General Information
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 25 Nov 2024, 20:54 PM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence: Canada
Nationality: United States
Timezone: America/Toronto
Game Name: GBPirate
As of late, I've noticed that the screams of the dying and wounded are really getting to me. They're done so well that I forget it's a game and remember that once upon a time, it wasn't.
There are tools you can use to reach out to someone if you're struggling. There's phone numbers you can call and doctors you can see to talk about the post-traumatic stress of your coh2 games.
I don't think the damage modifiers applies to triggered mines, though? As in, your M10 is adjacent to an M20 mine and a Luchs drives up to it; Luchs is killed, M10 gets 100%damage and immobile, yes?
Langres v OKW.
Pls don't wait for a KT. It won't help.
This game would've been over sooner if I went calliope, but I thought my opponent would be smart and try to get out a medium tank and I wanted an M10 to counter it.
Wait, they're finally getting rid of this stupid as fuck feature and actually spawning units from the buildings they were produced in? Holy shit it's about time. Maybe I'll try CoH2 again after that gets implemented.
I can see that change creating issues, where some issues already existed:
- Random placement screwing players over in 2v2 and above.
- Limiting the dynamics of teamgames to feel more lane-based than before.
Balance-wise (might or might not be a bad thing):
- Making base-rushes even more deadly, since the enemy can predict where you will spawn.
Is this about aesthetics (which is subjective), or does this change actually solve any gameplay issues that I am currently oblivious to?
I agree, pls explain.
It makes sense to have units come from off-map. OKW have a distinct advantage over other factions here.
Don't fix what isn't broken.
If any grenade in the game is OP, it's the volks flame nade w/ a standard throwing animation and no timer. Thank god it has the same stats as the molotov. It was blatantly OP at its inception. It could deal with a .5 second timer to comepnsate?
Rifle nade is fine. It takes some getting used to, but that's the same with any faction and the audio cues/identifying the opposing factions' animations, but it's fine. Just takes time.
We need more ESL to weeklies to figure out the USF/UKF win rates and balance
But it's interesting how Soviets seem to be the strongest faction. I think it's due to them having a relatively balanced early mid and late game in terms of potential aggressive tactics. Might mean that USF/UKF should have been designed differently/should be redesigned. The alternative is to adjust unit stats all around but that's difficult with five factions.
Of course, it's silly to draw overarching balance discussions based on this data for all factions, hence the necessity for more ESL cups. )))))))))
I ended up winning after 48 minutes and I never felt in trouble, but I remember looking at the length of the match at 35 minutes and just thought, "how am I not done yet?"
I feel like my early game was a bit clunky, although I'm trying to play a more aggressive ostheer rather than sitting back and holding a corner of the map waiting to get shit on by AECs or Cromwells.
I think the major errors that prolonged the game started when I pushed into my opponent's base with my infantry. There wasn't much of a point to it other than harassing him. After that, I lost my sniper due to overconfidence. My first push on the bofors nearly ended in disaster for my Stug and all of my grenadiers were killed by the Bofors.
I maintained map control throughout most of the game but I had trouble dealing with his Bofors at mid. I feel like I wasn't committing enough at any one point to destroy it and felt disheartened when all 3 of my grens were killed in my first attempt
I could've harassed more on the left side, I think, but after I lost my Stug I didn't want to overly commit to the left considering how effective the crocodile would be against a PaK and some grens.
In short, I outplayed my opponent, but made some mistakes that made the game a lot longer than it should have been. How could my early game be better? Is there a strict capping order that I should follow?
This felt like it was, overall, a one-sided game despite its length. That being said, How can I close out the game earlier? My capping order and somewhat aggressive play in the beginning led to a real long early game for both players but it prevented me from securing resources. How can I make it better?