RNG itself isn't bad, it's just the implementation of it that matters. I haven't played CoH2 enough to speak to that, but the people who blindly slag on RNG as being generally bad are misguided. I can't comment on how LoL handles things because I don't play it, but Dota 2 and CSGO are two of the most popular competitive titles right now and they both have a ton of RNG. Hell, there are entire heroes in Dota designed around RNG, every autoattack you do deals random damage, and every creep kill you get gives you random gold. RNG isn't inherently bad.
PwnageMachine above me made a lot of really good points. Personally I don't enjoy CoH2 as a competitive game because I don't like how the core factions have so little in the way of strategic options. Because of this, the variety comes entirely from commanders, and since you're limited to three of those per game, your options are limited as well. Something like having to choose between building more units or improving the units you currently have may seem so simple, but it adds incredible depth to strategy games. The fact that CoH2 entirely lacks that decision-making element is the main reason it doesn't interest me.
That said, at the end of the day all that matters is whether or not people enjoy watching it. I know I don't, but that's fine, because there are plenty of other competitive games out there that I do enjoy watching and playing. If CoH2 can find a large enough audience, it can be successful. It's usually easier if you can attract that audience at launch when your game is in front of the most eyes (see SC2), but games like Dota 2 and CSGO have shown how you can grow a competitive community over years with smart management. The main problem with that approach is that Relic has never prioritized the competitive communities in any of their games, and you really need a developer actively working to grow the competitive scene these days if you really want it to flourish. Only time will tell.
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Post History of Inverse
Thread: Is Coh2 ready for E-Sports?Post-oktober Betapatch discussion22 Oct 2014, 14:41 PM
In: Lobby |
Thread: Is the game waiting queue size known ???21 Oct 2014, 18:08 PM
In alpha/beta it was raw numbers shown instead of percentages. There are a number of potential reasons for why it was removed, but I would be surprised if it came back. In: COH2 Balance |
Thread: Are we not going to talk about AA pricing?16 Oct 2014, 23:26 PM
Holy shit that's goofy expensive. Not a chance in hell this expansion should be priced higher than $30. Command & Conquer Red Alert 3: Uprising was an expansion similar in concept to this (different single-player experience, no multiplayer content), and that released at $19.99. The two aren't the same, obviously, but it's an interesting comparison. $43.99 is just ridiculous. In: Lobby |
Thread: COH2 Connundrum7 Oct 2014, 02:44 AM
Fuel is valuable earlygame, manpower is valuable lategame. You invest in fuel-based units and upgrades in order to give you an advantage in the manpower war. There are far more things to spend fuel on in CoH1 than in CoH2, units are just more expensive in CoH2 because it's a lot more difficult to control your opponent's fuel income. And I don't know about you, but I'd take a dozen cheaper options over three or four expensive ones any day. Fuel only becomes irrelevant in CoH1 in ridiculously long (1h+) or one-sided games. In: COH2 Gameplay |
Thread: COH2 Connundrum6 Oct 2014, 15:36 PM
Reading up some more and both my calculations are probably a little wrong. The only thing we really know for sure is total latency involves your ping to server, the server's processing time, and any built-in latency values used for smoothing. Can't really say for sure how they all interact. But this has gotten kinda off-topic, my apologies to the poster. In: COH2 Gameplay |
Thread: COH2 Connundrum6 Oct 2014, 15:26 PM
Yeah, it actually might just be an insanely high built-in delay, or the battle servers are just really inefficient at processing commands and take a long time from receiving the command to sending them to the players. My statement above wasn't entirely correct either. I did some more reading and the correct way to determine latency with a built-in delay is to multiply your ping by 2 and see if it's higher than the built-in delay. If it is higher, then that's your total latency; if it's lower, then your latency is equal to the built-in delay. Using that and your numbers, you get 300ms from your connection and around 500-550ms on average from your observations. Seems the built-in delay (or processing delay on the battle servers) is up closer to that 500-550ms mark. In: COH2 Gameplay |
Thread: COH2 Connundrum6 Oct 2014, 15:08 PM
That's a good point, I forgot to include the built-in delay. It seems SC2 has a built-in delay of 200ms, which is probably a good place to start when guessing at what CoH2's is, which also lines up nicely with those values you gave. Your ping to server still matters though, since the total delay you experience is ( 2 * ping + built-in delay ). I find from playing Dota 2 that I start noticing major responsiveness problems around a ping of 120ms, but that could just be personal preference. In: COH2 Gameplay |
Thread: COH2 Connundrum6 Oct 2014, 14:56 PM
The performance issues can be blamed on the massive visual overhaul they gave the game. There's a whole lot more going on in CoH2, and though I find it very cluttered when playing, there's no doubt that it looks extremely pretty to a casual observer. I can't really comment on the unit control aspects because I just haven't played enough, but it could be a combination of poor performance and the new battle servers. Lower FPS obviously means units are going to feel less responsive, and the addition of the battle servers means your ping will now be more consistent but possibly higher. In true peer-to-peer games, if you connect to a guy sitting right next to you, you're going to have great ping because you're connecting right to his machine and the data barely has to travel anywhere. The battle servers, on the other hand, are pseudo-client-server, meaning if you play against that same guy in CoH2, you both have to connect to the battle servers instead of to each other. Therefore your ping is determined by your distance to the battle servers, and since that distance is unlikely to change, your ping is also going to be fairly constant. This is great if you're right beside the server, of course, but most people aren't that lucky. In CoH1, if you were matched against someone on the other side of the world, your ping would be terrible and your units would be terribly unresponsive. At the same time, if you matched with someone beside you, everything would be great. If you aren't close to a battle server in CoH2, your experience is going to be consistently shitty, relatively speaking. Might not be the entire issue, but it's probably a contributing factor. The best way to test unit responsiveness is to jump into an offline skirmish game and see if you can notice problems there. If you can, then it's a problem with the engine; if you can't, it's network conditions. In: COH2 Gameplay |
Thread: COH2 Connundrum6 Oct 2014, 14:23 PM
What is this target table and simplified damage calculations? What did you mean by they removed it? What do they do actually? In CoH1, there were tables that mapped weapon types to armour types to determine things like damage, accuracy, penetration, etc. Every weapon a unit could use had a weapon type (for example M8 gun, Sherman gun, Garand, Carbine, Kar98, different grenades, and so on) and an armour type (a few different types for infantry and mostly unique ones for all vehicles). When one unit shot at another, the correct entry in the table was accessed and used to calculate things like damage, accuracy, penetration, and a few other variables. For example, flamers had a 1.5x damage modifier against elite armour, which is why flamers are good against vet 2 Grenadiers. Also, snipers had an accuracy modifier against elite armour that gave them 100% accuracy even when shooting at retreating units, which is why a sniper will never miss a vet 2 Grenadier. With a system like this, you can fine-tune your tweaks on the per-unit level. For instance, you can give the M8 10% more damage against just the Puma, while keeping his stats against every other unit in the game the same. You have near-infinite options when it comes to making tweaks. The downside is, every time you go to add a new unit, you have to fill in the target tables for every single other unit in the game, and you have to test each of those interactions in order to make sure nothing unexpected is happening. It's very time-consuming, and makes adding anything new extremely difficult. That's why in CoH2, they got rid of that system and went to straight health, armour, damage, and penetration values. It makes adding new units a breeze, since all you have to do is assign them values for those four variables (there are some others, I'm sure, but those are the most important). The downside is, if you give a unit 10% more damage, it means that unit will do 10% more damage against everything, and you have to tweak health, armour, and penetration to compensate. Ultimately, it makes adding new stuff easier, and balancing the existing stuff harder.
It's very obviously the same engine, though it's been heavily modified of course. It uses the same file structure for game data, has extremely similar squad management, and handles cover and buildings pretty much exactly how it did in CoH1. It also uses, with slight modifications, the exact same structure for replay files and the replay system. In CoH1, there was a bug where sometimes if the members of an AT gun team were killed while the AT gun was moving, the gun would continue to move to its destination without the crew. This bug was present in CoH2 during alpha. It would be an amazing coincidence if that bug happened to be present in its exact same form in a brand-new engine. It's much more logical to assume, when taking into consideration the other similarities I mentioned above, that the core engine was taken from CoH1. In: COH2 Gameplay |
Thread: COH2 Connundrum6 Oct 2014, 13:55 PM
Seeing as CoH2 is built on the same engine as CoH1 (hell, there were even some of the same bugs from CoH1 in the CoH2 alpha and beta), Relic could've made CoH2 as similar to the first one as they wanted to. The fact that they didn't was a conscious design decision, and like it or not, it's probably not going to change. The simplification of the game systems (removal of target tables, simplified damage calculations, etc.) was done so that they could more easily add new units and abilities to the game. There were quotes by developers in alpha/beta that the CoH1 system made it very difficult to add new units and modify existing ones, even though it also gave them a whole lot more flexibility when balancing. But when you consider that their entire business model is built around adding new units and abilities to commanders and then selling them, it's obvious why they chose the system that makes adding new stuff easier over the system that gives them greater control over the stuff that's already there. In: COH2 Gameplay |
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