But if it is a random faction, how will bulletin and commanders be? also fully random or randomly picked a set-config? |
Yeah, it sometimes gets frustrating, but most of the time, there is nothin what could be done about it. Can you imagine how ridiculously boring the game would be if you would see two infantries aproaching against each other and be instantly able to tell "OK, player two will win but lose two models, if player one doesnt retreat on time." This is exactly why I nearly stopped playing older RTS games immidiately after learning about Man of War and Company of Heroes series
After all, the RNG can let someone get away with occasional sc%rew ups, but never lets an unexperienced new-blood player win against veterans.
My thoughts exactly, when luck is a "minor" factor in game it can be soooooooo interesting, Like gambling!
The uncertainty is the source of fun |
Hearthstone is E-sports because Blizzard puts money for its promotion and hence lots of tournaments being held every year.
Magic the Gathering is clearly the better game.
Relic and CoH2, on the other hand, have problems when it comes to money issue. Just look at how many money our champion can get and how many the Starcraft 2 champion can get, money can buy attractions |
i have felt a lack of efficiency for a little while now. Just how long they take to respond to game breaking bugs. And how they take longer and longer to fix something. The combined arms was a good example, of how much we had to push for the fix. And still it took them days to do anything. They could have just made the breaking commander unavailable until they fixed it. And now they wont do anything with the usf morter before next week, after the back lash it got from the community, and from what i heard on helpinghans stream, that tightrope got message from relic, saying that there wasn't a problem with the morter, i got really pissed. Since we have clear video proof of it.
Jesus, such is the arrogance of Relic.
One day they will will answer for such deeds |
...rather than its competence
Like the topic suggests, it has been a month since that giant patch came out. We still have lots of bugs unfixed or even unnoticed by Relic team (not to mention balance issue).
As far as I know there are at least 5 hot-key bugs, USF mortar tracking bug, combined arms bug (fixed using 2 weeks), Soviet 203mm pop bug (30 pop) etc.
All these bugs has been submitted to them by either common players like me myself or advisors and veteran streamer, yet still no change. That Mortar fix they promised to come out "early next week" still nowhere to see at Friday...
Are they on a vacation or something? |
Don't all weapon teams suffer a 1.5 accuracy? wth is that tard talking about?
Only MG team suffer from 150% received accuracy |
The only "OP" thing is the tracking ability, everything else is fine.
USF mortar does a lot of damage but barely kills anything at max range, and the crew is super flimsy, it dies easily even on retreat, unlike axis team weapons that just never dies.
Let skip the chatter and get straight to stats
USF mortar has the fastest RoF, one shot / 2.4 second, same as Soviet one, Ostheer one is one shot / 4 seconds
Best accuracy and scatter, Ostheer Mortar scatter is 3 times bigger than USF (Ostheer one is second-best).
USF mortar can be build in T0 without any tech limit, Soviet/Ostheer/UKF one needs T2 to build.
The only thing Ostheer Mortar is better at than USF one, is penetration, which is almost useless for mortar.
So tell me, you still think Ostheer one is more op than USF one?
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Yes, you receive more veterancy based on the value of the target you are hitting. Since tanks are more valuable, you get more XP. I don't know the exact mechanism behind that (e.g., do you get XP proportional to the target's max HP or not)
However, yes, to me it seems that this is, was and will remain a major enabler for AT blobs until it is fixed:
- Enemy fields a light vehicle -> easy vet for your infantry
- Your vet3 "AT" infantry can now run over the enemy's vet0 infantry.
There probably doesn't exist any "clean" solution to this (i.e., penalize veterancy gained through AT damage). However, user "Myself" once proposed a potential fix to this:
- Radically increase infantry veterancy requirements to match the veterancy gain rate they should have when attacking tanks
- Increase veterancy awarded for attacking infantry (to keep infantry AI gains at the same level)
- Increase veterancy requirements for tanks with AI capabilities (e.g., so that you don't get Vet5 Command Panthers if you manage to run over a squad of conscripts).
As you can see, this requires a cascade of changes. Depending on when you decide to halt this cascade, you reach different trade-offs. If you can think of how to parametrise veterancy exactly, I am sure that somebody will be willing to implement this in a mod.
To give you a task-list:
1) Find all infantry AT squads
2) Find out by how much their veterancy gain should be slowed when they attack tanks
3) Go over to stat.coh2.hu. For every single tank present (doctrinal or non-doctrinal):
- State how much their veterancy gain should be slowed to account for their AI potential (tank canon, flame dots, MGs, crushing)
I was just too lazy to do this, so far
How about we make a dual-vet system like PE in vCOH.
Infantry can rather choose to upgrade Offence or Defense, or AT/AI ability.
for example: Weapon Reload time and aim time buff is not so useful for K98, G43 or M1, but is quite deadly when using Panzerschreck or M9 Bazooka. So this would be AT ability upgrade for Infantry.
On the other hand, accuracy and RoF is good for AI, buff them as AI upgrade |
But why do they try to fix broken mortar instead of switching for a mortar which was tested through preview? .............
because they are too proud to admit that a amateur can balance better than them, but the result proved it. |
In vCOH Brits was op because of their Kangaroo and officers not their emplacements.
StuH is like Brummbaer, and Brummbaer can do better.
SKin is a good idea though |