GCS: Luvnest vs Talisman.
https://www.twitch.tv/videos/273912846
Around 6:20:00
Luvnest lost the moment he chose UKF. Joke. Although not so much.
I think he went with Churchills, against the worst type of opponent (patient player) for that unit. Double Churchill was one of the reasons i think Luvnest ended up losing that game. I invite you to first look at that game and think why this is the case.
Spoiler.
You can't have everything, because popcap is an issue. Repair times are an issue.
Luvnest armies: 2 IS (healing), 1 commando, 1 atgun, 1 mg, 2 engineers (1 heavy). 2x Churchill, 1 FF.
Talismans armies: 5 Volks (Stg), 1 rak, 1 mg, 1 SP. 1 Command PV, 1 PIV and a Stuka.
You have an issue by been blinded by the 2 trees, instead of looking at the forest.
If he has, AT IS, then he can't have any other thing. Either he lacks control which is given with supports weapons, he lacks indirect fire to properly soften your position and push, he doesn't have chase potential. He can't deal with your infantry squads. He can't repair his tanks in a decent time.
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: Counters to double Churchill(basic) as Okw?19 Jun 2018, 13:38 PM
In: COH2 Balance |
Thread: Why shouldn't CoH3 be set in WW1 instead?16 Jun 2018, 19:02 PM
As for vehicles, try playing Battlefield 1. All the vehicles in this game move as fast and agile as if they were modern tanks and cars It is totally not historically accurate but I guess most people fail to even imagine how slow these things actually were so this "version" of history would suit coh better, just like it suits battlefield better. You can basically outrun or keep the pace with any of the tanks with the exception of the single light tank, the FT (basically Stuart). They are all turretless. MK, St Chamond, A7V (german brick). There's a reason they removed angle/crit damage from infantry sources, as well as nerfing other AT tools (dynamite/mines), because they don't have the same maneuverability nor firepower as older battlefields. As i said, they all play like using a JT. You slowly creep terrain, you shoot from distance and the moment you get flanked, you die. For other vehicles in BF1, the Putilov is basically the USF HT with an AT gun instead. I guess you have a mobile artillery/mortar/aa gun and then you have jeeps/bikes (which handle like crap) and armored cars. Oh, you have horses but not sure how would you handle them in game (Relic first patch will remove horse crush). The concept of "medium" tank doesn't exist as well as variety of vehicles for each faction. Offtopic: How about nope ! WW1 theme already ruined a game i liked(BattleField), i would like to keep playing COH.
How so ? If you could answer me with a spoiler tag that would be great. In: COH2 Gameplay |
Thread: Why shouldn't CoH3 be set in WW1 instead?16 Jun 2018, 01:50 AM
Are there enough eye candy toys for people to use and make them want a WW1 game? The perspective of an FPS is completely different than the one you have on an RTS. Iron Harvest is too far away from a WW1 experience by having a steampunk mecha units attached to it. Not sure how you would handle vehicle warfare, specially since most of them are kinda ugly or clunky to use. You could take liberties but most tanks would be JT slow. The core of the CoH game is much more dynamic playstyle that i think that a WW1 setting is more likely to be done correctly on a game such as Men of War, for how "frontally" and delimited territories are in that game. PD: WW1 is not only Verdun, but i don't think other scenarios would translate as well in the CoH engine neither. For ex: height and elevations are managed poorly by teh game. In: COH2 Gameplay |
Thread: Late game mg bunker spam16 Jun 2018, 01:33 AM
1- Bunkers are not an issue. 2- I never liked the buff which increased LoS on MB bunkers. 3- I think it's more of an annoyance with certain maps, which makes bunkers no brainers to be used and i'll say it's generally when OKW is the one who is "spamming" them cause generally OH have better usage of mp/munition. It's not bunkers near the middle of the map which are the most annoying, rather the ones which are covering the "back" line/flanks which the only realistic way of getting them killed is through tank rushes or ones which are constructed in the border of the map or using LoS blockers. 4- On an unrelated note I think vanilla bunkers should be cheaper to be built, and part of the cost transferred to the upgrades. Can't remember the last time i've seen a reinforce bunker been used for example. In: Lobby |
Thread: Request for some new voice Acting16 Jun 2018, 01:27 AM
#MVGame underpowered. He might had not gotten the joke or considered it racist dunno. In: COH2 Gameplay |
Thread: Can we do something about this spammer?16 Jun 2018, 01:24 AM
Just another spambot bited the dust. In: COH2 Gameplay |
Thread: OKW HMG3415 Jun 2018, 02:09 AM
That's correct. Some food for thought that someone who was more code knowledge could answer: while targeting non infantry squad no longer (IIRC patch notes) produces absurds amounts of suppression through splash, i'm not sure if scatter hits done to cover while targeting infantry produces suppression. It's "cheapest" by literally 10 manpower less than other HMGs..... riiiiight. -Cost opportunity: Maxims and .50 cals requires teching and locking into a specific tier. Brits currently doesn't have an amazing early game presence which can lock down the whole map while capping. Also, suppression wise Vickers is not as good (funnily enough this makes it deadlier). -Better early-early game presence: through either SP as initial unit and not needing it as builder or due to having more MP -Faction design: that weird thing that OKW wasn't supposed to play with support weapons and just blob, which somehow got tweak through time. It's the same reason that USF ended up with a crappier mortar (after they fix which version of the mortar they released) which was mostly only for dislodging units from garrison and smoking instead of another mp atrittion indirect unit. In: COH2 Balance |
Thread: worst patches in coh2 history15 Jun 2018, 01:56 AM
Yep, the best month of CoH2 on 2v2. Although the game was fine as long as both teams didn't used them. Basically non meta vs non meta was FUN. It's funny looking back on all this though and seeing how the game has evolved. It's funny when people said that this was the case, because there are more players that like to play as Axis than allies. Suddenly all those Axis players switch to Allies when UKF was released Yeah the USF mortar was around the time I started coming on COH2 org and following the game more closely. It was really annoying to me how the devs could just toss away valuable balancing in what would be considered the Public Beta Test of Coh2 especially when I came from other games which took those PBs for patches very seriously. If i have to put my tinfoil hat on, i'll say that for some reason the mini mortar didn't manage to past QA and they basically said, let's just release the single player version one instead and see how it goes live having USF with a mortar. Little they know it was OH OP version of the mortar, with even better veterancy. What made things worst on that patch, is that some genius thought they were "fixing" all mortars veterancy, by applying the range increase on barrage, to the basic auto fire function. Everyone was basically having a 120mm range mortar by vet 2. In: COH2 Balance |
Thread: Is COH2 played competitively?15 Jun 2018, 01:38 AM
You are way too focus on the 1on1 engagement to see the big picture. Have you taken a look at the game's code to say what is possible and what is not ? How do you balance Elite squads ? Do you give them armor ? Do you give them more HP ? If you give other squads more HP, how do you balance indirect damage ? What about nades ? Do some squads survive a shell to the face while others don't ? What about vehicle combat ? Do light vehicles become obsolete the moment an AT gun shows up because it now has 100% accuracy ? Look, this is the current DPS formula for small arm fire: Games such as AoE and RoN can pull this no "RNG" design, because the foundations of the game is not direct combat mostly (Macro: economics, building, teching). There's also the fact that individual units have less weight in favour of constant unit production. CoH design plays heavily around unit preservation as opposed as heavy macro which let's me build units faster than my opponent in order to overwhelm him. This is gonna be my last message: if you think your idea of what CoH should be like would be REALLY popular. Develop a mod or look for people who wants to develop it. I'll give you an advice: you won't find anyone. If you are looking for other strategy WW2 games, you will run out of luck if you want RTS with no RNG involved. Specially if you are looking for PvP cause besides Men of War, there's not much games with population. Go to steamcharts for more specifics. Also MoW is more tactic based strategy than the "normal RTS" model. -Men of War 2: AS -Call to arms -Steel Division 44 -Blitzkrieg -Sudden strike If you are into turn based games, you have paradox's game franchise Iron of heart. In: Lobby |
Thread: Is COH2 played competitively?14 Jun 2018, 19:45 PM
I give this example because if someone just walks away after the first game, skill has no effect anymore. And that's not how any game is played. There's a reason COMPETITIVELY poker, each player has a certain pool of chips, so you can outplay people on the long run. Why a RTS game have to be about flipping coins? Because that's the essence and core of the franchise, which differentiates it from the other 3 biggest RTS titles. Starcraft (0 RNG, heavy macro/micro, scout/build/tech, paper/rock/scissor style), Age of empires 2 (HEAVY HEAVY economic/macro focus, adaptation to maps) and Warcraft 3 (more combat oriented, still plenty of capped RNG (items, crits, damage). You don't headbutt flipping 50/50 coins, rather than take opportunity when you have favourable 80/20 or 90/10 situations. There are times when AT shell bounces off 3-4 times in a row while opponent hits every time. With players having equal level of skill, sometimes this becomes the deciding factor. It should not be like this. How about a mortar wiping out a Grenadier squad with one hit, while your mortar do absolutely no damage to the enemy with 5-6 hits? 1- If the result of a whole game is decided by a single tank fight, on which none of each player is available to either soft retreat, use other AT sources, or been able to support it with infantry, then it must be one heck of a close game and YES, uncertainty is what makes this game interesting. IF you have no back up plan and you YOLO your units, then it's only your fault. Sometimes you have to take those risks, yes, but that's the beauty of this game. 2- A mortar wiping a squad with one hit, NOWADAYS, means that your unit was already damaged, you were using light cover (0 explosive dmg reduction) and your models were clump up together. If your mortar doesn't hit shit, then you are using it against mobile units, you are not providing LoS, you are relying on autofire, etc. This screams to me like: the enemy has pinpoint accurate shells while my indirect fire doesn't hit shit. How do you know Coh will not be better without RNG? Did you try it? While in doubt just give options to turn it off. Those who want it can play with it, those who don't want can switch it off. And of course like you said there are other games without RNG, which means RNG is not a must for games. Because anyone who wants to play without RNG, is playing other things like SC2? There's no such thing as removing RNG outside of making your own mod, which alters of profiles on all weapons, all unit models, everything. 0 RNG means a whole team of people working in remaking a whole different game. It would be easier to fund a whole new game studio than trying to make the game free from RNG. - I have not played DOTA or WC3, so I don't have much idea about them. I thought you were asking about COMPETITIVE E-Sport aspects/games. -DOTA/LOL, kings of MOBAs, kings of esports ATM, have something called criticals. Basically you have say a 10% of having an increased damage output. -Warcraft 3, game which set bases for DOTA, has damage been done in a certain range (say 6-10), some units having crits (blademaster) and most important, creeps (neutral minions on map) which provide items when killed upon. Those items are randomly chosen from a certain "bag tier". Sometimes you get items which are ideal for your strategy, sometimes you just have to sell them for gold. -FPS = Shooters aka Counter, CoD, Battlefield, etc. When i mentioned recoil/spread/cone of fire, i mean that there's some desviation a bullet has from when it comes out from the barrel of the gun. Different games applies these concepts in unique ways, but to put it simple, even if your crosshair is perfectly alligned into the hitbox of the enemy, if you are using your weapon in a non practical way (say no ADS - aiming down sights, while moving/jumping, etc) you wont hit your target (or might with luck). -PUBG: i guess people like Shroud (ex Pro CS player) are just "lucky". -Hearthstone: Blizzard's "Wizard poker". AKA Magic The Gathering for dummies based on World of Warcraft. -I'm talking about the E-Sports videogames which are based on real sports. Most if not ALL of them, have a certain degree of RNG on their base mechanics. Be it how accurate they kick the ball or how precise they throw it to the basket. -PD: Maps on CoH2. That's is why on tournaments, people play on both sides of the map, with opposing factions and in case of a draw, whoever play more effectively (tickets) ends with the decision to choose later which faction/side he wants. In: Lobby |
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