It´s the spiece which makes it unique!
Some people seems to like just the spice rather than the ingredient which you are seasoning it with.
Thread: RNG25 Dec 2020, 19:28 PM
Some people seems to like just the spice rather than the ingredient which you are seasoning it with. In: Lobby |
Thread: [Winter Balance Update] UKF Feedback25 Dec 2020, 05:14 AM
This is the case when you need someone like CptSprice to see if this is viable or not. I can see the parallels to RET spam days, but the circumstances are completely different. No M10 Call ins with vehicle crew dismounting. AEC does not have Stuart levels of DPS. Bars were more effective in an assault. The 5th man requires resources vs vet In: COH2 Balance |
Thread: RNG24 Dec 2020, 21:51 PM
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While i think i understand what you are trying to imply, we almost had a model like that in the first days/beta of the game. But it's a nightmare to balance if all units behave in that way. Maybe it's worth trying again (deflection dmg) for CoH3 and applying a similar concept for infantry as well (early days all infantry had armor) with say "glancing" dmg been a thing for a failed penetration. In: Lobby |
Thread: RNG24 Dec 2020, 21:47 PM
I think it's a rather different cause. People can rally behind the competitive scene while also enjoying plenty of other things which are aimed towards the more casual players, even though the base PvP game is not changed with them in mind. Compare the modding capabilities and custom games modes from WC3/SC2/AoE2. Even if Blizzard basically got swallowed by Activision, they basically got a free more years of support for SC2 by having a extremely popular coop mode. They made the base game free (IIRC), same with the arcade mode, which is way simpler to install, boot and play. Similar cases with WC3/AOE2. In: Lobby |
Thread: RNG24 Dec 2020, 21:44 PM
SC2 is not designed around retreat as units don't have "veterancy". Same deal with AOE2. Economy/teching plays a much bigger factor. In SC2, Protoss are the race which have generally the few/expensive units with a high survivability if played well, therefore it kinda makes sense for them to have this 2 abilities (the nitty gritty TBF is solving meta problems). I forgot but Terrans have an "escape" ability which lets them teleport anywhere on the map on a long cd and that can be used both offensively and defensively. WC3: i've already said that 2 races can buy an item which let's them retreat "on demand" single units from the front. The game is designed and focus around heroes and compared to COH, outside of multiple heroes using abilities, there's not much "burst damage", specially early game, so units can retreat normally with a right click back to base. The success of an e-sport game is entirely depended on how easy is to organize a tournament and how many people are willing to watch it and support it. It doesn't care if the game has retreat mechanics or not. RNG or not. Poker is a thing. Hearthstone/Magic are a thing. WC3/AOE2 has RNG and they are still kings, even if they are "small" compared to others, they remain relevant after decades. People play competitevely Super Smash Brothers for eons even if the game lead designers call it a "party game" riddle with random items drops and effects and Nintendo have been trying to kill the "e-sport" side for years. Obviously people have different opinions about what is too much or not RNG but i think Sanders simplify it well in something that i agree with (i don't mind point blank misses that much compared to say Whiteflash). I think ideally RNG would be split three ways: Basically this. Just for clarification i think that having main gun destroy is fine as long as it's gated behind other proper triggers which can be player influenced. And we have crits in the game (which are not used) which can affect offensive performance without completely killing it. To make it simple, why does vehicles do not get immobilized after hitting 25% instead of engine dmg? Because the penalty is too severe for something which can be outside of the players realm, both the one on the receiving end and the one dealing it. Same thing principle should be applied to the gun. In: Lobby |
Thread: RNG23 Dec 2020, 23:50 PM
No 2 games need to have the same mechanics. As far as "retreat" goes: SC2: Protoss have both recall in their HQ and their capital mothership. WC3: All races start with a "scroll" which makes the hero invulnerable and retreats all surrounding units back to a base. They can buy this at their own buildable shop or the ones spread around the map. From which they can also buy a rod of teleportation for their heroes only. 2 races has unique rod which let's them "retreat" units back to their bases as well. One simple retreats them back and the other puts the unit on a "stasis" and regens health. In: Lobby |
Thread: [Winter Balance Update] General Discussion23 Dec 2020, 23:35 PM
As a QoL improvement, would people like ATGs and TDs to have Vehicle Priority on by default? Yes. I'll rather have to toggle to let it shoot at whatever than viceversa.
Use the other thread. In: COH2 Balance |
Thread: Aircraft spawn distance normalization.23 Dec 2020, 21:59 PM
Yeah, much easier to balance all single pass planes if they have to roam a bit around the map first in some sort of way. In: COH2 Gameplay |
Thread: [Winter Balance Update] General Discussion23 Dec 2020, 21:05 PM
I only agreed for MGs, specially now that they are receiving a couple of buffs. I think it's a way to make it easier to balance the performance of support weapons rather than their vulnerability been rather than if they had already been decrewed early game and now they are using normal main line infantry crew. Vet is there to counter vet, not increase lethality based on artillery or weapon upgrades. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion23 Dec 2020, 20:00 PM
MG/Mortar crews already have 1.25 size. The change should only meant for when they get recrewed by other infantry, as those retain their original size/armor. I don' think the change would be that bad. I also want support weapons to get similar defensive bonuses to RA to account for infantry vet as well and have suggested changes in regards to why support weapons become weak late game (mostly mortar/MG). In: COH2 Balance |
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