Did anyone read the whole thing?
yep and +1 for the effort.
although i do not agree with every thing, i think there are definitely cool idea in that list, i.e. t34 surround and overwhelm, partisan, guards, m10, falls, 222, etc etc...
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Thread: Off the top off my head Balance Fantasy3 Jan 2015, 22:19 PM
Did anyone read the whole thing? yep and +1 for the effort. although i do not agree with every thing, i think there are definitely cool idea in that list, i.e. t34 surround and overwhelm, partisan, guards, m10, falls, 222, etc etc... In: Lobby |
Thread: Reborn seeks COH2 ballers3 Jan 2015, 20:17 PM
do you guys play Day of Defeat Source (original is ok, too)? like extensively or like once in a blue moon? In: Lobby |
Thread: Tactical Map too clustered...3 Jan 2015, 18:38 PM
The tactical map in CoH2 is really terrible all around. There's a noticeable delay when opening and closing it, it's cluttered with useless information (resource amounts for points, unit statuses like walking, attacking, suppressed, pinned, large icons relative to map size), and it's pretty much impossible to use. It should display information in a minimal fashion that gives the player only the information required (unit locations and health) and nothing more. This, too. I was going to make another thread but nevermind that. Playing on a very weak platform, i noticed that coh2 in game UI made my game lose fps like crazy. for example, when watching a replay, when i turn off the UI, the game runs smooth 40+ fps. but when i turn the UI back on, the fps is ~20. i think relic should make alternate UI option where it is just pure utilitarian, no fancy decals, colour glows and just simple one tone grey for background and one tone colour shield/crosshair for cover info, in combat info, etc etc. even wen i use perfectly fine powerful desktop pc, turning on tac map once in a while lags significantly which really sucks. but i don't have other problems with the UI. i just don't like how it is so unnecessarily resource intensive. In: COH2 Gameplay |
Thread: Demos3 Jan 2015, 15:56 PM
the only thing that needs to happen is that demo's can be targeted by small arms and cannot activate if detected. or just undetonate-able once revealed and can be disarmed with minesweeper. In: COH2 Balance |
Thread: Tactical Map too clustered...3 Jan 2015, 04:44 AM
i just played coh 1 and the unit rosters in their tac map are much smaller. but it is still clear which units are which. i think the unit roster in coh2 are too big. @nuclear arbitor yes, i dont have access to my desktop for a while and i am playing on ultrabook lol! gold ol' 1280 x 720 and 50% gaming resolution. In: COH2 Gameplay |
Thread: Tactical Map too clustered...3 Jan 2015, 01:07 AM
I was just watching a intense replay and i pop a tac map for some cohesive overview of the action and what i see? a clusterfuck of unit rosters on top of each other on a tiny ass map even though it is full screen. i guess it is more of a problem for 2v2+ matches. but seriously though, do we need to see the map entry points? the map could be expanded so the the map borders touch the tac map UI at least. i love to use tac map but it is too clustered to use most of the time in 2v2+ in my experience. can you guys at relic make the tac map more coherent? In: COH2 Gameplay |
Thread: Bros = Bears3 Jan 2015, 01:00 AM
nah. we just go for cheap laughs and insults to be honest lol. In: cohbros/ |
Thread: Remove USF Major and OKW Med truck retreat3 Jan 2015, 00:55 AM
i also think reinforce mechanic can use true sight mechanic. for example an ambulance is behind a thick hedgerow. the rifleman shuld not be able to reinforce on the opposite side of the hedge... in my humble opinion. In: COH2 Gameplay |
Thread: Bros = Bears3 Jan 2015, 00:52 AM
You know when I was in EST you guys were our nemesis lol. out nickname for you guys were ESTablished douche bags.... lolololol. ahhh good times In: cohbros/ |
Thread: RtN CieZ/Zarok vs Xeno/Qmotion3 Jan 2015, 00:47 AM
Watched it and what a great game to watch +1. Buuuuuuuuuuuuuuut....... I would have to disagree with Ciez's point: For those saying that USF late game is weak... please watch this replay. -------------------------------------------------------------------------------------------- I don't think this replay is a good way to show whether USF is indeed weak late game, or just fine or OP. The reason why Axis lost, in my humble opinion, is their strategic mistakes to be honest. from the get go, the ultra forward forward hq. it was just waiting to get demolished once allies saw the weird retreat path. and the axis player lost a few squad trying to save what could not be saved. but the bigger mistake i saw was they just gave allies the town which is unconventional to me. instead, they split up and one tried to somehow encircle allies in their base and town sectors, and hold the both fuels. Which really didnt work out and since they had to travel farther to take sectors nearer to enemies' base instead of the town sectors, the axis could not really hold what they gained (allies' fuel) for a significant amount of time. this also led to allies having easier time repelling each axis players one at a time because they had easier time swinging due to possession of the town. I mean the axis player had some success at harassing the fuel at first but he was obsessed with harassing it and led to loss of two volks at one time. i think axis did really good job keeping b4's impact grounded first half of the match at least. they risked a lot and lost a lot (panther) but it was still a very good move imo. but again, had they focused on the town and taken the town, stuka could've barraged it from the safe location without risking tanks and relying on spotty and expensive 105mm arty to counter the b4. i think axis made a few tactical mistakes, too: sending lone elite puma into die, sturm tiger etc... i don't think any units that allies made were useless like the sturm tiger was. p.s. b4 did really little relatively speaking of course, comparing to what it could've achieved. m8 scott 50-70 kills for like 50 minutes? don't think it was op at all. i dont think it one shot squads that much either (i didnt see any but there could have been). ------------------------------------------------------------------------------------------ Abridged Version: I disagree with ciez because i think axis lost due to their strategic mistake, giving up the town and spreading out and not because any allies unit over performed. axis lost initiative initially and their strategy did not help them from gaining the initiative. then allies stockpiled and stockpiled while stretched thin axis were more prone to losing units. In: Replays |
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