of course there is risk in everything. like someone before me said, enemy having a ATG makes building a tank a risk technically.
I'm not gonna say FRP in the live version has no risk or FBP version has no risk. We just have to look at the stats:
How many times in games 2v2+, both in your experience and on casts done by tightrope, machine etc etc... did we see a MEDHQ, major and Brit forward base built but not used as FRP? in 2v2, almost never - I have seen MEDHQ more frequently built within base perimetre in Moscow Outskirts only because that map actually accommodates fluctuating frontline. in 3v3+? almost almost never - like a white whale.
(you can blame the maps but maps will not and cannot be fixed from ground up because that would literally mean keeping a handful maps and making 20 new maps. It is not because all maps are bad, although many have glaring issues, but because most maps were not built with FRP in mind - vcoh2 maps surely could not have been.)
You can talk about all the risks, which are REAL, but simply they are not big enough. If those risks were like real risk CoH2 like the choice between building katyusha or t34/76 first, we will not see FRP 100% of the time in 3v3+ and 90% of the times in 2v2.
as of now, the risk for FRP is closer to risk for upgrading your grens with LMG - i mean you can drop it and your moving DPS goes down by a fourth - than a real risk.
Profile of pigsoup
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Post History of pigsoup
Thread: FRP's in Fall Balance Patch4 Aug 2017, 17:27 PM
In: COH2 Balance |
Thread: FRP's in Fall Balance Patch3 Aug 2017, 16:13 PM
ok, i haven't played the FBP enough to be really be expert about it but changes are SO MINIMAL my lack of plays won't even matter. yeah, it comes 5- 10 min later, great. A game won't be lost if you make a mistake and get pushed back as allies and next minute, there will be a okw MEDHQ literally cockblocking you until tanks arrive. OK, so this cooldown on switching on and off of the retreat points - ok, it will cause more punishment. But I don't know, out of about a thousand games where I had access to FRPs and used them, I needed to use that retreat point on and off button about two dozens to 50 times. Out of about a thousand games where god knows how many tens of minutes I skimmed off my retreat every game. is FRP in FBP more costly? yea, but only marginally id argue. i thought active resource penalty a good mid way between keeping FRP and getting rid of the cancerous feature that neither the gameplay nor maps can handle well. --------------- in terms of blanket implementation, i think its fine. In: COH2 Balance |
Thread: 2v2 automatch maps balance feedback [POLL]1 Aug 2017, 23:50 PM
damn. dedication in to making this poll with so many questions and options is commendable. In: COH2 Balance |
Thread: USF 4v41 Aug 2017, 21:48 PM
double scotts if not losing badly. bazookas and atg for tank DETERRENT to cover scotts while scotts wipe left and right. and a jackson or two next. In: Strategy Desk |
Thread: FBP V1.1 UPDATE31 Jul 2017, 21:22 PM
i can accept any inv during weekends if i am online. although i would be the only one. In: Lobby |
Thread: FBP V1.1 UPDATE31 Jul 2017, 16:11 PM
ok. If jackson's role change is due to 1v1, I have no objection to that since I don't play 1v1. but i think i have enough usf 2v2+ games which i think probably mounts up to more than 500 games since past year and half during which time I played constantly getting good rank, I feel confident to state that Jackson was fine and is fine. It dies easy? tough luck. What were you doing for last 3 years not adapting? Yeah, USF lack tank chasers/ finishers... USF has downsides - what faction doesn't? I fundamentally disagree with this kind of reasoning for giving a unit a new role. Doesn't USF do fine in 1v1, too? sure Jackson was a rare creature in recent tourneys due to call-in meta. And if USF does fine from balance point of view, the only reason to change Jackson's role (not minor stat readjustment) would be if its design was totally out of whack. I liked Jackson's squishy but packs a heavy punch role. I thought it was fine. ------------ to make myself clear, I have little qualms of changing Jackson as long as it does not become useless (which it is NOT right now) and I quite like the idea of shaking things up since it will give me a new toy to play with. what I have problem with is what seems to be the bad reasoning, imo, to prompt a change. Like with things i mentioned before. Did t70's recon and cap needed to be combined? did cloaking speed nerf had to be auto-reversed? Did Jackson's role had to change from glass canon to tank chaser? these are preferences... yea, jackson in 1v1 is useless but I would be happy to discuss and play games with anyone arguing jackson is useless in 2v2+. In: Lobby |
Thread: FBP V1.1 UPDATE31 Jul 2017, 00:49 AM
The jackson needs enough HP to survive 2 heavy-TD shots with at least 20HP (to prevent abandon RNG), so that the jackson doesn't become useless. well considering those heavy TDs are team game creatures, I think I can confidently say that Jackson is not useless in the live version of the game in 2v2+... no where near useless... the problem of getting super hard countered by the ele and JT is a part of a greater problem of team games where JT and ELE just becomes the critical mass bomb i.e. both sides are at even power with a few tanks on each players' command and axis team getting ELE or JT will just swing the balance of armour power pendulum way over to the axis side. In which case 90% if the time, then the allies only option is to get enough AT and AI to hold off while getting katyusha, land mattress and calliope to wipe axis inf (those three units basically have the same problem where they are handle-able one to two at a time but becomes absolutely unmanageable once they hit critical mass). so i think 280 damage for super TDs are the right way to go to reduce the critical mass problem by making medium tanks able to withstand 1 more shot and its impact will be big - we've seen similar impact with stewie... but the quoted line is a poor reasoning to give jackson extra HP, let alone a new role. In: Lobby |
Thread: FBP V1.1 UPDATE29 Jul 2017, 21:24 PM
Every patch has it's own black sheep for me its not about jacksons. its about unneccessary changes, jackson being one of them. another one is camo-ed units not being slowed down once spotted. that change has nothing to do with anything except make it more noob friendly. i dunno, i thought being able to cloak was a great ability that needs some penalty, which in live version slower speed if you forget to turn it off and get spotted. why this needed changing> why did t70 had to get its recon ability and cap ability combined? i actually been in situations where i wanted to scout but not cap from the inner edge of the cap zones without capping to avoid alerting the enemy. why did this change at all? was this considered as a QoL change? if so i would argue that QoL changes' purpose is not to make game easier. In: Lobby |
Thread: FBP V1.1 UPDATE29 Jul 2017, 18:49 PM
The health buff is entirely to make Jacksons able to survive two shots from elefants and jts. Thats been the goal for months here. The consequences aren't being consideted as important as creating a style of gameplay where usf can tank dedicated heavy tank destroyers without having to position or flank. while being two shotted by those heavies were a problem in team games for all normal tanks, once ele and jt damage are nerfed to 280, i have no problem having a select few tanks still ebing able to be two shotted by ele or JT. i mean, was i the only one having no problems with Jacksons in 2v2+? i cannot see any substantial reason to give jacksons a new role. In: Lobby |
Thread: Prey (2017)29 Jul 2017, 18:19 PM
its good. feels like bioshock 1 in space literally. In: Other Games |
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