For those that missed it, here's the stream recording:
http://www.twitch.tv/relicentertainment/b/463523399
Not sure why Relic keeps forgetting to post links to these, and on their youtube account. This stuff is always important.
Here's hoping that the "new" stuff isn't just for ToW.
ToW is great, but I think people are still looking for more stuff for multiplayer than even what they showed in the livestream.
The community is suffering a bit right now, something really new besides some commander remixes and a new map is in order. It could revive interest enough to bring back some who have drifted elsewhere. |
I did some measuring, and side by side playing CoH1 and CoH2 on my dual monitor setup. The camera is the same distance as CoH1 in almost every case.
The only time this changes is if sections of the map are higher or lower. I think the camera tilt may be different though.
The reason why people think the camera is closer is that the weapon ranges on all the cannon type weapons have been drastically increased. While I was initially happy with the change, I do think it has led to some problems. I don't think drawing the camera even further back is going to fix that.
Also, there's a lot of things I like about CoH2 over CoH1, but the engine isn't one of them. Take off the rose colored glasses and CoH1 was still a good game, but it wasn't some chess-like zen game. It was just a good game with its own balance scheme, much like CoH2 is its own balance scheme. |
Oh, and IS-2s too.
This game was pretty fun and interesting. A 3v3 where all the late game toys came out. However, the Germans manage to super turtle up, with 3 Elephants at least that just wouldn't die despite proper teamwork in trying to take them out.
A very frustrating game since the whole east side was covered by Elephants and Tigers. There came a point where there wasn't really anything to do. We couldn't send anything fast enough to raid down the Opel trucks giving them extra resources. We couldn't send infantry due to all the tanks and small bits of infantry. We couldn't blow up the bunkers protecting areas without getting sniped by Elephants.
That's not to say it's a shining example of play, plenty of mistakes from both sides, but at super late it got really ridiculous. I made good use of ISU-152's ability to fire through objects to hit things through buildings and smoke.
Fun game, but it does show how things just break down in big games. |
At this point, even being new to these forums, I think Nullist is a bit of a troll at how much he just repeats the same things just to further a dead argument.
The thing is, I definitely feel for anyone playing Germans dealing with flame weapons against their tiny squads. I played Germans early after release and during beta, it sucks to have your small squads get wiped out, and especially so when they are still killed even though you're doing the right kind of positioning and retreating.
There was a whole round of nerfs and balance changes to the M3 just to lower how effective it was at bringing flame weapons forward.
Any Soviet player can tell you how much a pain the flame half-track is, despite having some ability to counter it. And Nullist here probably doesn't have much experience playing on the Soviet side to be making such statements.
But, the KV-8 may be more a symptom of the problem, rather than the problem itself. As I already described. Nerfing this doctrinal unit is not the answer. Changing how flamethrowers work, especially against retreating units, may be a better option. |
Nullist just repeating himself over and over without actually adding anything to his argument. He's trying to push that everything is horrible just because one unit is different than another in terms of HP.
I kind of wonder how many games he's had time to play with the amount of posts he's made. I haven't played much due to life, but I got in 3 good games today, and *gasp* Germans won one by using units properly and supporting their MGs.
As for his other arguments, need to go reread all of them.
But frankly, the MG42 still works if used well. Two overlapping still works great. If anything, he needs to check his MG privilege. |
Compared to Soviets, who have to get the unwanted and unneeded T3 building, build a half-track, and upgrade it, only to have it blown away by P4s that ignore their T-34s.
Okay, well that was an extreme example, but you get the point.
Let's not forget that The 222 also adds to AA ability. |
In this patch's livestream, there was a question about this. The dev basically said that it is mostly an issue with their middleware interacting with the engine that's causing additional lag over their previous games.
It's something they were looking into, but no concrete answer.
It's a bigger deal than most give it attention. And it's only been masked by how bad other aspects of the game were. As they fix and improve the rest of the game, let's hope they
Because, to be frank, what makes a game a game is its interactivity, at the core level, if your game has a weird delay on that interactivity where it's not meant to have it, and it's affecting gameplay unintentionally, then you have a serious problem.
Not to mention certain balance issues can be exacerbated by this, so that if they take too long to fix it, they'll have to retune a bunch of other stuff when they finally do. |
M3s with flamethrowers are still powerful, but costly early on to sacrifice 20 fuel with the new fuel costs from a few patches ago.
Flame is another thing that shouldn't get the +25% damage, they still work wonders on weapons teams. |
Repeating the same bunk math doesn't make it any better.
Nor does it make the prior situation of MG42s any less boring or detrimental to the community.
Far less survivable overall? Sure. I'll bite. Far less survivable if used with actual skill, with a more rear placement, and protecting infantry? Probably mitigates most of its issues with survivability.
Too much MG42 use so far have been unsupported guns up front suppressing and pinning anything coming at it, regardless of flanking. Sure, guns seemed to take a beating then, but you were only able to use them as such because they were buffed previously, and that buff hurt the overall game much worse than this.
If anything, check your privilege with the MG42.
Although in the future I foresee that damage modifier being made to only affect damage from basic gunfire, and not explosives and such. |
I get the feeling that the infantry health is hard coded to 80hp, or something that effectively makes it hard coded so they can't change the infantry health of a specific unit except through bonus effects like veterancy. So the only way was to have an effect attached to these units only that increased the damage.
Anyway. Time will tell if this is too much, or just right. But, something had to be done to change up the current state of balance. I've said this elsewhere, but the player base and community really could not have survived any longer with this. It was leading to some pretty boring gameplay. |