Thread: ETA30 Jan 2014, 00:13 AM
The beta was just released today, and most people are barely getting home from work or school. Then they need to download 800MB. So, give it some time. |
See, that's thinking only like a Soviet player. Germans will want to reinforce in the field more because they have less men in a squad. Lose 1 man and the DPS and survivability of the squad is reduced by 1/4, which means he's forced off the field faster. This is even more important for things like German weapon crews.
I'm of the mind that whatever the final change to the HT is, just make sure that there's a corresponding change that helps solidify its new role somewhere else. |
Guards in M5s are probably more of a threat. Guards in M3s do force away ACs, and sometimes kill, but the M3 doesn't have much health and with all the negatives for units in a dying transport means you don't want to go toe to toe with a direct counter weapon. |
Considering we don't know the all of the exact changes, just a tiny rumor so far, saying anything is an over-nerf is a typical overreaction.
This could allow, for instance, a lower cost for the FHT upgrade, or to give the half-track more defense in general so it ends up between the pre-vet patch vet 2 and its current defensive stats.
Or changes to other parts of both armies might make the HT more viable. Or there could be equal nerfs for something on the Soviet side. |
I'd argue against it.
Everything is supposed to be a threat. And historically, those AT guns, as well as tanks, were often called on to fire on infantry positions more than they ever fired at tanks. They were all issued HE rounds for a reason.
AT guns don't snipe infantry, they just hit infantry at a very low chance. It's low enough that it will happen only a few times per game unless you're in a situation where that AT gun gets a chance to just sit there firing away at infantry for most of the game.
I do think that AT guns shouldn't automatically target infantry though, since it gives away their position so tanks can flank them, or a player can drop a strike on them. The other benefit is that you can use a distraction in micro to help keep your infantry safe from AT gun fire. |
Battle servers were leaked, wasn't sure if they were real, but I guess they were talked about somewhere.
Battle servers are inbetween servers that handle some network traffic between players. The game is still peer to peer, but now these servers will help bridge the gap between laggy or otherwise problematic players.
The net effect is that anyone in a game who is lagging or has a poor PC, will not effect the game for everyone. Instead, only the player with the lag or poor performance is affected by his own problems. This will solve a lot of the issues plaguing CoH2 tied to lag or poor performance in multiplayer.
This is probably similar to the steam NAT transversal servers, which allow players with problematic routers and strict NAT to connect to each other by routing packets through a server. This is built into steamworks, and I wonder if this battle server functionality is something they made on their own, it if it's something Valve whipped up for another one of their own games and threw it on steam for other devs to use.
I'd like to know if anything else was talked about besides the Tiger Ace, which should never have been released as it was, so I'm not impressed or surprised that it got nerfed. Which is not to say I'm unhappy about how well they've been patching the game overall, it's just that their hard work is undermined by their own DLC releases. |
Making the upgraded versions of the 251 discreet units form the basic forms allows them to do things like make the base HT a bit better, to make people want to use them more, then there would be less expectation for the flame HT to inherit all those benefits.
Same goes for the M5 |
I'd actually think that the Soviet Sniper shouldn't get sprint, and I play Soviets primarily. Instead, make the flare their vet 1 ability and decrease the cost for the flare or remove some downsides to it.
The big strafe attacks I think could be made to be a more active player ability, which means they can also miss. Reducing their ridiculous bipolar effectiveness will also help.
New strafe mechanics would work like this. Clicking the ability calls in a plane that attacks the area you designate with only a small amount of tracking. Then the plane loiters around the first target area for a limited amount of time. The ability itself refreshes on a short cooldown until you can set another place to attack, after which it will go there to attack and loiter there. You can keep calling in attacks until the plane leaves on its own. The number of attacks you can call in would be around 3-4 if you are really active about calling in the plane as soon as the cooldown is available. However, because a good new target isn't always available, or you're busy microing in another area, you can miss out on optimal attacks.
So strafes are no longer a fire and forget way to annihilate your army, it becomes an active and powerful ability to have multiple strikes on call, but also able to miss with it or fail to use it optimally. Also, because the planes loiter around where it was last called in, it's easier to get an AA unit there if it gets called on the opponent's side of the map. |
I lament the loss of DoW2's best improvements. The keybindings.lua file may not have been the best, but it was a great option.
Hopefully, it's one of the slower to implement improvements that they are working on for some hypothetical big future patch, kind of like the lag and network issues. |
To be honest, with the way you're doing MP DLC, just make the MP free to play, but stop it with the overpowered DLC commanders. Make all commanders available free, but you only get fabulous commander specific skins and models if you buy the commander pack.
Going free to play would also really let you ramp up skins and skin sales, instead of unbalancing commanders.
I know that internally you probably have sessions where people are saying your money comes from these casual whales. But let's be frank here, this game cost millions to make, if you want to recoup it all and keep getting money, to free to play, balance the game, and keep selling us skins, ToW packs, and fun cosmetic changes. |