Hey all, I think I've sussed out this game enough to have a go at shoutcasting...Perhaps I can parlay my 1000+ views Maxim video into shoutcasting fame! (Well, one can dream).
I have tried Fraps and hate it. Unless you turn the FPS overlay, you have no way of knowing whether it's actually recording or not. And it seems to do weird things on occasion as well...
I have access to iMovie on my Hackintosh, but I'd rather stay in Windows for convenience sake, so I need to get the lowdown on what ya'll use for editing. I'm also not entirely sure my current system is up to shoutcasting at the highest quality levels, but well, maybe someone will donate, ha. My gf has actually done quite a bit of video editing and can probably help out as well, but she uses Mac software exclusively...
I have a good mike and an audio interface that supports ASIO so any software that includes that would be great...
Also all the details about doing remote shoutcasts would be helpful...
Profile of sluzbenik
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Broadcast: https://www.twitch.tv/sluzbenik1
Youtube: https://www.youtube.com/user/sluzcast/videos
Nationality: United States
Broadcast: https://www.twitch.tv/sluzbenik1
Youtube: https://www.youtube.com/user/sluzcast/videos
Nationality: United States
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Post History of sluzbenik
Thread: Shoutcasting software?15 Jul 2013, 00:48 AM
In: Lobby |
Thread: GG vs Dave14 Jul 2013, 21:07 PM
Vet PZIVs are so cool. In: Replays |
Thread: Amusing - Pqumsieh and mate vs HelpingHans/NoLuckyStrike14 Jul 2013, 05:23 AM
2v2 is much iffier with the new mortars I find...If they would just fix the damn buildings so the health bar would actually tell you whether your squad was going to be insta-gibbed or not. I dunno, this game is just really hard to play right now. I'm working on a strat that involves more conscripts and less reliance on cars and snipers and stuff, as they just slow the teching but it's rough going. As 3v3 and 4v4 are totally busted, it stands to reason 2v2 would be busted to a lesser extent in my opinion. At least in 2v2 you stand a much greater chance of being able to take out an Opel due to map size, so there is that... I would pay Relic another $50 to see the win/loss stats! In: COH2 Balance |
Thread: Amusing - Pqumsieh and mate vs HelpingHans/NoLuckyStrike14 Jul 2013, 03:52 AM
You can check out his stream from last night here: http://www.twitch.tv/pqumsieh/b/429678098 Two games. Result: The devs won as Axis, the "pros" won as Axis. Hmm, maybe this says something about balance, eh? 2v2 needs to be viable guys. It has to be. In: COH2 Balance |
Thread: Utter Carnage & Chaos! 14 Jul 2013, 00:10 AM
Yeah, I beat him too. It was a long game though. Let me guess he just concentrated all of his forced around a halftrack and if you beat him off he just came back and beat you off...Eventually that strat loses to good combined arms, it just takes a while. In: Replays |
Thread: Great, they switch the MG spamfest to Ostheer13 Jul 2013, 22:30 PM
I agree with all of Porygon's points. This game is simplified, cartoonish, and imbalanced. I said as much in a post on the beta forums that got closed. Now it just seems ok because most here are 1v1ers and in 1v1 a bit more tactics are required, there is something like the "dance," etc. In 2v2 everything is just worse 5x, and forget about 3v3 and 4v4. The complexity of COH meant that even 4v4s were roughly balanced, lots of people doing totally different stuff, but here if you don't do A, B will kill you. If you do too much of A (clown cars), then C (PZiV) will kill you. This didn't exist in COH quite the same. He's got 2 mgs, ok I'll get WSC or go fast M8. Or I get nades. Lots of choices. Not so in COH2. Molotovs are OK in 1v1, but on all these team maps with too many chokepoints, it's very hard to pull off a flank where they are effective, thus clown cars...But the PZiV and teching is so cheap, and it's so easy to stay in T1 that you can afford to rush it. The constant engine damage critical means even a fast T70 isn't THAT big a problem, unlike an M8 which would probably just take damage and run away from a faust or be able to micro out of the way. It's much more effective in this game to rush the PzIV and backtech to shreks if needed later. Avoiding T2 and Panzergrens also leaves you much less vulnerable to snipers (though it does give you a counter too) as your won't have brutal manpower losses from reinforcing Pgrens. Frankly the balance is so bad now thanks to the buffed Ostheer MGs and mortars team games are even more lopsided than they were before. Lose the casual base, lose the game. I think Relic really needs to pay attention here. I think 1) get rid of the 100% chance engine damage critical, 2) EITHER reduce Axis mortar speed or set the crews back to 3, 3) buff the AT guns because their accuracy is total shite on both sides, 4) make microing out of AT nade/faust range possible. If those 4 things are done, you'd be surprised at how much more interesting the game suddenly gets. In: COH2 Balance |
Thread: Petition for my 60 bucks back13 Jul 2013, 16:41 PM
Eh, I kinda feel the opposite, as I mostly play 2v2. There are lots of map-dependent problems, but mostly I find that it's really hard to slow Ostheer down much. With the patch changes to clown cars, scout cars and Flamenwurfers are much bigger problems then they were before, and you can easily lose a fuel as Soviet. If you go T1 to deal with MGs using flamer cars, you won't be able to lay the mines you need to unless you sacrifice another conscript to make another engineer who will be tasked with mine-laying. Guards in cars are really risky, I've lost more than half the squad chasing Flamenwurfer/scout car combos...Then the PZivs come out, and Ostheer can faust and then flank an SU-85 pretty easily with a PzIV. And if that PZiv already has vet, it's even easier and you don't even need the faust. Rifle nades are absolute beasts, while shock and guard nades are totally random in their impact. In fact I don't even bother with bundled nades now, I just use rifle nades. They're really overpowered for the current cost, especially since there's a not minute chance they will just bring down a building. Soviet AT is useless...Fighting heavy support is very, very hard since the Soviet sniper remains decloaked so much faster. Those new fast-firing mortars devastate infantry... And basically you're forced to go a Guards doctrine even though the late-game Soviet tanks would be really, really useful to have any chance of maintaining map control mid game with HTD and guards... Generally, I also think Soviets require a lot more, and a lot better micro than Ostheer. You know the way a single early Wehr mistake would cost you the game in COH? Well it seems to be sort of like that, except for the entire game with Soviet. One bad pathing turn or misclick of an SU-85 is going to cost you the game, and that's a real problem. It seems far easier to lose conscripts than grens or higher-health Pgrens when you look away for a second and suddenly a rifle nade has devastated your squad... In: COH2 Gameplay |
Thread: Down to the wire mayhem12 Jul 2013, 03:27 AM
Great game, over an hour long, won with less than 50 points...ISU-152 vs. Elefant, sneaky SU-35s using blizzard to creep up on said Elefant, lots of mayhem, a totally retarded but effective Maxim spam. Use smoke. I'm going to sticky this on my monitor until I actually do it. Pretty close victory... In: Replays |
Thread: Comments on the July 10 Patch Notes!11 Jul 2013, 16:23 PM
There seems to have been a rifle nade buff? I don't know what's going on but one rifle nade just took down the church on Moscow with a full squad...With no prior mortar or nade hits. Also lost 4 dudes to one nade, 5 dudes to another rifle nade in same match. They weren't particularly bunched up. The crits in this game are just ridiculous. I dunno, this is starting to feel really, really funny. In: COH2 Balance |
Thread: Comments on the July 10 Patch Notes!11 Jul 2013, 13:30 PM
Unfortunately, there are even bigger issues here they need to pay attention to. Relic knows the casual player base of 3v3 and 4v4 "for fun" people, is huge. As I see it, Soviet is now unplayable in 3v3 and 4v4 even WITH a strafe patch. To have a chance of winning, Soviets must do far more coordination as a team than Ostheer does. This is because of how the teching system is designed. Ostheer always has a choice of support or infantry units early game, except for the oddball who skips T1 (a much rarer strat now) and thus any player can field units to counter the enemy. This is not the case for Soviets. Some need to field support weapons, some need to use M3s and snipers to combat the German early game. This degree of coordination is not going to be found among casual players randomly playing 4v4. But it's the only way to play Soviets. It was passable before the Maxim was nerfed and the Ostheer MG given an extra crew member, which gave Soviets a strong early game presence, and if team tactics were used, nigh unbeatable by experienced teams (I happen to have one). Maybe things will evolve so some people know to go support in certain positions, as was the case with Montargis in COH, but the game doesn't seem to make those choices obvious... I don't want the patch reversed because I am a competitive player, and 1v1 and 2v2 are the best venues for competition. This patch has done a lot to balance the game. But I do want to see 3v3 and 4v4 remain viable. I have only one radical suggestion...The only way to balance the game for casual, uncoordinated teams is to allow the use of both factions in automatch. I suggest automatch be reconfigured to allow for Soviet and German teams on the same side for THESE game modes only. In: COH2 Balance |
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Latest replays uploaded by sluzbenik
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VSJonny Vegas Marduk busta_the_berserker GGsorryGLnextimeEmperor Tomato Ketchup frost Keller.Kind Nico(Ger)Gamebreaking M20 bugby: sluzbenik map: Steppes3-1,027
36250341363399233747336063189831853316393063628152
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