Right, 2-3 months of potentially broken balance and worse yet, what if the second patch never comes? I don't understand limiting the scope to certain factions. If you have to take more time on the patch to look at all the factions, I'm sure the game would be better off for it.
Nobody knows for certain what kind of changes to meta this patch will bring. The smaller the part of the game that is being changed is, the easiest it is to track couses and effects. Changing everything just bring chaos and in fact, a completely random state of ballance. |
While we're at light vehicles, why does the M3A1 cost 15 fuel? It has a little better dps than kubel or bren and will win against kubel 1v1 but 15 fuel is a little too much for me. If I was in charge I would nerf it and remove fuel cost. Will this be addressed in any way?
Still cheaper than the dodge Also there is really no good way to nerf it. Its main potential is the fact that it can garrison units, that can shoot from inside of it. Without this ability it would be useless, with it, the unit is so powerful and gamechanging it is worth its fuel cost.
Nerfing the mobility is not a good idea as it would make it the copy paste of dodge. |
Don't you gust think that soviet sniper is underused and could recive a buff while we're at changing snipers?
It is fair that sov snipers pays for additional member with non sticky camo, but I think it doesn't have to additionaly pay with less hp per squad member. Having low hp means that the team can be full health wiped by a single mortar shell and this creates frustrating experience.
IMO both soviet snipers should get 81hp. Recived accurancy can be also adjusted if it happens to make sov sniper OP. The correct recived accurancy would need testing and this mod gives a chance for it. |
Thread: Filter 27 Nov 2016, 13:50 PM
Are you blind did you not see the video that was posted? What is that? I guess according to your ignorant Ass I should probably seek counseling and talk to a shrink because I'm making up these problems as they are a figment of my imagination and thus I need psychological help.
Ignorant Prick
I think you misunderstood me. I said the problem probably doesn't lie in a fact that you are playing against russians/australians/koreans or whoever else, just becouse we all play them and not all of us get this problem...
So, even if the filter existed, it wouldn't most probably have solved your problem, that's all. |
Thread: Filter 27 Nov 2016, 12:16 PM
Just lost another game due to this lag freeze, it's very difficult to micro when you're dealing with Feeze, Speed up, Freeze, Lag, Speed up, Freeze... And of course I'm playing people from Russia and all other parts of the world. And I'm sure it's not my internet because if I go to any other game SC2, Overwatch, BF1 I don't experience any of these Spikes and this input delays are killing the game for me, forget playing axis because the micro is too intensive those spikes would just end the game.
Gotta blob and play poorly with brits or something only to acomodate the notorious lag spikes and still no clue if it's Graphical or Connection
All of us play with people from the other side of the world, yet only a few experience these issues. You are looking for a problem where it is not hiding. |
So ya'll aren't given any more access to the game outside of mod tools?
That's... Kind of dooming the effort to fail. Or at least undermining it to say the least.
When the problems that need fixing (and people want to see fixed) aren't allowed to be fixed, there's not going to be the best of receptions for all your efforts.
They are getting possibility to propose changes that make it to the live game. That is their access. They surely won't ever see games code, as it is top secret in every programming company. All employees who ever had access to it most probalby have huge punishments for revealing any of it in their contracts. |
Thread: Filter 27 Nov 2016, 03:03 AM
WTF did I just read? Did you ever bother to read that blog post from Relic a long time ago when they introduced battle servers? The game uses Steamworks to set up a virtual "host computer" (instead of having a player host the game as was done upon release) over which all traffic of all playing party members runs. These battle servers (named thus by Relic) are basically nothing but computing power in Valve's server network that is drawn upon once a match is initiated. The actual server location is selected depending on the best possible solution for all players involved, which means that players from regions with a small player base end up with higher ping (because the longer the search goes, the higher the specified (fixed) "distance" of players permitted into your search pool gets).
This was basically the biggest technical update ever done to this game, and also the most important of all patches since release. Incidentally this also means that the multiplayer will continue to work even if Relic (or Sega) goes belly-up, as long as Valve continues to run their server network and CDN. Additionally, COH1 was also brought up to a similar system with the relocation from Sega's servers to Steamwork.
If it really works how you say it works then the best solution is to set yourself a max search time and research every time it gets hit. One can write yourself a script that does it for quite easily if it becomes to much of a chore. This solution also makes sure you get more ballanced matches, but makes searching quite a long process.
As for the last paragraph, I don't thing the system would work without relic main server, as this is where ladder seems to be located. Also, the game connects you to that server every time it starts. If it fails to connect it shows the "you have no connection to server" popup and disables multiplayer until restarted. |
This patch already brings way too many changes to keep track of effects of every change. This is bad. Butterfly effect is most probably couse some unit nobody thought of to become forgotten or new meta.
Adding anything more will make it even worse, as any change you can make will affect all the other changes. The more changes there are the more complicated it gets, as every change changes how all the other changes are percived.
Changing one stat is a chirurgical cut, changing half of the units is like rolling a dice.
Lets keep it as small as possible, or we are going to find ourselves somewhere we never wanted to be. |
Yeah, basically the only way that could work is if somehow multiple players could build a cache on the same points, an idea which sounds...finicky, with regards repairs or the enemy destroying them.
That would require chaniging them into mechanic similar to opel blitz - players would be able to build them like building anywhere on the sector but only one per player.
Maybe if we were to get points that are possible to drive through with vehicles it would be possible to switch these two mechanics: caches would work like blitz, and blitz would work like caches, giving fuel to all the players and being able to set up only on the flag.
The amount of resources given by both mechanics would have to be adjusted of course. |
The idea is pretty old, but there is a significant problem with it: in randumbz, it would couse unneeded hostility among players of the same team, just becouse one managed to run to the flag faster than the other... |