These are not dedicated servers as people have been asking for.
Instead, these are networking servers probably handling some of the data interchange between any players that are having sync and lag issues. Something like the NAT transversal servers some use. They will not be running game code or deciding event outcomes.
The overall game will still be peer to peer, but with the addition of something like an arbiter of network, keeping the data flowing between those.
Overall, if this is real, then it's a good midway between dedicated servers and peer to peer. Should be drastically cheaper than dedicated servers, but still keep the games flowing.
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Thread: Lag optimization on the way!18 Jan 2014, 01:19 AM
In: COH2 Gameplay |
Thread: Scout Cars27 Dec 2013, 07:01 AM
That's where you're wrong VenMecha. The M3 is hurt just as easily by small arms as the 221. But, the Soviet AT Grenade is much more commonly used than the faust, but that's because there's more targets to hit with the AT Grenade, meanwhile there's only the M3 to faust early on, then tanks. You only see things from one angle. I played Germans exclusively in the beta, and a few games after, since they I've played Soviets only because my friends play Soviets. I like both armies, I know that's a hard concept to understand. But you, and a lot of people on here have a weird persecution complex caused by lack of experience of both sides. Which would normally be fine since I don't think people should be forced to play what they don't want to play. That 221 scout car you say only has gotten nerfs, got a buff to its MG, then got the ability to use both at the same time. And yes, the German army got nerfs overall for a reason, and there's Soviet things that have been nerfed, or side nerfs. Blame Relic for maybe overdoing it with some aspects, but remember that no developer ever listens to just one side, and no developer ever implements the exact change that any segment of a community asks for. Instead, they'll listen to reasonable changes, and won't even bother reading more talk about how one side or the other seems to whine more than the other. You don't see it due to that persecution complex, and that same persecution complex made you come into this thread, derail it with this stupid discussion, instead of you coming here and actually providing useful, actionable changes. Meanwhile, I've got to work on my own indie game, but even I made the time to try and come up with actionable solutions instead of nothing but whining and name calling. You know why this community is dwindling? It's because we're too busy fighting between each other to take Relic to task, or to provide actionable changes when they can fix it. In: COH2 Balance |
Thread: Scout Cars27 Dec 2013, 01:16 AM
@VonMecha, Oh stop it with the butthurt. I want the game to be balanced for both sides. Instead of immediately jumping into a childish persecution complex, you could address the argument at hand, instead of jumping to yet another. The 7-70 is a separate issue, and it is being worked on. I was going to post more on the T-70, but I'm not going to let you drag this off topic. Maybe you could actually post more proper post with reasonable suggestions in this topic about the 221 scout car? Because *gasp*, I as a primarily Soviet player, am still advocating for buffs for the 221?! What, perish the thought that I might actually want a fun game for everyone. I'm fine with more armor or HP for the 221 and M3. But what won't solve the damage potential. And any HP or armor increase wouldn't be that much since they're supposed to be a bit vulnerable. Another thing is that, historically, these armored cars really did have poor armor. The armor they had could only just stop a 30cal rifle shot at range, which is why the Germans angled the armor and even thickened the armor on the 221 to 14.5mm (same as the 251). So, while they were armored, it wasn't that much armor, and the basic rifles of the time are incredibly powerful. Making something BOLD doesn't give it any more meaning. Part of the problem with the scout car and M3 is that once they're caught, unless you have supreme micro and already positioning, it's hard to get them out, or have them stay alive to do their damage. Having them at long range drastically reduces that damage, making them pretty much ineffective unless the fight goes on for a long time. It'd be nice if the 20mm cannon, instead of being a 20mm rapid fire sniper rifle like it was in CoH1, it could be a siege weapon that helps bust through cover in protracted long range fights, but not too well since it would make it too effective without risk. In: COH2 Balance |
Thread: Scout Cars27 Dec 2013, 00:38 AM
I'll disagree on principal if anyone asks to make the Scout car like the Puma's 20mm autocannon. That thing was a ridiculous starcraft style counter weapon that has no place in a CoH game. I do think it could do some interesting things though, such as ignoring yellow or even some green cover, or just the accuracy modifier. After all, those 20mm cannons could shoot through most infantry cover. However, it would still be not quite as accurate overall against infantry as it is against vehicles. This would allow the scout car with 20mm upgrade to play something of an early siege weapon. With its MG and 20mm firing from long distance, stationary, to apply good damage over time. In: COH2 Balance |
Thread: Shocktroops at 1CP27 Dec 2013, 00:23 AM
All grenades are different. Actually on average, the German grenades are stronger. I think Soviet grenades just happen to be more plentiful. Guess it's a case of the grass is always greener on the other side, or perhaps it's the snow is always whiter? Shock Troop grenades seem to be the same as Guards, but even if they're not, I think the reason why they seem stronger is that, much like PG grenades, Shocks and PGs do a lot of damage as they close in to grenade range, and continue to do after the grenade detonates. Grenades work strangely in CoH2 in that, if you use them on a squad with no and very little damage on them, it seems to do nothing, even the health bar doesn't seem to budge. But, if you use a grenade on a unit with 1/4 or more of its health gone (ideally at least 1/2) the grenade will usually kill quite a few, or wipe the squad. This has a bit to do with criticals, I think. This lets those close assault units like PGs and Shocks quickly apply that initial damage, which makes grenades more effective, then continue to apply damage to finish them off. The same is true of the rifle grenade, which people like to laugh at, but I find is an effective finisher, or a starter. Guards can probably stay at 1 CP, if they lose their initial AT Rifles, which become an upgrade once you meet some kind of requirement. I love the German light vehicle play, even though I'm a primarily Soviet player, I love seeing those things used. So I'm fine with more adjustments to make those vehicles viable for a long time. However, the M3 Scout Car should also get the same treatment. Shock Troops I'm just not sure to do with them. They're supposed to be breakthrough troops, based on the Engineer Sapper battalions used to break through German fortified lines. They're the kind of unit you use when German infantry get too upgraded. Because despite what German players say, German infantry can get to a critical mass that can wipe conscripts just as fast as artillery can kill the small German units. So 2 CP should be fine. In: COH2 Balance |
Thread: Scout Cars24 Dec 2013, 19:01 PM
Unless you repair while in a cap circle. Just to clarify, the OP is talking about the German 221/222 Scout Car, and not the Soviet M3 Scout Car. Helps to be more specific. In: COH2 Balance |
Thread: INPUT LAG Relics Lost Cause24 Dec 2013, 04:35 AM
Sounds like whatever Relic is working on might help their peer to peer setup overall if it works. Hopefully they can write these upgrades off as part of an overall engine upgrade for whatever their next project for Sega is. Much like how CoH1 only got its last balance patch due to CoHO. As for more dead horse lobby talk: It's not always apparent when the lobby is getting stacked, or any other kind of shenanigans. It's also not the job of the player, eager just to get in a game, to do all the work to find a fun game. Lastly, I have a regular gaming group, but they're not available to play at all times. Not only that, different people have groups of different skill or preferences. No lobbies, ever. People need to be directed straight into automatch, not sitting around in lobbies encountering toxic players and toxic game setups. You have public chat, needs a bit more work, but if you want to make a lobby, invite people or make friends there to invite later. You can't ask for better automatch, then turn around and ask for lobbies, which work against it. Sadly, the problem isn't so much lack of local search, but a lack of players. In: COH2 Gameplay |
Thread: T-34-76 after patch14 Dec 2013, 12:31 PM
It is intuitive, but only for people used to the basics of combat. However, almost every single other RTS game has no such modifiers. Many games don't even have a chance of missing targets. And only a relative few semi-realistic RTS games have those modifiers. In: COH2 Balance |
Thread: T-34-76 after patch14 Dec 2013, 12:19 PM
There's a Stop button for a reason. However, for newer players, Relic might need to add some kind of indicator for firing on the move, is it already included in part a tutorial somewhere? It was probably needed even before the moving scatter nerf, but now it definitely needs something. It could just be an icon that pops up with the effects list where crit damage pops up. I think this is an overall good change for the game. It affects both Soviet and German, making Shreks much more useful, but also the lighter AT grenades more useful. In: COH2 Balance |
Thread: Patch Notes Discussion (Dec. 10th)12 Dec 2013, 10:30 AM
PPSHs are Commander specific, and even if the cost is relatively small, is still a cost that prevents usage of munitions for other purposes. Buffed MG42 will help keep conscripts, and any other infantry, from getting close enough. PGrens are still potent as ever, and have both raw DPS and abilities to keep Cons at bay. LMG still retains its killing power at combat ranges, enabling it to drop enemy squad members, reducing the DPS of the enemy squad and making it retreat earlier. The aforementioned MG42 buff also helps with LMG synergy. Just pointing out the counters here. I don't think the situation is bad, especially since it's only been over a day since the patch was released. Meanwhile, the animation cancellation's effect on command lag seems have had a positive effect which tends to benefit the larger Soviet squads. The tank scatter while moving nerf definitively boosts the effectiveness of infantry against unprepared tanks, which benefits Soviets more, even though Shrek PGrens will also make good use of the change. If you only look at the DPS on a commander specific weapon upgrade, you fail to see the whole picture. If you only see the lower base strength of vanilla cons, you miss all the other support options. In: COH2 Balance |
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