They absolutely should converge past a certain point.
In a perfect world, all factions should have the same 'strength' at all points of the game, only the source of this 'strength' should be different for every army.
In a perfect world, there would be a reasonable number of situations in which, for example, you want to build a Soviet scout car or an OKW puma at minute 50.
In a perfect world, every unit would scale well into the late game (through some combination of power, survivability and utility), and there would be no light vehicles with an expiration date.
But even in this real world, an indefinitely long game should be decided by skill. 'Army X is OP lategame but it sucks in the mid-game' is an example of two problems that don't cancel each other out.
I think the original source of this 'early-late' assumption is the per-unit superiority of Wehrmacht armor in vCoH (which, in turn, was doubtlessly inspired by someone's Krupp steel fetish). US were (or should've been) designed to counter it with numbers, coordination and veterancy. But since this balance tended to work past a certain skill level, if at all, the myth was born.
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Post History of Muad'Dib
Thread: Should all factions converge to same late-game strength?4 Mar 2017, 21:10 PM
In: COH2 Gameplay |
Thread: What Bug/QOL fixes would you like to see in patch?2 Mar 2017, 19:54 PM
FLAMER ATTACK GROUND ON HOUSES I think you can work around the issue by targeting the ground just next to the building. The AoE gets the job done. Of course this is easier said than done when you have the wrong camera angle or there's smoke involved... In: COH2 Gameplay |
Thread: Why do you like Coh2? 2 Mar 2017, 15:42 PM
The infantry combat (directional cover, suppression, squad based, preservation focused) and the vehicle combat (armor/penetration, facing, immunity to small arms). The team weapons system (recapturing, set-up, facing). The perfect blend between tactics and strategy. Voice acting and atmosphere. No dumb macro ala Starcraft. Stormless & A_E. In: Lobby |
Thread: Some QoL suggestions28 Feb 2017, 16:19 PM
Not sure if this could qualify as QoL but have you given any thought to enabling team weapons dying in buildings to be recaptured? Either by spawning the weapon at the door or some other mechanism? It feels really arbitrary the way it is now, and the game already seems to keep track of these abandoned weapons judging by the white outline of the building. In: Lobby |
Thread: OKW's Current Design Problem: The Why and How24 Feb 2017, 15:35 PM
What i would like implemented or tested for OKW (reminder this is post WPB with v1.9) I think this is very needed. Schrecks & flamethrowers should be exclusive with each other, but not with the sweeper. In: COH2 Gameplay |
Thread: WBP Merged changelog (v1.0 to newest)22 Feb 2017, 10:40 AM
In: COH2 Gameplay |
Thread: OKW need a early anti MG-Spam unit.19 Feb 2017, 11:43 AM
The winter patch, coming soon™, will buff both the Luchs and the Flak halftrack vs garrisoned units. In my opinion it's a good idea to make the incendiary grenade unlocked by the truck call-in, rather that the first tech building (just like the Panzerfaust will be), which would make infantry flanks more viable. In: COH2 Balance |
Thread: Smoke/Phosphorus shell reproduction steps request16 Feb 2017, 15:47 PM
.. and I suppose that this stopping thing is also part of the reason why AEC treadshot seems to be derping so much; nobody in their right mind would use it while moving. I'll check it out next. Also please don't trust me completely, I might be overlooking something. But so far it seems consistent. BTW all tests are on the 1.8 WBP EDIT: Ok, with the AEC, the source of the problem is likely similar, but the behavior is funkier: 1. Keep it stationary and it will work, as long as there's unbroken LOS. 2. Activate while stationary, then start moving - the ability will work (assuming, of course, that the rate of turret rotation permits you to get the 2 shots off in a certain timeframe) unless you come to a full stop again - not the deceleration thingy. 3. If the AEC is already moving when the order is issued 1 of 2 things happens: 3.1 If the destination of the move is nearby, the ability fails immediately; 3.2 If the destination is further away (not sure what distance exactly), the ability works as point 2 - it's fine unless you stop completely. In any case I get the feeling that the slow turret rotation is probably at fault for the clunkyness of the ability as much as the bugs. In: COH2 Bugs |
Thread: Smoke/Phosphorus shell reproduction steps request16 Feb 2017, 15:40 PM
Versus infantry, I think it cancels if the entity that it is aiming at dies, even if the squad is alive. Versus anything, if you order the ability and then the Puma comes to a stop while aiming (I'm not actually pressing 'stop'), the ability will cancel. So you can start stationary and then move, but you must not, at any point during the aiming process, come to a stop. There may be other ways to bug it, and it is a bit wonky around smoke, but the stop thing can be reliably reproduced. Edit: it seems that, similar to the Cromwell bug, it's not actually stopping but starting to decelerate (or whatever happens when the unit approaches its destination) that cancels the ability. Thus if you order it when the Puma is already stopping, it will complete. In: COH2 Bugs |
Thread: Smoke/Phosphorus shell reproduction steps request16 Feb 2017, 12:57 PM
Okay, I tested for a while today, and I am fairly confident I have nailed it down. Note that I was testing in Janne252's CheatCommands 2 mod. This is for Comet & Cromwell normal smoke & Comet phosphorus rounds. What consistently makes the ability not fire is issuing the order when the tank is about to start decelerating. In fact, it doesn't seem to matter at all whether the tank is moving or not once the ability has activated properly, and you can issue move orders afterwards - it works fine on the move. The only thing that matters is whether the tank was about to start decelerating (it was approaching the move command location) just after the order to fire smoke was issued. From what I can tell, if the tank is already decelerating, the ability works, which means that there is probably a very narrow range of time in which the bug can trigger. The problem is that when a lot of short movement commands are given (such as when microing intensively), that moment seems to occur often. Issuing a 'stop' order (even if the tank doesn't come to a full stop), firing the ability, then moving again, also works 100%. The way to use it reliably until it's fixed is to either do this, or simply issue longer move orders. I couldn't trigger the bug when doing either of these. As to the grenade abilities, the only problem I can find is that ordering the command while the tank is stationary will cause it to be unable to move until it's completed. I couldn't trigger any other bug. Edit:Nevermind, something similar is happening with the grenade. I could only get it to misfire when in combat, might have to do with acquiring targets or turret rotation, seems to work 100% out of combat. I'll keep testing. Edit2: Might actually be the same issue as the smoke, only more difficult to reproduce due to Churchill's movement stats. I really can't tell. In: COH2 Bugs |
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