That's a good kiss-ass come back however, you said this:
Which proves that you're lying.
You may think I'm doing this because I'm an evil asshole or whatever, I'm really doing it to teach you a lesson, today you act like a tough guy on the internet without any proof to back you up, tomorrow that might just cost you your life if you're face to face with somebody. Take from it what you will.
Man, and you are speaking of passive agressivness? Come on now.
The truth is though that you can't understand your own language sadly and even your own posts... You said:
I asked SneakEye about it and he confirmed that it's possible for the trucks to retain their textures (and the flak at the back of the Flak HQ if I remember correctly) so your 2nd reason is entirely bullshit beyond all comprehension. It's also possible to keep the current system while simply allowing them to unsetup into normal sWS, it would just be a more technical complex way of doing it.
Which means that one of your propositions is copying brit system, and the other is to "keep the current system while simply allowing them to unsetup into normal sWS". The second one is what I refered to as "Simply allowing to unsetup would have to return resources." Can you understand now, or should I explain 3 more times?
Now let me end that pointless discussion as it is off topic and I don't want to feed you and your anger any more. I also have much more important things to do than explaining random guys in the internet why they are wrong. |
I won't interfere in the balance discussion, just want to explain what I have in mind (and which will be implemented in the all units mod very soon).
The player can buy three different trucks, which can by recognized by their different symbols. The costs are the same as the current implemented truck + building. Losing a truck that way will be a game-changer. Setup and making mobile will be free and therefore no refund is needed and it cannot be exploited. Once you make an HQ mobile, it can only set up as the type is was before and thus not skipping tier to get to the last.
Yeah, that is what I had in mind at first. It is exactly a copy of coh1 brit system. And that is all right, although I just think that the design decision relic made to keep trucks immobile after setup is better. Yes, your solution means you can't get resources back while building. But it is a small problem, compared to the fact that a player who put his truck in a position that is way too extended, can just pack it up and retreat. Current system requires much more forward thinking and thus is better for the game.
That said I appreciate your work towards making things like that possible. I believe this can be a fine component of a "coh1 in coh2 engine" mod for example. I just prefer what we have now in the live game. |
I asked SneakEye about it and he confirmed that it's possible for the trucks to retain their textures (and the flak at the back of the Flak HQ if I remember correctly) so your 2nd reason is entirely bullshit beyond all comprehension. It's also possible to keep the current system while simply allowing them to unsetup into normal sWS, it would just be a more technical complex way of doing it.
And lastly, it's not just my personal preference, it's a system that worked and made sense and was also far less abusable.
It isn't as easy as you think. Simply allowing to unsetup would have to return resources. Which is very abusable. On top of that, both of your propositions make okw stronger, which is unwanted after all the ballance fine tuning we got. And yes, it is your preference as most people agree coh1 brits were the worst designed faction in history of coh2. Nobody wants them back. People even got scared by the okw just when they saw okw has some forward setup trucks becouse they thought it is going to be as bad as coh1 brits.
I won't even comment on your other post. Learn some minimal manners before talking to anybody. |
I think the solution to the OKW HQ truck problem is fairly simple, you just make it so instead of deploying forever you deploy it and then can undeploy it like the CoH British HQ trucks, meaning that it can't just vanish in thin air like some cheap magic trick.
Here is what SneakEye did:
But I guess it makes too much god damn sense for it to be implemented sadly.
As for the UKF emplacements, it's a bug. I once "decrewed" a Bofors while it was still building and then couldn't destroy it but I could capture it.
They will never do that. And that is for two reasons. First, it is a design decision that trucks are deployed only once and that the moving truck can transform into any set up truck it wants. The other is that in order to do british style trucks, you would have to make it visible that this truck will be a medical one after set up and the other will be a flak one. Coh1 trucks had such distinctions build into their models. Okw trucks do not. And they surely won't modify the model of a truck at this point.
Also it doesn't make any more sense than current design. It is all just personal preference of yours. |
Like others have mentioned, there are two different ways of dealing with bunkering players. First is applying lots of pressure, so they can't bunker up, the other is cracking the defence with whatever artillery you can build or find. Both are perfectly valid and both will give you easy wins against people stupid enough to rely on defences in coh2.
The difference is though that while the artillery strategy will easily crack the bunker up guys, it will fail miserably against anybody who knows how to apply pressure on allied player. On the other hand, if you learn how to apply pressure yourself at this point, that way of playing can easily haul you at least to the top 300 if not higher. This is simply the way the game is ment to be played. MG vs mortar slugfests is not. |
When canceling, the okw player is returned the resource cost of the building multiplied by the percentage of its health. This is all good because he is rewarded for reacting quickly and because he loses the cost of the truck itself either way. The problem here is that the split between building cost and truck cost is so uneven. If the truck was more expensive and the building cheaper, he would have to pay bigger price. Still, even current 100mp 15fu truck is worth quite a lot more than a satchel itself.
Btw. You can destroy trucks under construction very easy with small arms. That way you can push your opponent into false sense of security. When he realises that he should have canceled the truck, he will only get the tiny bit of resources that is left from its current health. |
I feel this moderation to be polite doesn't fit well in this game, particularly in multiplayer. There's already a lot of swearing in game from units and I feel that the moderation is ruining it. Plus, how else can you vent anger towards players.
If not completely remove this, make it so that some words are not replaced and no moderation goes to it.
You shouldn't vent your anger towards other people. That is not what the chat is for. People who do that should have their chat locked all together.
As for the moderation, it at least makes what people say slightly more funny. The argument about swearing in the game is pointless, as the swearing in unit lines is not directed against a player.
In fact I would like to be able to disable the chat in the settings. The only things I write there are gg wp and gl hf. |
That causes that to happen with replays? Do they have a memory leak attached to them or something that causes bug splats?
Answering questions like that most likely requires access to source code. All we know is that it helped some guys in the past.
On the other hand many games suffer when there are too many files in their default directories. For example try to load a game in any total war when you have hundreds of saves. You can make a tea before the list loads.
As for coh2, current replay is always saved to the replay directory. It is possible that for example some relic programmer used function that apart from doing other things, reads a list of all files from that directory before flushing next piece of replay file to the disk. That is of course not a harmful operation by itself but may reveal some memory or synchronisation issues when the directory is overfull. |
I know where my replays are but I don't want to delete them. I love watching my wins.
Thanks Sturm. I'll try these things you mentioned see if it gets better.
You don't have to follow all of these steps. Usually the first one is enough. Also, you can do step 3 without removing replays all together. Just move them into some different folder and copy them back only when you want to watch one. |
I find the current ranking system a little convoluted and confusing. Like one thing you hear a lot is that _____ faction player ranked 50 lost to a ______ faction player ranked 200! Yet in reality those players could have a similar ELO rating since the rankings arent based on elo exactly unless you are at higher levels.
I agree that 1-20 lvls are pretty bad at ranking. Its really obscure and doesn't really tell much except a very broad ranking
The ranking is 100% based on elo. The only thing that can possibly make the way ranking works unclear is that the elo value is hidden. It could possibly be shown, but one has to be mindful that it is a design decision, as a ranking with visible elo is easier to abuse.
As for the levels, in fact they are nothing else than leagues. What they do is they simplify the ranking and make it more stable. For example if you are on lvl 17, you will probably stay there for some time. So when you say that your level is 17, I know aproximately what your level of play is. When you say that you are ranked at place 60 in the ladder, the information is too specific, as your place may change to 50 or 70 in next few days.
Mind that down the ladder the level actually gives more meaningful information than the ladder place itself, as it takes into consideration the actual lenght of the ladder. |