lol...I feel like this thread is a Geicko commercial..."did you know that Axis can stage ridiculous comebacks on a regular basis, against all odds?" "Yeah, everyone knows that". So many threads about this; let me save you some time. People will tell you to:
L2P
Don't play team games
As Allies , destroy your opponents in 10 mins or less.
Play Axis
I'm a pretty dedicated Allied player, but that last one is true. Seriously evaluate why you play the game. No one likes to walk away from a game frustrated and seething. Wanna have fun and not feel like you're beating your head against a wall? In team games, play Axis. End of story.
It's NOT team games that are the problem. It's games that become long. If a 1v1 game gets long, your chance of winning as allies falls dramatically. Team games just become long more often, however. But the problem is very much still relevant for 1v1 games. |
Any chance of looking into the veterancy modifiers? I think a large reason that especially OKW can snowball hard in the late game is largely because of veterancy bonuses. I also believe that the veterancy bonuses are a huge contributor to the blobby gameplay in the late game. Anti infantry and suppression becomes ineffective.
Basically I think that veterancy should be toned down across all factions, and that the game would become much better for it. |
Heavy tanks and especially in combination with veterancy is completely broken. If the player controlling the tank is somewhat decent and doesn't overextend, it is completely impossible to counter.
To finish off a heavy tank backing away you need to chase it with Jacksons. In a majority of cases this ends up with your Jacksons failing to reliably penetrate, and getting killed either by the heavy tank or sniped by shrecks. The heavy tank gets away and is repaired to full. Pretty much GG from there.
You can be even or ahead the entire game but if your opponent manages to save up for a heavy it is more or less over. You literally have to push your opponent off the map within the first 10 minutes to rule out these ridiculous heavy tank comebacks.
A large part of this brokenness originates from veterancy. If you manage to get vet 3-5 on for example a jagdpanzer it will turn into pseudo jagdpanther that can also easily take on at least two Jacksons.
The ridiculous veterancy modifiers (and LMGs) is also what contributes to late game infantry battles turning into shit blobs.
Bottom line: Hit heavy tanks hard with the nerf stick, make them more in line with medium tanks. Tone down all veterancy bonuses, remove vet 4-5 from OKW (it is a broken idea) |
How is this different from the 200% game resolution option? |
Tbh I think that veterancy has some ridiculous effects on gameplay.
Like, if just one guy makes it out of your squad, you get to keep the bonus for all your reinforcements AND are able to reinforce cheaper than the price of a new squad.
Basically I think there is way too much focus on keeping your "squad" alive, and you are punished excessively if you get wiped for some random reason. This punishment is on top of any unfavourable trades you already made on the battlefield.
I think instead veterancy should awarded on a model/soldier level and not the squad. |
I'm in Denmark (close to Sweden) and the command latency is much lower for me in the beta. It's very nice. |
240ms latency in an RTS isn't playable, honestly. I personally can't really play at anything above 150ms if I'm trying to be competitive. 240ms is just insanely slow, you can't react to anything.
This is one of the issues with the new battle server setup. Consistent latency, but potentially far higher latency depending on how far away you are from the server cluster you're connecting to. All you can really hope is that Relic adds more servers worldwide, but given how small CoH2's multiplayer base is right now that might be wishful thinking.
Actually, I tested out command latency in StarCraft 2 and I found no difference in my command latency between the american servers and european servers (around 250ms). So there seems to be a base latency that is independent of your ping.
With the upcoming CoH2 beta it seems like the command latency will be comparable to SC2 no matter if you are in the US or EU, I'm quite happy with that. |
Before the beta patch my command latency was 17/30 frames (=560ms) (measured with FRAPS). In the beta patch, my command latency is only 8/30 frames (270ms)! The difference is incredible and makes the game playable.
My ping to the battle server is 250ms (can't remember the IP, did this test long ago). I'm in Europe. Anyway, what matters is your actual command latency in-game and not your ping. |
Now they also mention the problems with the US late game in the changelog, but what did they actually do besides making some heavy tanks unusable? (the wrong way to go about it imo)
I guess they leave some of the important stuff for "long term", but does that mean later in this beta or in later patches? Tbh I was expecting larger changes for the late game this time around... |
The input delay reduction is the major point for me in this patch. I tried to bring attention to this problem for years almost.
For a long time I basically thought I was almost alone with my concern for this and that Relic did not care about the input lag. I'm very positively surprised, but I don't get why Relic could not acknowledge that this was something they were aware of and working on. |