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US faction able to go at will over population cap (normal?)

25 Jan 2015, 23:15 PM
#81
avatar of Inverse
Coder Red Badge

Posts: 1678 | Subs: 5

The CoH community has such a weird, skewed view of "abuse" and "exploit". Going over popcap in this way isn't abusive or exploitative at all. If it's in the game and it's not obviously a bug (as the invincible unit exploit was), it's totally fair to use. So many of competitive gaming's most innovative features (muta stacking, boosting in CS, muta magic boxing, etc.) would have been patched out if the CoH community had anything to say about it.
25 Jan 2015, 23:41 PM
#82
avatar of Mr. Someguy

Posts: 4928

It's hard to argue what is an "intended bug" and what isn't. I remember when people were complaining about Pioneer's planting rapid-minefields in the retreat path of enemy units for easy wipes. Some people considered it strategy, some considered it abuse.

In the end only Relic can decide what's an intended bug and what isn't.
26 Jan 2015, 03:00 AM
#83
avatar of ferwiner
Donator 11

Posts: 2885

There is no point in arguing if that "intended exploit" should be removed or not, the thing is it should not matter at all. It only matters because of the popcap being ridiculously low. I mean what is 100 pop cap? Nothing. In a match with good unit preservation it happens that you have to kill units to buy yourself a tank. Do we really have no players that can micro more than 3 tanks? Why should someone who cannot advantaged because his opponent cannot use his skills. Just give us 200 pop cap or at least 150 an nobody will have to get crew out of his tanks to reinforce troops (as usf) or float tons of resources (as other factions). The feature of popcap had some sense when it depended on teritory, but now? Now it's just a relict because it doesn't serve any positive role and could not be present in game at all, ofc it can be preserved on the level like 200 as it may be importand thing to some future factions or sth but right now it's only sth ppl are whining on forums...
26 Jan 2015, 06:37 AM
#84
avatar of Mr. Someguy

Posts: 4928

100 pop cap is fine, the problem is some units not having fair pop caps, such as Heavy Tanks being rather low despite their high impact.
26 Jan 2015, 06:41 AM
#85
avatar of steel

Posts: 1963 | Subs: 1

jump backJump back to quoted post25 Jan 2015, 23:15 PMInverse
The CoH community has such a weird, skewed view of "abuse" and "exploit". Going over popcap in this way isn't abusive or exploitative at all. If it's in the game and it's not obviously a bug (as the invincible unit exploit was), it's totally fair to use. So many of competitive gaming's most innovative features (muta stacking, boosting in CS, muta magic boxing, etc.) would have been patched out if the CoH community had anything to say about it.
+1
26 Jan 2015, 06:43 AM
#86
avatar of Katitof

Posts: 17884 | Subs: 8

jump backJump back to quoted post25 Jan 2015, 23:15 PMInverse
The CoH community has such a weird, skewed view of "abuse" and "exploit". Going over popcap in this way isn't abusive or exploitative at all. If it's in the game and it's not obviously a bug (as the invincible unit exploit was), it's totally fair to use. So many of competitive gaming's most innovative features (muta stacking, boosting in CS, muta magic boxing, etc.) would have been patched out if the CoH community had anything to say about it.


Because vast majority of coh2 players have really simply thought process.

Did I lost to it? Yes? NERFNERFNERFNEERF ABOOOSE RERIK!
100 pop cap is fine, the problem is some units not having fair pop caps, such as Heavy Tanks being rather low despite their high impact.

Agreed to that.
Relic clearly intends a heavy to be worth about 3 mediums, yet does everything to not balance the cost/pop/performance/micro requirements so heavies are option and not "to go or gtfo" units.
Anyone ever seen above 1v1 game with no heavy tank spam? I haven't for a good year.
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