General Information
Broadcast: https://www.twitch.tv/Z3r07
Steam: 76561197968294244
Residence: Canada
Nationality: Canada
Timezone: UTC
Game Name: Learn to Play 1v1 (Stream for Noobs)
I honestly can't say what it is, but I'm personally having real problems winning with Soviets right now.
I hate using T1 but I feel like I'm obligated to.
I feel panzergrenadiers late game are op.
T-70 useless mid to late game with PIV or panzershreks on the map + panzerfaust so it's not a counter to panzergrenadiers.
This is only my experience with the game right now, maybe there is solutions so if someone can offer explanation or suggestion let me know. Probably the solution is T1 but it shouldn't be the answer to everything.
I think that once they fix the MG42 early game will be a lot better.
When you use the ability do you decide if it is more likely or less likely to work? You don't.
You do not control the parameters, you control the trigger. That isn't a player controlling RNG.
Risk/reward is you attacking with an aggressive flank with a glass cannon. Risk/reward is you pushing an MG with a light vehicle. Risk/reward is pre-patch ram. Risk/reward is not a coin flip. Risk/reward is not a roll of the dice.
No, because a mortar isn't an integral unit to my faction's success. I can have a unit composition totally devoid of mortars and have a successful game. It is an artillery unit and as an artillery unit, shell spread is a crucial function.
Both a misrepresentation of poker and a strawman argument.
Poker has a high skillcap because the act of playing poker is far more than just drawing cards and putting them on the table. It's appropriate bets, reading your opponents, and reacting to what you see.
It's not the appropriate comparison. To compare this to poker would only be viable is if the hand I was given every time was filled with question marks instead of numbers. To compare it to poker I'd have to know if my ability would work or not before I even used it.
If I wanted to play Starcraft I'd play Starcraft. If I wanted CoH2 to be Starcraft I'd be talking about removing squads, accuracy, artillery, capture points and replacing it with a straight up health vs. damage system with macro economics.
RNG is a factor a player can control. Part of the skill of a good player is being able to correctly evaluate the risk/reward of every move. There are risky plays and there are safe plays. A risky move can be greatly rewarding or punishing if it fails, a safe move will be less rewarding or punishing. You're only skillcapping yourself by patronisingly telling Relic what they should do instead of adapting the way you apprehend and play this game as it evolves.
There's a good reason why the top 5 of every CoH tournament was composed of the same players almost every time.
RNG absolutely does decide games. It absolutely does not reward good play. I've went over this repeatedly and it's irrefutable. This is factual basis I'm discussing, not "fun" or "cool" or "realistic"(fuck that shitty argument).
Adding RNG factually decides games. Adding RNG factually lowers the skill cap. Adding RNG factually trivializes important decisions. Adding RNG factually rewards bad play.
If you can prove to me it doesn't do any of the above, I will eat my words. When RNG is now a factor a player can control, when RNG does not ruin the good play and positioning of a player, when RNG does not allow a player to escape unscathed from horrible decisions, you can get back to me.
And by that time the sun will probably rise in the west and set in the east.
So should the mortar be removed of the game? That unit cannot be hit or miss.