EA: I REJECT MY HUMANITY!
They are a business with shares in the stock market and their first goal is to satisfy investors not gamers.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Sega Makes Fun Of EA’s ‘Surprise Mechanics'10 Jul 2019, 16:08 PM
In: Lobby |
Thread: Any news about COH 3 ???10 Jul 2019, 15:53 PM
We don't need to lie to ourselves. This is not the 90/00, golden time for RTS is far gone. STRATEGY, as a general category, is popular. But that's because it includes way too many different genres which are not close to each other. RTS, RTT (MoW), TBS (Civ), TBT (Xcom), Artillery, Tower Defense, MOBAs, etc. RTS outside of having big fanbases (Starcraft, Warcraft, Age of empires, CoH) is extremely niche. The genre requires heavy time investment in order to start to scrap the real hidden value of the product, something which the masses are not going to do. That's why MOBAs replaced RTS, at least in terms of PvP demographic. They are easier to start with, even if the skill roof is still high. Any news about COH 3 ??? Forget about it, at least for 4/5 years more. Relic is currently busy with AoE4, which you can't expect to get any fresh news till end of year or way into 2020. If they are still assigned to the IP for post release content, you would still need to wait even more. If you can't wait, the closet thing you could get is Iron Harvest. In: COH2 Gameplay |
Thread: Machine Guns9 Jul 2019, 05:48 AM
maxims do very well when garrisoned, because they move quicker and their durability coupled with the heavy cover does wonders. All MG are supposed to be moving at the same speed inside a garrison. It used to be related to reload values of each MG but it was made uniform quite some time ago. In: COH2 Balance |
Thread: Any consideration to reduce the RNG effects in COE2?7 Jul 2019, 22:30 PM
If you want a more star craft-like gameplay, you need to play starcraft. The WW2-time frame does not really allow for a completely deterministic gameplay in my eyes. In my opinion, CoH2 has reached a nice balance between rng and complete mathematical determination for the most part, although in many regards it's far from perfect. Perfect answer. There's no definite decision, you adapt on the move. Just wondering if Relic is considering lessoning the RNG effects in this otherwise great game? I know many have asked this same question in the past. Some of things you are mentioning about are 0 RNG. Grenades have no RNG component. They do a set amount of damage which is reduced the further you are from the center. Ballistic weapons are the more kin to RNG, but even then there are plenty of ways to mitigate them. If you STOP your vehicles, you basically get double the accuracy. If you vision on the target, indirect fire doesn't get punished by fog of war penalties. The game through the years have basically removed or mitigated most of the annoying RNG effects. You want 0 RNG, there's SC2 or AoE2. You want some RNG, there's CoH2 and WC3 (less RNG based but still with some elements of it). In: COH2 Gameplay |
Thread: RNG has too much of an impact on games7 Jul 2019, 22:04 PM
Talk about necro. When you see a Nullist post, you know this is vanilla coh2.org In: COH2 Gameplay |
Thread: Why all the hate for riflemen?7 Jul 2019, 18:57 PM
Sturm is only 1 of the factors. Volks trade efficiently with Rifles at range superior to 20. Combine that with sandbags and you get a hard squad to dislodge early on. USF get's outspammed during the first 4 mins of the game. Most people get LT/Cpt after their 3rd Rifle/Call in unit. If you tech up perfectly, you are sitting for more than 1 min with 3 Rifles + RE while OKW would be having 4 Volks + SP while building their SwS. Ambulance vs medkit is also another mp effective exchange which only leverages during the mid game. PD: USF get their goodies on the mid to late game mostly. In: COH2 Gameplay |
Thread: tier 0 and tier 1 OKW rework 7 Jul 2019, 03:07 AM
Values on their own are meaningless. The only worth metric is DPS, which is kinda complicated formula. There are fringe cases (overkill) on which DPS won't tell you the whole story, but those mostly apply only on 1 on 1 comparisons. DPS is basically calculated as: Accuracy x Damage x (Long string of different variables*) If you want the whole thing.
In: COH2 Balance |
Thread: USF Halftrack6 Jul 2019, 20:26 PM
Poor AA performance is generally related to poor rotation stats. The closer you are to the plane, the greater the chances that it won't shoot at all. In: COH2 Balance |
Thread: What Role Should Heavy Tanks Serve?6 Jul 2019, 20:26 PM
That would be a good idea if it was possible. More so if you could adjust hitbox of tanks (50/50 can lead to scatter shots hitting back from the front. In: COH2 Balance |
Thread: Mediums to panther/tank destroyer interactions 6 Jul 2019, 19:46 PM
On 1v1, what we have now. On 2v2, what we have now but cheaper. On 3v3+ KT levels of HP pool. Heavies punishes builds relying too much on medium and AI vehicles with little to no support AT. A single AT gun can stop a medium or 2 if you have another tank. A single AT gun won't stop a heavy from going forward, killing it and the pulling back. The nature of the game mode is always gonna favour tank destroyers and artillery from 2v2 and onward and there's nothing you can do because each player has 100popcap to work with on maps which generally have 3 VPs. In: COH2 Balance |
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