Nope, it's not.
Because the full loss of a man is always worse than having 2 men that are at lower health. It gives more time in the long run to run away.
Generic rifle fire really isn't as strong as it should be anyway. Killing with rifles involves a bit too much on crits.
LMG may have a delay, but even with the delay, we've all seen how quickly an LMG cuts down whatever it targets, even from within cover.
The resulting loss of DPS from the target squad is what really settles the encounters. And you can run into multiple LMG squads with Conscripts and not lose half the squad before it even starts retreating.
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Thread: Just another LMG suggestion.2 Nov 2013, 08:49 AM
In: COH2 Gameplay |
Thread: Just another LMG suggestion.2 Nov 2013, 08:11 AM
I don't think the LMG needs a damage nerf, so much as it needs to spread the damage a bit more. This way, multiple grens with LMGs aren't dropping an enemy man per firing LMG every 2 seconds. However, it shouldn't spread out too much. Instead it just needs to not drop most of a squad within the first few seconds of a fight so that there is a bit more time to react, and for a firefight to happen in the first place. Then, with the damage a bit more spread, fights will still end quickly if the opponent isn't being careful, since the squad will still have taken a lot of damage. I know that LMGs are supposed to apply a lot of damage, and also tend to kill men within a squad more quickly. I'm fine with that, and the LMG is supposed to offset the 4 men Gren squad. Only problem is that its timings are a bit extreme right now, leading to easy abuse. In: COH2 Gameplay |
Thread: Just another LMG suggestion.2 Nov 2013, 02:02 AM
Gotta keep pointing this out, but the big strength of LMGs is that all its damage output goes to 1 man until he is dead. Then switches to the next for another kill. Perhaps one way to balance LMGs is to make it so that it does sweeping fire and spreads the damage among a squad a little more, not completely, but enough so that Soviet infantry in the open or in cover can weather enough fire from it to fire back and apply some return damage before being driven off. In: COH2 Gameplay |
Thread: Suggestion: 1v1 wins required to join team games2 Nov 2013, 01:58 AM
The better option is better training for people getting into the MP. That is partly what ToW set out to do, but again, it's limited to 1 or 2 players. Perhaps a DOTA2 Style MP training mission, simple but effective, that is constantly updated with every patch and should be made to be easily updated. You need to have MP features that promote good teamwork and sportsmanship, and punishes toxic players. Also to make good use of various tech and features that support team play. For example, Steamworks has steam's built in voice chat, but it wasn't implemented. It would have been a great addition for CoH2 to use voice chat. It's always so crazy that RTS games that require the same, if not more, teamwork than shooters aren't using it. It's always a risk talking to a random guy online, but that's why you have a mute option. Of course, this assumes steam's voice chat is free to use. Other things, like a more robust ping system. More useful UI with elements built in for teamwork (such as small icons that show units building). These things may seem far fetched, but the OP was essentially asking for major code changes anyway, so those are mine. As I've posted elsewhere, I think relic really missed out on all the advances in teamplay RTS games, as well as the overall shift in how things are handled. Heck, I do think a lot of people fall into the old ways of thinking about RTS games, which is why they are in such decline. You can't talk, in the same breath, about how it's hard to find good teammates or opponents in CoH2, then start suggesting functionality that would ultimately cause people to turn away and go play the other team games that handle things better. In: COH2 Gameplay |
Thread: Suggestion: 1v1 wins required to join team games1 Nov 2013, 18:35 PM
Yep, you cannot ever dictate someone play in certain ways or modes that he does not want to. It's relic's job to make sure matchmaking works, and to market enough to get a player base. The community does have to help maintain the player base though through good behavior. I'm a solid intermediate-high skill player, and even my team of 3 similar players get matched up at least once a night to an enemy team that has at least 1, or all, new players barely able build units. But, I also disagree with the poster that you should be required to win 1v1 before joining team games, because matchmaking should just handle that. Both the OP and Nullist's posts is typical of the wanna be elitist posts and mindset that drags down RTS gaming communities. In: COH2 Gameplay |
Thread: GG, not.1 Nov 2013, 06:48 AM
What I consider even worse is saying GG, then an insult. Like, "GG noob." Which comes out a lot. There's no point in saying "GG," a sign of respect and sportsmanship, then topping it off with the kind of insults 10 year olds use. In: Lobby |
Thread: suggestion for hull-down on non-turreted tanks31 Oct 2013, 06:12 AM
Another option is to alter the hull down model a bit and allow assault guns to rotate in place slightly. But camo is also fine. However, if the camo is added, they will have to tweak other defensive bonuses and even the fire rate bonuses. Since the camo gives a huge bonus in the ability to fire first and be undetected to casual observation. Having a tank in stealth, even one without a turret, is still a big deal, since it's a big gun, armored and the vetted stug can use its crew shock ability from out of nowhere. Actually, it'd still be okay if the StuG could turn a bit and get camo so long as the bonuses were kept in check. In: COH2 Gameplay |
Thread: Comprehensive COH2 Recommendations30 Oct 2013, 22:50 PM
On the other hand, such a feature was already put into DoW2, while CoH2 is using a mostly new engine, you'd think they could share some work between teams to help get features in the game without as much overhead. Same for things like Keybindings. In: COH2 Gameplay |
Thread: Is the Soviets underpowered in team games?30 Oct 2013, 19:40 PM
I just think people who talk about team modes, especially larger team modes (3v3 and 4v4), as being inherently unbalanced, or inherently inferior aren't thinking creatively enough. They also haven't seen the sweeping changes in the industry and community as to what's popular and fun in the world of strategy. There's a lot of good new ideas, including many positive changes that can be tweaked, and used for more traditional RTS games withing harming the core gameplay. That includes how team modes are handled. These problems in large team games are just artifacts of balance focusing on smaller games, but by no means are insurmountable so long as you do more tweaking on the large team modes. How does this apply to Soviet balance? As I said above, a lot of issues are artifacts of the need to balance 1v1, and how things multiply out of proportion. The same goes for say, German players having to deal with hordes of SU-85s in large team modes. You can't fix it unless you choose to either specifically tweak every unit to each mode, which is impractical and crazy, or tweak the mode to the game so that the balance in 1v1 propagates into team games more smoothly. I don't think Relic is lazy, but I think they just missed a huge opportunity. Nor do I think they are neglecting large team modes since I see many recent patch changes as attempting to address balance just that. But, I believe it's not enough, especially if they want to grow the game (and sell more DLC commanders, skins, and *ugh* faceplates). But, let's face it, CoH as a series isn't the most popular thing in the strategy gaming world. And old style RTS games are not gaining any ground. C&C was just canceled, for example. I want Relic to try some internal prototypes, heck, just try releasing one map/mode on the beta servers. Take a map that is sized for 2v2 or 3v3, but stick 8-10 players on it on teams. Some how balance it to limit players to around 2-5 units maximum, or around 25-40 population. Try letting let players use each others' buildings to produce units and pass resources around. Then try it out and keep tweaking. I'm not talking a crappy MOBA here, just a more concise and focused team game mode that still plays mostly like CoH2. 1v1 remains untouched for those who like that classic mode, and even the old team modes are still there. It's something where even the most pro players can take their excellent micro, then laser focus it on a smaller number of units that they control, while also coordinating with a teammate (and friend) that has the same laser focus. In: COH2 Balance |
Thread: Dear Relic: please include chat in replays30 Oct 2013, 18:35 PM
There's also some level of privacy concern, and a need to not spread toxic behavior. While there is no reason for anyone to assume privacy playing a video game and chatting, it's not like everyone needs to hear what you discuss over the course of a 30min+ match. Can you remember everything you said after 30min? In: COH2 Gameplay |
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