I don't know why it was so hard to make it just a high penetration, normal damage TD. The Sherman-level survivability being justification for costing more than a Jackson.
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Thread: Firefly reload time and turret traverse4 Nov 2015, 23:35 PM
In: COH2 Balance |
Thread: CieZ's State of CoH 2 - November 1, 20154 Nov 2015, 04:56 AM
Ciez, I agree with a significant percentage of where you're coming from. I don't know if all your solutions are good fits for CoH2 as is. But I think we are learning a lot of valuable lessons for a future game in the series, if we ever get one. The most important ones IMO are related to the pitfalls of asymmetric faction design. Not that we should abolish it, just that we should think very carefully about which kinds of units to deprive some factions of, and which to muck about with in weird ways. My preference would be all factions having a standard respectable mortar, mg, at gun, and core infantry unit, no gimmick stuff like Kubels and Mortar Pits, no silliness like pack howis and isgs instead of mortars. You seem like you want to add flamers to that mix, I guess that's a fair call too. I'd also contend that no factions should be designed around resource shortages, and no faction should be especially good or bad at fighting in urban vs open areas IF POSSIBLE. The alternative if that is too restrictive is to make sure that ALL automatch maps have roughly equal ratios of enclosed and open spaces, so that we can at least balance that kind of thing for tourneys. Idk. The targeted airstrikes versus loiters is something I definitely agree with you on, I can't believe they ever decided to make all strikes loiters for the base game. One of my most hated changes actually. Replace predictable strikes (which you can use experience and skill to both target and dodge as appropriate) with random nonsense in huge areas of effect that are total dicerolls regarding effectiveness half the time, sometimes get shot down and sometimes don't. The plane crashes fucking players up were just a secondary cancer that grew out of this. In: COH2 Gameplay |
Thread: Relic Twitch streams scheduled for November4 Nov 2015, 00:46 AM
We still need another USF + OKW commander pack, featuring Calliope for USF and Goliath tracked mine for OKW. In: Lobby |
Thread: Angry thread. 1 Nov 2015, 06:31 AM
Dunno about hetzer but Pershing is a new model for CoH2, completely different than the CoH1 model (which was still in files). The new pershing first showed up alongside the British forces Alpha, people alpha testing discovered a NEW one. The old one had been there for aeons. In: COH2 Gameplay |
Thread: Coh2 post patch performance31 Oct 2015, 22:51 PM
Definitely sure, I did a clean driver install using DDU when trying to fix it. It occurred on my old 970 and my new 980ti. I could reliably avoid crashes when booting the game by alt entering during boot, which caused it to switch to windowed mode. Then others posted similar symptoms and we realized g sync was the culprit. Not always, it used to work without issues but some patch about six months or a year ago or something stuffed it up, either that or a new set of Nvid drivers in that same time period, or combination thereof. All crashes stopped when I manually told Nvid control pannel to not use G-sync on CoH2.exe. Prior to this, it crashes at a rate of nearly 100% unless I did the alt+enter trick - which worked because G-sync does not apply to windowed programs, only to fullscreen ones. The problem occurred during boot, not during gameplay, so you could go fullscreen again once you booted up. We reported the problem but no idea if it got fixed. Not sure why you are unaffected, but there were multiple other G-sync users in the same boat as me based on postings in the bug reporting section. In: Lobby |
Thread: Optimization patch for the love of RNG gods31 Oct 2015, 12:25 PM
I get the constant freezes. I get the memory shooting up and filling my 12GB and then creating a pagefile. Every first time I open the tac map, it freezes for a few seconds. Alt tab might be better in borderless windowed or similar modes, if you haven't already tried. In: COH2 Gameplay |
Thread: Coh2 post patch performance31 Oct 2015, 09:18 AM
i5 4670 and a 980ti and the game still lives on struggle street. Haven't tested but my intuition is that the frame pacing is much worse than the raw frame rates - my 980ti is theoretically demolishing this game but is still feels not-smooth with some regularity. And G-sync causes the game to crash as of the last like, 6 patches. Have to disable it for this game. Which just makes the frame-times even more of a hassle. Menu framerates and super-lag in the interface is laughable too. In: Lobby |
Thread: I Feel Soviets Failed Thematically.31 Oct 2015, 08:29 AM
On a tactical scale yes, the USSR did not have overwhelming numerical advantages (at least not any more than any other army does at the points they choose to attack, where everybody always tries to attack the weakest positions with the most number of men to maximize advantage), however the total number of Soviet soldiers participating in combat exceeded the number of Axis ones on that front over the first few years. The Axis invasion forces enjoyed an overall numerical advantage in '41, but not beyond it, when in Q1 1942 the total manpower intake for the USSR was something close to double the Wehrmacht. Had the Soviets not lost so many formations early on in the war, their total manpower strength would have far outstripped the Axis from much earlier on than it did historically. In: COH2 Gameplay |
Thread: Concentration Barrage31 Oct 2015, 02:35 AM
Oh good, British arty commander was in desperate need of a nerf. In: COH2 Gameplay |
Thread: I Feel Soviets Failed Thematically.30 Oct 2015, 05:54 AM
Trying to theme them around what are essentially stereotypes was always inadvisable, imo. The desperate, struggling Soviets zerg rushing the Germans to make up for their deficiencies are an early-war phenomenon. But that's what many people in the west think of when they think Red Army, so that's what Relic wanted to make it feel like. The late war Soviets were a well equipped, comparable fighting force to the Germans, roughly as good man-for-man and tank-for-tank, but with many more men and tanks overall. Things like conscripts with improvised molotovs in a mid-late war context is silly. Calling their core infantry conscripts feels odd because every army in the war used mass conscription, most fighting men in the US were conscripts, most fighting men in the German Army were conscripts, most fighting men in the British army were conscripts, and so on. Every country had lots of volunteers but was predominantly composed of conscripted soldiers. In that sense, I'm glad that the stereotype has largely not held up in respect to their faction design (the campaign on the other hand...). The T34s suck and stuff, and they don't need to massively overwhelm the Germans with crappy stuff, instead relying on reasonably comparable armour. Their infantry is a bit mediocre but I can deal with that based on just faction diversity arguments, their weapon teams are often good and their specialists are ok. CoH is never going to be properly balanced if one faction needs significantly more units to take on the other, because of heavy micro burden associated. The USA wasn't designed to have twice as many units as the Germans in CoH1, even though in reality the US frequently outnumbered the Germans, just as the Russians did. It was not uncommon to have the forces be equal in size for a given battle, even though the Russians had two or three times more troops overall - tactical engagements could be of any size, and the Germans would also outnubmer Russians or Americans when they attacked in strength (even if, when you zoomed out 600km, you could count more Russians/Americans than Germans overall). The real thematic failure, IMO, is OKW. Specifically the whole idea of 5 levels of vet is nonsensical. The Germans were NOT supermen in the Ardennes, no better than the Americans they faced down. Even if they were, wouldn't that theme mean that the Germans started stronger, as they were very expreienced, but had less room to grow from experience as a result? Shouldn't the Americans have more room to vet up? Shouldn't Soviet raw conscripts have the most ground to cover in terms of experience gain, thus being weakest but becoming much stronger? Obers and other "elite" squads should have started at Vet 3, IMO, but having no room to get stronger because they're already elite. Then, the core OKW army should have been those raw recruits that were fairly weak, to support these elite call-ins / late game units. That would kind of fit the late war Germans in the west better, imo. I also hate the gimmicky way they design additional factions. They always lack important core units that make balance a nightmare. I understand the want for diversity, but the CORE trio of AT/MG/Mortar should be roughly in tact for all factions, IMO. None of this Kubel instead of MG, Mortar Pit instead of Mortar garbage. Then the OKW fuel/resource situation... it just makes people who can't do math confused when having balance discussions, all the while GUARANTEEING team-game imbalance when the faction who is designed to be resource constrained scales up to larger modes. In: COH2 Gameplay |
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