I figured there was some kind of caching or swapping going on with memory management. Also, if I'm not mistaken windows uses some kind of emulator to make 32bit programs run on 64 bit windows, which means that entire layer is eliminated. All processing for the game should be completed in much less cycles, considering the 64 bit processing now handles twice as much per clock cycle(this is only things that were handled by the cpu, not the gpu). The caching and memory management would be the most important because all of our memory spaces were limited to 4GB for the game, even if our system had more and the game wanted more. |
Most stable session of coh2 ever. played with asians and 0 crashes. Seems slightly faster in loading. Not much fps change if there is any, but I do notice there are less prolonged dips when it does go down. |
The only kind of crazy thing is the pop change to me. Does the okw truck consume pop? I wouldn't think it is. The gun is the most similar comparison on the axis side. Not sure how I really feel, but I think halving the pop cost of a unit that is supposed to have a pop cost is a quite a buff. The whole thing with emplacements is that you can't make a city and an army. Coh1 had a big problem with brits making tons of emplacements that were difficult to remove. Coh2 doesn't seem to have as bad of a problem, however. |
I'd like to see more large team maps encourage team play by the design. Perhaps setting up cut-off's that require multiple people to fight/gaurd. Instead of 2 fuel points, there is one. Less total points to capture, so resources don't get super high and we aren't cranking out heavies like they aren't expensive. |
Really depends on the map. Redball is a horrible map all around. Don't know who designed it but somebody that likes using the heaviest vehicles and arty it seems, and hates flanks. There it's easy to CTP. Large, open maps it's downright impossible. Steppes, General Mud, and the likes come to mind. But redball it's all too easy
I haven't seen steppes cheesed hard yet. General Mud I think I had a game ender on. Not frequent. The thing that sucks is that coh2 is a lot more fun with maps that have a cut off point, which is the exact mechanic that ctp takes the fun out of. |
It's pure cheese. I've tried a lot to stop ctp attempts. Even putting fighting positions on vulnerable points. Stuka + ctp, at least 1 teamate is going to bail, game thrown. CTP is trash, even if your are a well organized premade team, it is extremely difficult to prevent a ctp. The best I've been able to do is quickly recap the point so only a little arty drops. I don't know if it's even possible to balance. Get rid of it and throw in a tiger. |
can't you take care of this in private messages? What are you trying to accomplish with the community here? |
Thread: RNG28 Dec 2020, 06:01 AM
In regards to events like plane crashes:
I made a topic a long time ago, I remember most people dismissing it, but I went into detail of how I believe many of the events that are written off as being random are not actually random.
I believe that the system will calculate destruction in the environment. This why it's fairly common for planes to nail opjects so frequently on the way down. This calculate destruction does not happen just with plane crashes. You can even predict most events with high accuracy before they occur, by analyzing the available environmental objects available for destruction.
A great example is a tank firing on a squad of infantry. Tanks have low accuracy and do lot of missing. This makes them perfect for this topic. A tank fighting an infantry squad with no environmental objects around will have more randomized looking missing shots. However, if you introduce an object in path, the object will always get hit when a miss is rolled. Since tanks miss nearly every shot they make, the object will get hit. This is actually something you can use to give your squads more time to fight a tank in real games. Don't put your men in cover, they are guaranteed to get hit by the main gun's area of effect. Against a panther, you want to hide behind cover, because it has low area of effect. Against a king tiger or sherman HE shells, avoid cover. The cover will get hit and your men will take area damage.
You can exploit this by putting an object between your infantry and the tank, but not being close enough for cover bonus. The object will likely get hit instead of your men. This can give you a solid 5-10 seconds of fairly safe exposure.
Going back to planes. Do you notice the planes come down on squads, tanks, and buildings a lot? The game will calculate when a hit needs to be rolled to hit an object and that is when the hit will be rolled.
Why would this be done? It creates drama, excitement, and novelty to a match.
I think this is deep in the game though, perhaps not even within coh2, but actually in the essence engine. What point is all the destructible environment if it doesn't get destroyed?
I wonder how many instances of soldier getting smashed by falling planes there was in real life? I doubt there where many. Yet it's fairly common in coh2. It isn't random, it's calculated. It's simulated rng and calculated mayhem. It's just enough to make you believe it's rng. |
I just don't like taking massive casualties from quick response planes that drop carpet bombs at the same time as the flares. Can't retreat or react in any way, very cheap. |
I sometimes have the same problem when playing with people from Asia, but it isn't all of the time.
I used to have it always when using CenturyLink DSL. I think they named it CenturyLink because of the ping time.
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