volk squad with schrecks. First of all, it took no skill whatsoever of my opponent to do that - the tank saw the Volks and boom they're gone. Sick. Second of all, outside of trying to spam move orders to force to squad to not clump up or being paranoid and retreating constantly every time I think the ISU is going to shoot, there's no counter play. (Neither of these things really work anyways). No amount of skill on my part will overcome that ISU 1 shotting my squads. My cat could be "microing" the ISU, and it'd still 1 shot things. Bad design, bad for competitive play. Then onto truly game breaking (as if losing vet 5 squads in the blink of an eye wasn't bad enough) RNG like abandons and death crits. I'll cite mine and Sib's recent game 1 vs allstars in Romeo's tournament. I don't want this to come off as QQ I lost b/c of RNG - that's not what I'm getting at. I played the early game *VERY* poorly (losing my sturms and kubel in like 6 mins) and could have played the end better (allstars played well, not taking anything away from them either) but there was some really frustrating RNG. In this one game alone their M3, Katyusha, and ISU 152 all got death crits, preventing them from being destroyed. All of these units have a big impact on any game that they're in. So let's break it down, for those that are still reading this long post. M3 - M3 is really hard for OKW to deal with early, it helps having Ost in the game for fausts but the M3s ability to harass and chase goes unopposed for a while. Getting a death crit on the M3 from my first schreck shots is disappointing because I made that investment (instead of mines or nades or G43s) in order to counter the M3. I should have gotten the kill, I didn't - my investment was in a way punished and my opponent got to continue being annoying with the M3 in a situation where it should have been dead. Poor design, especially on a little scout car. Like is it really going to still be driving after getting hit in the face with a schreck? Cmon now... 2 - The Katyusha. Sib actually recon'd and stuka bombed the Katyusha because it was vetting up fast and causing us a big headache. Allstars were pre-occupied with micro elsewhere and didn't notice the Katy being Stuka'd. Killing this would have had a HUGE impact (I'm pretty sure it was already vet 2 at the time). Instead - it gets a death crit, gets a ton of vet, Sib threw away a ton of munitions for nothing (there's no way he could predict a death crit). Obviously this is a huge swing in momentum AND additional levels of vet for the katy. So really, because of this death crit we helped our enemies. And plus, how is a Katy going to live from a giant bomb being dropped on it? 3 - This was the biggest of them all, the ISU 152. So it was super late in the game, both teams were low on VPs and I had a ton of resources banked - enough for another JT actually. I had been playing the keep-away game with the ISUs for a while, since the JT can never really kill ISUs against decent opponents - but at least I can control the VPs and bleed and just hope that my squads don't die faster than the enemy bleeds VPs. So anyways allstars makes a solid flank with some T34/85s and calls in a bombing run on my JT. Good move by them - puts me in a rough spot. Luckily their ISU is 1 hit from dead, and I have a second JT coming. Instead of trying to save my JT - which probably wouldn't have worked anyways, I go for the trade. I wanted to trade my JT for their vet 2 ISU - since I have another JT coming and they have like 30 VPs or whatever left. All I'd have to do is keep their second ISU away long enough for them to bleed. My JT gets the kill shot on the ISU, it connects anddddddddddd main gun crit. My JT dies (as I knew it would) and now instead of my one new JT vs their one new ISU it's my fresh JT against a vet 2 ISU AND a fresh ISU. No way to win that. Had their vet 2 ISU died, as it should have, they couldn't have pushed us out of mid and would have bled the final VPs. Anyways, I'll say it again - my explanation was NOT meant to be QQ or take anything away from RunToTheSun and Symbi, they played pretty well. I definitely played poorly for most of game 1. I just wanted to use a recently example to highlight the ways in which even tiny amounts of RNG (5% chances) can end up swinging a game drastically. It's frustrating as a player to lose a game off of a 5% chance, especially when you make the right call and in 95 games out of 100, you would win because of the call you made. TLR - Some RNG is good, and should stay. Infantry combat, indirect fire and tank combat are all examples of this. Death crits, abandons, 1 shot'd squads, immobilize/engine destroy etc are bad RNG and are extremely detrimental to legitimate competitive play. In: Lobby |
Thread: Is Coh2 ready for E-Sports?Post-oktober Betapatch discussion21 Oct 2014, 23:47 PM
As much as I would love to see a major e-Sports event that involved CoH 2 I think it needs a little more time. This patch is looking quite solid but in order for it to be truly competitive it needs at least some of the following: 1 - Less RNG (no more vehicle death crits/abandons - losing a game on a 5% chance is stupid. Or in a more recent tourney game my opponents got THREE vehicle death crits on important vehicles, without that they would have lost 100%) 2 - Less 1 shotting of squads. The main offenders are ISU, KT, Tiger, Stuka, B4, demo charges. Demo charges should be a way to deny buildings, kill bunkers, or punish aggressive garrisoning, not things you just randomly throw down b/c they 1 shot squads. Plus sweepers don't deactivate them... likewat??? But overall having squads 1 shot seriously limits the skill cap of the game, let's poor players crutch on bad game design and is frustrating. Squad preservation should be rewarded and should be one of the most integral parts of the game. When your vet 3 full hp squads get instantly killed by something completely out of control it's dumb. Simple as that. 3 - Redesign call-in system. It is broken right now. Super heavies are so much stronger than anything you can build it is insane. Call-ins are much more efficient/less risky. We've had enough of Tigers, T34/85s, ISUs, JTs, and Elefants. The T3 vs T3 is actually really exciting and balanced. Plus it'd be nice to have an actual flow of the game like early, mid, late, superlate. Not what we have now which is: early, kind of mid but not really because only light vehicles show up..................... superlate. 4 - Better maps - the current map pool is laughable for competitive play. I'd say 75% of the map pool isn't truly playable competitively, and most of the maps that are competitive are hardly balanced. Thankfully with some relatively minor changes this could increase by a lot. A lot of the maps are actually beautiful looking and have a pretty decent flow, just need some better balance and a few awkward things ironed out. Either way, if Relic can keep up patches like this one I think things should start taking an upward turn again. In: Lobby |
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