I think a big part in the drama around WPC was that it was not clear how much money would eventually be collected and thus if the live finals were actually happening. As such, they seemed like a bonus for the finalists and nothing that could fire back at the contenders.
Furthermore, communication from all sides appeared to be suboptimal and the problem was only addressed at the latest possible stage.
So, even in the worst case I think the drama couldn't be close to what it was back then...
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Thread: Jove and Noggano permitted conditional Entry13 Jun 2018, 07:39 AM
In: GCS Discussion |
Thread: 2v2 map veto stats8 Jun 2018, 14:04 PM
Relic should do that intel and after few months 2 or 3 maps that are the lowest should be removed and replaced in a map pool In fairness, the December patch did just that, removing Rzehv, Gelsenkirchen and Düsseldorf. In: COH2 Gameplay |
Thread: 2v2 map veto stats7 Jun 2018, 20:38 PM
If you check the older post, the top three is the same as it was more than a year ago... In: COH2 Gameplay |
Thread: 2v2 map veto stats7 Jun 2018, 20:27 PM
I thought I make a new post here rather than posting in the 4v4 thread ![]() Here are the number of 2v2 automatch games per map that I found with my extraction script between 11th of April and the 7th of April (note, I did exclude the time up to the 11th of April because I found that after release new maps do get a somewhat of a bonus, which seemed to wear off over time; so the numbers below are reasonably stable). Total number of games: 130364 ![]() ...and then there was one game on "The Don" ![]() Edit: In case you are wondering how I get those, check out this article. In: COH2 Gameplay |
Thread: Bring back two man/woman soviet snipers [poll]23 May 2018, 07:21 AM
I made a poll on this before the patch went live (here). Unfortunately, the possible answers were worded not in the best way, but it is quite clear that this is quite a controversial topic. I personally would have preferred to keep the two man sniper team to avoid further homogenization of factions. Yeah, it might be that the sniper previously was OP, but I would be very surprised if the team couldn't have been kept by making a few minor tweaks. Interestingly, the soviet sniper team was rarely considered OP or even worthwhile in past iterations, in particular after losing sprint. E.g. if you check the numbers e.g. for WPC, snipers were build in only 15 out of 75 games, even though T1 was built in 36 games. So, it seems unlikely that a 2 man team can't be balanced... In: COH2 Balance |
Thread: FOTM gameplay3 May 2018, 07:51 AM
The whole discussion about patches got me thinking a little bit about why one would patch units of a game at all. The most discussed element is "BALANCE". Fair enough, but I'm wondering if there is an equally important element, that barely gets discussed: There are occasional complaints that the "meta is stale". While this is often attributed to poor balance, but wouldn't a perfectly balanced game lead to "stale meta" to some extent? So, isn't the point of a "balance" patch also to shake up the existing meta (to some extend independent of balance)? Would it be conceivable to have a mechanic where units are tweaked slightly on a regular basis. Say, "Your soldiers are tired; all infantry units deal 10% less damage" this month and "All vehicles cost 10% more fuel" the next? I guess this would require some thought to keep it balanced, but apart from that, could that be an interesting feature? In: COH2 Gameplay |
Thread: Fields of Winnekendonk22 Apr 2018, 18:21 PM
Indeed. Apparently, he earned the nickname of "Killer Runcie" during his service and was decorated in part also for his actions in this battle. Colvin refers to some public controversy around him happening later; I didn't look into this, but it sounded like being touted a "killer" is ok for a war hero but not so much for an Archbishop. Maybe you have some info on this? According to Colvin that controversy was silly, Runcie was in fact rather timid. His beef with him is that Runcie's indecisivness in the situation could have costed a lot of lives if Sgt. Alldred wouldn't have taken the initiative to flank the 88. However, according to Colvin, Alldred critized the higher echolons after the battle and as a result "his" medal was instead awarded to Runcie which the latter never acknowledged. In: News |
Thread: Spring Update - Balance thread18 Apr 2018, 14:05 PM
Huh? I never said that Kat is more lethal, I'm just suggesting that they seem to be designed to do different things (also, not saying that that is good or bad). Stuka and PW clearly have a better alpha strike that is certainly more lethal to single team weapons; however, IF you survived that alpha strike (and yes, that happens), there is no reason to move your shit anymore (or any adjacent units), because that was the end of the barrage. Seems like PW's and Stuka's intended role is to kill stuff more or less surgically and reliably. They have to have a serious alpha strike, because, well, there isn't a "beta strike". All allied rocket artillery seems to be more for area denial: As opponent, you have a good chance to survive the first rockets, but you really should move all your stuff in the vicinity away to increase chances of it not dying. And according to the notes they feel that Katy - despite probably being intended mostly for area denial - is too good in the role of the PW/Stuka. Again, I'm not saying that Katy is too good now or too bad, or that the intended role is useful or not or that the whole concept has merits or not. Only pointing out that the argument "but PW and Stuka have a huge alpha strike" falls short. Now, feel free to discuss if the Katy's alpha strike is indeed too strong or not, or if PW/Stuka barrages should work more like Katy/LM/Calli or vice versa, or whatever... I agree with Katitof, though, in that it would be helpful to get like "Designer's notes" on what roles the units are supposed to fill, because at that point one can discuss to what extend the units actually fulfill the intended role and if that role is useful in the first place. In: COH2 Balance |
Thread: Spring Update - Balance thread18 Apr 2018, 12:03 PM
Well, there is a pattern here with rocket artillery: PW/Stuka: Small target area, only one short salvo, full damage to friendlies Katy/LM/Cali: Large target area, large number of rockets stretched out over a longer period, basically no damage to friendlies. So, seems like they are supposed to do different things. The allied pieces can be used to saturate an area while your own infantry can storm in, the axis ones are good at taking out specific team weapons, but not really for area denial. Now, why all axis rocket artillery is one type while all allied artillery is of the other is beyond me. Might have to do with how the rest of the armies (were intended to) play out... In: COH2 Balance |
Thread: SOV Sniper design18 Apr 2018, 11:51 AM
Just an understanding question. Yeah, probably not too clear, but what I mean is: Option 3: "I would prefer to keep the 2 man team because diversity, but I don't think it will be possible to balance that properly, so unfortunately it needs to go..." Option 4: "I wouldn't like to see a 2 man team, even if perfectly balanced! Snipers need to be lone wolves, not this communist sniper/spotter team thingy. I mean, even in 'Enemy at the gates' the soviet sniper was alone! I mean, come on..." In: COH2 Gameplay |
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