"LAN - Relic, you old sheep! Not only did you gut LAN in the post-GameSpy versions of Dawn of War 1 and split Company of Heroes 1 into two versions, but you also gave the middle finger to the only way one can play multiplayer when the official servers go down! Sure, nobody expects Steamworks to croak in the foreseeable future, but is future-proofing so much to ask?"
As someone that's currently trying to run an 8 man live tournament based on this game, I agree entirely.
The lack of LAN is shocking, we have to basically have a live event where players still have internet lag...
Technically, the game is fully LAN compatible. It even used to run the client-host architecture at the beginning. But I can understand why relic won't let us use that feature. It is the industry way of dealing with piracy. On the other hand, I can imagine a few ways they could help live tournament organisers. For example by running a battle server clone at the venue. |
Fixing frustrating RNG wipes is trivial to implement. Just set "Maximum models hit" to 2-3 depending on the weapon, this means a mortar or tank shell will never one-shot instagib an entire squad because they clump around something.
This is exactly what mines do, remember how mine RNG wipes were a problem until they implemented that?
Who is talking about RNG wipes here? OP is salty becouse his consecutive shots didn't penetrate. |
You know people paid for this faction with their hard earned money it's pretty sad rhey had to nerf it into the ground like they did.
Hold on for a second. Does it mean you are trying to justify P2W? |
tbh there could be pseudo-RNG when the chance of success slightly increases after every failure, but I guess it is super hard to implement such feature for wheelchair relic team (dont forget about shitton of bugs )
It is not worth to modify PRNG like that. You don't even know if consecutive rolls are going to be used for the same type of event and if they define success or failure. For example in a firefight sometimes you shoot and sometimes your opponent - should your opponent have better chance to hit after you missed? probably not. So the PRNG algorithm should stay as it is.
What can be done though is modification of probabilities after some event. Such mechanism is even already in game. Penals have higher probability to hit as they lose models for example. On the other had I wouldn't like things like that implemented like that in whole game for 2 reasons:
1. It doesn't solve OP problem as his unlucky situations "that make no sense" would still happen to him from time to time.
2. It induces belief in gamblers fallacy and thus would hurt coh2 players in real life. |
lets see if same thing(example#2) happens to you , you will rage or not. if you didn't rage you are right but i'm pretty sure you will. if you reference to your wisdom it will say that it doesn't make any sense.
skill means having multi-tasking , right strategies , making your enemy make mistakes and use them to crush him etc... when you do these and you are about to take the enemy tank out but it doesn't because of bugged RNG. it means the game doesn't make sense.
******* What will be the difference between good and noob player in that case ? noob wins the game because luck and good wins the game because he was unlucky. The important question is >>>>
***** IS THAT FAIR ? *****
let me say something again : i'm not saying RNG shall be removed im saying it shall be balanced.
No matter how you change the possibilities, the possibility of such event (#2) will always be higher than 0. And you might still be the one who rolls that rare event.
As for skill, as I said the law of large numbers works in each coh2 match becouse of huge number of rolls that PRNG performs each game. The same law applies even better in a series of games. That means a better player will always win more in a series of games and thus climb the ladder. That is what is fair.
You can often also win despite bad luck, for example if you have enough AT to shoot a few more shots. Or if you retreat your tank a bit earlier not to rely too much on its armour. That skill is called risk management and it is what the game is mostly about. |
there is luck called RNG
there are 2 kinds of RNGs ; let me explain you by example
Example #1 : you are playing as Soviet and have 1 AT gun and then enemy brings his Panther
you manage to take out p4 with 10 shots how ? > 7 shots penetrated 3 shots de-penetrated.
Example #2 : you are playing as Soviet and have 1 AT gun again then enemy brings his Panther
you do 20 AT gun shots but Panther runs away . why ? because of ridiculous RNG 15 shots depenetrated.
well RNG in ex #1 is fine and acceptable but #2 ? no man that doesn't make any sense.
i want to say the difference between ex#1 and #2 shall not be that long. sometimes such things really happen and ruin the game.
Why do you think the example #2 doesn't make any sense? It makes just as much sense as #1, it simply is much less common.
Btw. What you call "RNG" is not what that acronym means. You mean "random event" and you should use that term instead. Like I said, the only difference between the events in example are their probability. From gameplay perspective they make exactly as much sense.
Also, you talk a lot about the skill. Can you explain what you mean by that? I feel a formal definition of that term can save us another 30 posts of misunderstandings. |
I'll do my best to explain this to you.
Every tank in CoH 2 has an armor value, and every gun has a penetration value.
When you hit a tank, the game divides the gun's penetration value by the tank's armor value. It then generates a random number between 0 and 1. If that number is lower than penetration/armor, the shot penetrates. If it's higher, it bounces off.
If you fire a gun with 250 penetration at a tank with 300 armor, it's got an 83.3% chance to penetrate. That means it has a 16.7% chance to bounce off.
I think what OP fails to understand is not how single random even works, but that they are independent of each other. Many statistic-unaware people think that getting one result of a roll means that the opposite result is more probable in the next roll. This is obviously wrong, but may seem more intuitive.
Hope this helps: https://en.wikipedia.org/wiki/Gambler%27s_fallacy |
skill shall take the place of luck don't you think ?
Risk management is the ultimate skill of coh2. That is why RNG is what defines this game.
Also, there is no luck, there is only statistics. People seem to remember only when they were unlucky, but when they were lucky, they think it was their skill. And they usually can't even define what kind of skill that was. |
i don't like the win with no honor . game shall be fair
its simple its like football referee says its penalty while it really is not and you say its okay someone wins and someone loses because of referee's fault.
its not fair man
Rng is not unfair. The numbers are generated with the same distribution for all players. Sometimes you get a lucky roll, sometimes your opponent, but when there is thousands of rolls every game, it evens out almost every game. |
Something like Osttruppen with double Panzerbüchse could potentially be a good alternative to the mobile defense meta to counter light vehicles early on. Pgrens with Panzerschreck are too costly and inaccurate to hunt for light vehicles (especially T70) effectively and the 100 munis is a lot to invest early on.
Tellers are the perfect counter to T70, people just prefer to risk spending muni for upgrades and get rekt by LVs... |