your best bets are probably the relicnews forum or if you want a "good" one, do it yourself ;-) i started programming one for coh2 in beta, but copernicus was quicker, so i let it be (since i only wanted one for coh2 anyway). source code for either should be available. |
imho there's a lot of things you could argue about, but i don't think straight up buffing the KT is something that would help out with balance... the tank is already one of the beefiest tanks in the game. comparing it to the churchill is a bit unfair, mainly because i think that the churchill is too strong (super tanky, can throw grenades, comparably fast for a heavy etc. etc.).
yes, KT is very expensive, but if you want a tank that is more agile you can always just get a panther. |
i'm not quite sure i understood your post correctly... but one thing that i disagree with is categorizing the coh franchise as "easy to learn, difficult to master". i would argue that the opposite is the case. for a multitude of reasons the game is very difficult to understand/learn (loads of commanders/bulletins/abilities; all the different kinds of game mechanics like cover, criticals, weapon crews, reinforcing, scatter etc.). but once you have a good understanding of how the game works, there is only little to improve upon to actually "master" the game. if you compare coh2 to other games (for example sc2) it becomes obvious that the gap between a casual player and a "master" is a lot bigger than in coh2. |
it is too strong, i agree (though i have to admit that in team games i usually like the blitzkrieg doctrine better).
But it also is pretty much the same as the P47, as in same warning time, similar damage/cost etc. AA vehicles shut down both abilities fairly well (as in make them almost useless).
what i dislike most about both abilities is that they're supposed to be good against tanks, but they also strafe infantry. even when there aren't even any tanks around. effectively, if you don't have any sort of AA, the area of operation becomes a "no-go zone" for the duration.
i've already made several suggestions about the abilities to try and make them less powerful (i.e. no more self spotting, only start strafing if a tank is in AO etc.), although i'm not even sure myself whether these changes would be good. Both abilities are in a weird spot where they can be absolutely devastating or almost useless. If you just straight up nerf damage they become useless almost instantly (or at the very least not cost-efficient). |
No, you're just BS.
You just said you can use your "common sense" to work out the profit because COH2 doesn't rakin in money etc
and no, I am not mad, just tired of people who think they game development but have zero idea, i.e you.
Now go back under the idiot rock you came from.
i think you've just proven yourself that you lack comprehension skills on top of common sense... please go back and read everything i wrote. not even close to what you read into what i wrote. and nice flame on top. |
Actually that was a mistake, I should have said I have been a developer for 10 years now and still am.
I never said they would implement it, I just highlighted you're bullshit stats.
i'm not bullshit stats, nor did post ANY stats to begin with. i just listed reasons why they won't do it. you were pissed off at something, claimed i was talking out of my ass and brought exactly 0 arguments why i was. thank you for all that. |
Clearly you don't know a thing, otherwise you would've have mentioned it.
It isn't a server issue, it is the games engine and how it handles data, hence why you cannot rewind replays.
And on the production cost side of things, you just how little you know about game development.
The production cost for something like COH2 is tiny compared to other triple A releases, and
producing a game for a single platform is cheaper, producing a game for the PC is even cheaper since there are no submission costs (you have to pay sony/ms to sub your game).
COH2 selling 380,000 copies in 5 days is a great launch for a smaller title like COH2 on 1 platform.
I've worked in games development for over 10 years, so please, just sit down and shut up.
i doubt very much that you were on the business or development side of things :-D
Ofc the engine needs to "support" rejoining... Doesn't change anything about the fact that you still need the infrastructure. And of course multi-platform games are "more expensive" because of licensing, developing etc. etc. But you also have a bigger target audience.
Nonetheless, all this is theoretical BS. Please go on and explain why and how you think Relic will implement an expensive feature with 0 ROI. |
Total nonsense. The only accurate figure we have for copies sold was Sega's announcement that COH2 had sold 380,000 copies in the first five days. source
Everything else is pure guess work and that doesn't even reflect profit.
Secondly, you have zero idea of the requirements needed to make a server rejoin function, unless you're part of the essence engine development team?
Please dude... don't embarass yourself. One, i do know very well what the basic requirements are for a rejoin function. And two, there are fairly good estimates on game sales. Even if you just randomly add 10% to those estimates and assume everyone paid full price, the numbers aren't anywhere near what AAA titles with yearly franchises bring in on the first day. factor in running costs of the company as well as retailers/distributors share and there isn't really a whole lot of wiggle room for absolutely insignificant stuff like "rejoining games", with exactly 0 ROI. |
You've zero idea of how much profit COH2 made, don't pretend otherwise.
it's called common sense. take sold copies times an average selling price for the game, estimate a "dlc bought per player" amount also times sold copies... voilà rough estimate.
i also have a very good idea of what it would take for the server infrastructure to implement a rejoin system. that alone is probably already out of what relic would be comfortable with maintaining... let alone the complete netcode rework necessary. |
Then rework the system.
we've also been over this already, not possible. especially not with the playerbase that coh2 has or the amount of money that it's raking in. |