TBH not that hard to confirm. Just stick a squad of say riflemen in the massive swamp in the north of bryansk forest and give an ostheer pio a flamer and kill the 3 models with MP40s. If the flamer does half damage, 100% confirmed. It's in the mod tools so I assume it's factual anyways.
True, although his remark was true. Negative cover is "negative". Water (if applies) is "water" but both are "red cover".
I believe most of these are correct except the penalty in negative cover. This only applies to water negative cover but if you're standing in negative cover that is water the flamer damage is multiplied by 0.5. All other negative cover doesn't matter.
Can't really confirm but i'm not sure if those types of covers are been used.
hope it will save this thread before it´s too late ...
I just did a "reset" cause it seemed further posting was blocked.
Ontopic: you won't ever seen a commander been removed so forget about that.
Also i think that stand fast is just better. Advance emplacements is heavily mp wise, can be countered through constant pressure or completely ignored if on 3v3+ and map dependant (arty depends heavily on spawn position).
The 1blizzards and plane crashes are all subjective, the competitive community hates them but the comp stompers prob love them.
I agree that I feel Relic's patching system wasn't good, massive patches just didn't work.
Game development all boils down to resource management, time, money etc a developer normally has a set time and budget to produce a product in, this means hard decisions have to be made, things get cut, It is just the reality of the business. 2
1-Blizzards: as i said, there was ZERO ATTEMPT (IIRC and what the changelogs shows when i go with a quick control + F serach) to make it a bit less frustrating. At the time i mentioned couple of things which might had help but nothing was tried (removing mp cost and xp gain of fire pits, lesser freezing penalties, some tactical benefit of using deep snow, removing deep snow during non blizzard time).
2-As i said before, i don't know what are the internal issue and problems. WE ONLY KNOW THE RESULTS.
They can be working there ass off, but it MIGHT had been there some middle process which was ineffective or inefficient. There could be not enough people to realistically work properly on it.
And releasing a product with the we'll fix it later attitude will only get you poor reviews, poor sales and out of a job.
Not saying it happened here, but it happens quite frequently. Timelines OP.
The biggest misconception I read all the is the lazy developer issue. A development team is made up of so many disciplines that if you're lazy people will notice and you will be fired.
IMO, Relic tops head decision making and community handling was LAZY. We are at a point on which they seem to not care (as much as before, possible due to DOW3 release) so they are more lax in letting the community trying to fix game (not just balance but bugs).
There are people willing to do mods, abilities and skins for you to sell. There are people who are willing to spend their free time in order to balance test things, find bugs and fix them. All this "free" resources which they didn't use till too late in the life stage of the game.
PD: i'll say it again. Communication was bad and sometimes polarising. You don't like your community? Too bad, it's your community. Yeah, it's scary and hard to deal with randoms on the internet but i see that this site was not used as it's fullest on their part. And the occasional times they do so, sometimes it was in a trollish way (use Shocks inside an M3 YOLO).
There is no way of knowing what decisions were made and why, but laziness, nah.
The fact is they don't have the resources for whatever reason to support the game like they did before.
May I ask a question; why does the M1A1 scout car cost 15 fuel, when kubel and bren carrier cost none? Is it because of the potential of troops firing from inside?
There are other major differences.
-Grens been a 4man squad, means that you can probably kite the Gren (if alone) a bit and then just rush forward with your flamer since even if he manages to land a faust, you can repair and have a chance of killing it. Against a 5 Volk squad, that's not the case.
-The first munition expenditures are key for OH. Flamer/Sweeper/Medics/Mine/LMG.
-The sole fact that you have the POSSIBILITY of an AT gun (and cloaked) at T0 makes you have to measure the risk.
-A relative cheap hardcounter followed up of a 222. For OKW a medic HQ means no offensive counter and Mechanise takes even longer.
-PIO vs SP opening
Now with that being reverted, welcome back M3 rush.
Answering some of the concerns of the previous quote, i don't see it really been an issue.
Way back before it was even harder to deal with (no faust, even crappier rak and you had to wait till 90muni for a single schreck).
The danger of the M3 is the engineer flamer not the M3 alone (which can be dealt with cover + SP dps). Around 60muni don't be stupid and lone capping deep into the map. A flamer also means he either has to spend more muni/mp later for another engineer if he wants to sweep your mines. USE them, not just nade/STG rush.
There's no more OP penals flamers, there's no more OP Guards. You are eventually outscaling him. Don't try, again, to cap the whole map. If you don't get a kill on the Kubel + a wipe on a squad at the time he deploys a truck, the M3 ends up been dead-weight later on.
KEY THOUGHT HERE: you don't need to kill the M3, which means you dont NECESSARILY need to go for a rak. The M3 eventually dies on it's own. You have to not get squad wiped on retreat.
How is m20 useless vs volks with fausts? It just kites at 30 range and picks off models. Isn't that how it's meant to be used?
Cause it's not the most cost effective tool to deal with them for the amount of effort it requires. Against OH it's 4 models and the tool to deal with a sniper. The M20 was more useful against the old OKW which had schrecks, cause you could push around the model with the AT. You can't do it against a snare.
Get it if you need to deal with Kubels and you want mines.
That still doesn't justify/answers the problems with COH2. I consider Relic (on CoH2) been doing 2 steps forwards 1 backwards with too many high-lows for this last 4 years.
You can make the excuses you want, which might be realistic and out of their hands, but at the end of the day what it matters are the results. If it's due to spaghetti code, UP employees, low numbers of them assigned to the project, lack of QA or a problem on how the work flow is done, for the consumers it won't matter.
I'll do a revision from what IRC. I'll skip the goods (the game, battle servers, constant "reworks" even if they were at a low pace, etc.)
1-You can't justify them implementing commanders when CM say months before released that there wasn't gonna be gameplay changing elements behind a paywall.
2-Giving them the middle finger to those who bought the "REAL" collector/limited edition.
3-The mess we have with EFA commanders because THAT WAS A REAL lazy/money grab decision.
A smaller core set of commanders for "ranked" multiplayer and leaving the rest for ToW and custom games would be good. Instead we have 20+, many of them never seen, and all or most of them having the same repeated abilities. This was rectified with the new factions.
Note: the supply system was god sent but unfortunately arrived a bit too late.
4-Bulletins and Blizzards were interesting features badly though/implemented. Blizzards had like 0 priority in order for it to be less frustrating/balanced/dynamic gameplay wise (just take a look at the changelogs). Disabled due to probably lack of manpower to work on it.
5-For +2 years, the whole design direction of "every plane crash tells a story" aka BAD RNG. This kinds of RNGs are expectable on something like Hearthstone, not on an RTS which can have an avg of +25mins games.
Ex:
I can get a REAL bad roll on having an AT gun miss of fail to penetrate a certain vehicle. That's part of the "good" RNG. Now, if i call a recon run, my opponent has AA, shoots the plane and then it suddenly kills my opponents whole vet 3 main line infantry and i win the game due to that. Neither of the players is gonna feel really well cause neither had influence or intention on doing that.
6-REAL SLOW times on fixing game-breaking bugs. Slow decision on fixing/balancing latest DLC commander/faction (TA/Windustry 6 months of reign). I don't expect patches every week, not even monthly patches, but 4/6 months is quite a time lapse specially with glaring issues.
NOTE: i can understand something as the gun shoot sound bug been hard to detect for example. That is justifiable.
What I don't get why they kept releasing "old builds" with new patches, which introduced several ninja changes which were already fixed/dealt with in previous patches. AND i'm not talking of complicated mechanics. Think about how on the WFA beta, we had SwS truck crush removed and then it was implemented on the live build because someone problably used an "old" build.
NOTE2: you can't be taken seriously when a single guy from the community (at that time it was only Cruzz) checks your game, gives you a list of all the changes applied which are not mentioned on the changelog and tells you what they broke.
i gave side armor as example: someone at relic decided it was fine to not have it. that is stupidity or lazyness, no other option....
OR because of how the game plays (dynamics, handling, mechanics, engine) it might not make too much sense on having it? IMO it would be a layer of depth which doesn't really add to much due to how positioning and projectiles and handled.
Example:
On an FPS such as Battlefield, i think they handle this well and it makes sense since you have FINESSE control of both the vehicle and the projectile. Positioning and more so angling is important. It's not the same hitting the rear armor at 90° than doing so at 15°. Since on that game there's no "deflection" this is just reflected on pure different damage values.
On CoH2, IMO, this not worth it, cause you'll had to implement a new mechanic and stress the PC even more to handle the respective position between the damage dealer and the victim target. Right now, it all depends on what part of the tank, the shell lands. If the vehicle lands an accuracy role, it would most probably land right on a straight line to the vehicle. But when not and with scatter, what would be a "frontal" shot can transform into a "rear" shot with enough RNG. If side armor was implemented this would be even worst. Not to mention it would mean more work, test and headache to balance properly.
PD: and i didn't even mentioned how bad and frustrating sometimes is too handle vehicle pathing.