Ok, so I think I had the pleasure of experiencing what Map Hacker with good micro skills can do with LoS. (which I won't name because of rules, I will say the name will be familiar to most COH veterans)
And its not pretty.
Using LoS to ambush units, approach undetected and always stay out of sight of lets say AT gun or Su85.
Any attempt to mount any sort of offensive manouver, results in being: totally outflanked and ambushed with full force.
For example: showing your tanks nose behind a building will result in instant triple shot from lets say 2x at gun and heavy tank. Or emerging behind the hedge with inf unit, will result in instant nade and snipe and/or HMG suppression.
At the same time any attempt to cap is met with Ostwin or T70 waiting in ambush for easy kill, anywhere you attempt to go.
Add to that units popping up from hedges and throwing nades at support units (mortar, At gun) and tanks showing only their nose to take a pot shot at unsuspecting unit but always being outside of LoS of counter unit.
It ends up feeling more like a Silent Hill game, where behind any obstacle something will jump out to kill you.
If you thought that Map hackers were pain in the ass with: sniper mirroring, perfect flanking and having their HMG's and At guns always pointed in the right direction, etc.
Well you are in for a real treat
I guess its possible for someone to just be good player and use LoS perfectly, but its highly unlikely that one would be lucky enough, to go entire game without ever running into a counter themselves.
Your thoughts? |
Less building crits? Hell yeah!
Increased Mortar efficacy vs buildings? Great!
Better flamer capacity? Soungs good (although dont know whether that means vs the structure, the models inside, or the flamer itself)
But I still, and because this is an Early Game thread, that RNade and Molotov relative performance vs garrisons needs some attention.
In the very first minutes of a game, around the time that Molotovs and RNades can be/are teched, Ost has some serious trouble vs garrisons. A Molotov, thrown mor or less wherever on the building, will force the unit out. Nobody sane sits inside waiting to see how effective the Molotov will be. Not to mention it can be thrown so it both burns the units inside, and cooks them on exit, by predicting the doorway the unit will exit through.
But RNade? Until this impending change to building collapse, Sov ran the risk of the roof collapsing from a single Rnade(which ofc needed changing), but that atleast made Sov wary of garrisons. After this, though, he might as well stay in the building and risk/reward possibly taking some dmg, but possibky taking none. In either case, the RNade is not a threat that warrants leaving the building. A Molotov however, is ALWAYS a reason to get out.
Im not saying Molotov should be nerfed in this regard, nir am I saying RNade should unduly be buffed, since it still has the range advantage. But it really is not a sufficient garrison counter, as it stands now. Some Sov players deliberately garrison especially buildings overlooking the opponents native fuel, knowing that they can sit pretty there until Ost either brings some Pio Flamers around, gets FHT (which comes MUCH later than the problem timing I am referring to here) or for a Mortar to be built and startnsystematically pounding it.
In addition to that, they can also camp their own fuel garrisons, knowing full well that if Ost, strategically, chooses to rush Sovs fuel, that there is precious little Ost can do to force the garrison out, until hard counters hit the field and deploy there many minutes later.
It could be argued that "well, thats one less unit elsewhere on the field for Sov, so just cap around it', BUT this is the native fuel we are talking about. Losing that early fuel income has a huge effect on the rest of the match, and seriousky, though its one less unit elsewhere, that is a hell of a good way to use that one unit. Then someone might argue that "well, take your additional unit, and do the same to them. Garrison THEIR fuel point.", but all it takes to force that out, once you get over there, is a single Molotov, and younare forced to vacate the building.
As itnis now, Ost is more or less forced to rush his own fuel garrisons, and camp it, because if even a CE gets into it, hell have some serious trouvke getting them out. He can ofc just cap the point anyways, but even CEs firing from a building overlooking that will cause model losses.
Perhaps some sort of stat adjustment on RNades that would only affect garrisons.
Doesnt need to wipe the unit (ofc), or even force it out defacto as a Molotov would, but atleast consistently cause an MP drain, to offset the fact that basically Ost is quite fucked at that early stage to bring an actual hard counter out.
That is all fair and well except one little detail you haven't considered. (or the impact it has on the game, that is)
You can still cap fuel as German, even tho you have Cons in the building camping. Sure you lose 1-2 grens, but you can cap it or at least de-cap it to deny fuel from that point.
You cannot cap fuel or deny it with Cons, that has MG42 sitting in the building next to it, so you absolutely must take out that MG42 to be able to cap it. A lot of players will just sit out 2-3 molotovs just to deny the strategic point and gain early advantage in resources.
Now if you go for Maxims, early game, especially to camp in single building you are left without any field presence.
Not sure how new patch will affect balance, but if its true that there will be more starting MP and quick build time for Soviets, I fear that we will be back to previous problem when MG42 would instantly suppress and players could just camp unchallenged for entire early game. (quick maxim)
Only this would be much worse because, as you pointed, Germans don't have any means of dealing with buildings early game......
Scary thought |
That checkbox won't help if people around your skill level aren't available. You'll just infinitely search until someone else hops on.
That sounds great to me!!! It means I will only play good entertaining matches unless I decide that I will rather play unbalanced match, than none at all.
It will help hugely |
I don't like Idea 2-4 because in my opinion this only adds more unnecessary microeffort and thus more rage factors.
I do like the Idea of towed AT-Guns although this isn't realy needed in 1v1 due to the small maps but in bigger games with larger maps this would definitely be useful!
There are some huge 1v1 maps, where AT guns just about chase shadows. Maybe not that huge, but due to fences, rivers, etc. It takes forever to get AT gun to desired place.
If its made so half the AT gun crew dies if halftrack is busted, it would really be just cool way to manuver around the map. But very risky 2 get near the front.
I think it would be cool feature |
Guess it depends on what you direct your rage at. Balance? The opponent? Yourself?
Its a very thin line between keeping it to yourself and typing it out.
I am certain though, that far more players rage, than what is apparent from chat.
Most people just dont type it out, whereas if you saw them IRL they are actually shouting, grinding their teeth and quite angry.
like nullist said, it is just about impossible for person in the state of the rage to type.
People rage, but you cannot be certain unless you actually see them. |
Just how long do you want to sit around for a match? While I agree that the automatch system needs serious tweaking (The strange tendency to always try to find at least one person wildly further across the globe than anyone else for instance.) I think the game needs some sort of game lobby so people can at least meet and greet each other long enough to become friends/form strategy/arrange teams/etc. The Basic Match and Automatch division is rather effective at providing an arena for casual and beginning players, with the official ranked world of automatch being the realm of competitive ladder gaming.
It just makes sense from a design standpoint. The whole THQ bankruptcy thing (Remember SEGA saved CoH2 from potential oblivion) and the economic nature of how game servers are maintained and operated might prove to be too great an obstacle to overcome. But because of that only someone from Relic could actually give an accurate explanation.
I wouldn't mind waiting 20-30 min if it meant I would get good matchup, the game that lasts more than 10 min and VP ticker ends 38-0. Not 456-0
Not including public game lobby, chat etc was design decision, had nothing to do with THQ financial probs. As was clarified by Noun (Relic official)
This game uses P2P (peer to peer connection), and not global servers
Hopefully, new public chat will enable players to create custom games more easily.
The last thing I wanna do is, go and join one of the clans. And completely disappear from community. (a lot of players are clan members, where they play amongst themselves and not using automatch or playing with rest of community)
Sure I can do that, but in the long run, it will hurt the game for all. |
He answered perfectly fairly your question. 'more active'
Obviously he had easy time picking off your units because you were sitting back.
Go with that, if you are more active and give him more trouble, then maybe he would give you some more advice as in build different units or don't do that.
Basically he gave you core reason why you had bad time in that game.
That seems quite sufficient to me. |
Public chat + e-mail verification, it sounds like security system. So its easier to track down offenders and moderate.
Which is good and smart thing to do.
Relic can easily track down active player base by log-inn |
Combined ELO ranking in 2v2 (and up) is just stupid and annoying. Needs serious reworking
I am sick of playing with absolute beginners!!!
Having one higher ranked player and 1 'I just installed COH2, what does this button do?' player vs 2 decent players is not equal and fun game
Its not enjoyable for anyone.
If it happens occasionally, OK fair enough. But 3 games out of 5, its just frustrating to the point one does not want to play anymore. One side just get blown of the map, or one player can hold out for 10 min while other builds AT gun as his first unit. Yay
then you have sync errors, people dropping, etc
And there we go, 1 good game out of 10... thats just not good enough
I am really trying to give this game a chance but it is really, really hard.
Please don't point out to 'find a teamate' because I am not a stat hunter, so playing vs bad team is equally frustrating for me..
Anyway, my suggestion would be to have few brackets from which people are not matched vs other brackets. Like top 10,000 don't get mixed with 40,000-100,000. Example
And some sort of choice button, Wait for close match
Seriously, I know people need to learn the game and so on, but I can't take much more of this unbalanced @%#@
semi-rant? yes, but I am trying to be positive and constructive.
|
No, you got it backwards. They have to walk toward you because otherwise the Penals will win at long range. If you walk toward them, you're doing their job for them while also decreasing your own DPS.
People are using Penals wrong because the flamethrower and satchel charge give them the impression that they are short range units, which they are not.
They are long range units, best when shooting from cover and being merge-reinforced by conscripts.
Fair enough, Penals have great long range DPS compared to other units. Problem being, it takes about 1 min of firing to kill single model @ long range, and no one is stupid enough to just sit there and wait 5 min for their squad to get wiped.
50% of the time walking over to Penals (or any unit for that matter) into nade range will result in 0 casualties...
It really comes down to how lucky you are, will you kill model or 2 or none at all.. |