So, I was testing out a new map I made today, playing against a few AI.
I garrisoned one RE squad and noticed an AI controlled Volksgrenadier squad approaching; I expected them to throw an inc grenade, but instead, one of the models took out a panzerfaust and fired it!
It actually did go off towards the building in a straight line and when reaching it took a turn and vanished in the background at what appeared to be an arc, not hitting anything.
There was no vehicle near anywhere.
I do have the replay, but given that this is on selfmade map, it would be kind of pointless to upload, so...
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Thread: Panzerfaust bug v219 Jul 2017, 07:20 AM
In: COH2 Bugs |
Thread: Update on map pick statistics12 Jul 2017, 15:24 PM
what was the duration/date of the period you got this stat? Ah, right, should have mentioned that. This was from the 1st of May to the 10th of July. In: COH2 Gameplay |
Thread: Update on map pick statistics12 Jul 2017, 12:30 PM
So, a while ago I did a post on the automatch map statistics (link). Now, in the meantime some maps have been removed from the mappool and some of its quirks seem to have been fixed. Also, when checking out the data the last time I saw a few indications that the newer maps initially got some novelty bonus, but that they were somewhat less used as time passed. So, I did the map pick statistics again to see where things settled now. I didn't do a rigorous analysis of the uncertainties, but they should be somewhere around 0.1%. To give this post more of an interactive component, I would be interested to hear if there are maps that you veto for non-balance reasons and what those are. I'll start: In 1v1, regardless of the faction I tend to veto Caen (due to the harsh cut-offs, seems I have problems to deal with that) and Minsk Pocket (I feel has too long ways to walk). In 4v4, I typically veto Hill 331 (for the - erm - complex pathing in the center and frankly I dislike the pinkish soil) and Montargis Region (a) because again pathing is tricky, and with all the pipes, fences, underpasses it is not visually clear how hard it is for a certain unit to get somewhere; and b) the two fuels at the same spot makes for not that interesting games I think, as games seems to be often decided by which team is more successful in digging in around that point). Edit: The diagrams reflect the data that I collected including games from the 1st of May to the 10th of July 2017. In: COH2 Gameplay |
Thread: GCS main round stats w/ updates12 Jul 2017, 10:29 AM
Updated for the last time, now includes all matches. I'll prepare a more in depth analysis eventually... In: Lobby |
Thread: How to add deep snow or mud?10 Jul 2017, 06:51 AM
It's about the thickness that the snow layer has that you add. With a value of 0.2 (the snow cover should look light yellow) you retain the optical effects (snow/mud splashing up, vehicles leaving tracks), but you avoid any gameplay effects. With values that are higher (not sure about the actual threshold, but it happens already when the snow is dark yellow, not only when it turns red), you'll get all the effects Luciano likes I had some issues at times with setting the values directly, though. Just entering a number and painting the area some times didn't seem to do it, but rather put in deep snow regardless. I ended up smoothing that blob, and then picking the light yellow parts with "Sample" and paint with that... |
Thread: Newbie Soviet needs some advice on low-level micro8 Jul 2017, 09:47 AM
Welcome! If you want some of our strategist to review your replay you should create a post in the replay review section. Some more general comments: First up, the matchmaking really kicks in only after 10 games (for the specific faction and mode that you are currently playing). I see that you didn't get there yet, so you will more often find yourself playing against opponents that are not at your skill level. This will still happen once you did your ten matches, but far less so. That said, your track record so far isn't too bad, you lost about as many matches as you won so far A bit more specific to the problem in your description: It sounds like you got torn apart by sturmpioneers, and while you spend your manpower on reinforcing - or worse - replacing your conscripts, he could just spend in on new sturmpioneers. Sending conscripts piecemeal back into the frail doesn't really help then, as you found out. So, one of the most important rules is: Don't stay in a fight you can't win. One of the really hard things when starting with CoH2 is how to judge a certain matchup given the situation. Well, you found out the hard way now Sturmpioneers >> Conscripts (and in fact, they should be as they are much more expensive). Edit: Oops. Sturmpanther was faster. So nevermind regarding posting in the Replay Review Section, help is on the way In: Replay Reviews |
Thread: Vaulting is completely pointless5 Jul 2017, 08:40 AM
Just because a game mechanic means extra micro is rewarded, this does not make the game mechanic inherently good, because the goal of CoH2 is not to maximise micro, it is to maximise decision making as it is a strategy game. Thanks for the response First, about the "strategy game": True, CoH2 has strategy elements (Commanders, tech choices, BOs and probably most importantly where to push on the map); then there are tactical elements, like, how to attack a certain position (which route to take, flanking, which units to focus) and finally there is the execution part that involves the actual micro (moving units, cover and ability usage...). We will all probably disagree to some extent about which element goes where, and certainly about how important the different aspects are and how much they contribute to our gameplay experience. But properly and quickly applying micro is certainly one element of CoH2. If it shouldn't be about micro at all, only about decisions, well, there are other things that could be automated, for example:
All of these points are more or less no-brainers (so no actual decision involved), but a considerable amount of people would not like all of them being implemented. That doesn't mean that the benefit of micro can't be discussed at all, of course. There are examples of microtax that I feel were bad. One example were the USF medics which required the push of a button to do their work. This would be more like your analogy: A supercrucial function that requires micro to work at all, and often is relevant while a lot is happening at the same time. Vaulting does not fall into this category for the reasons I listed.
I agree in that the game wouldn't loose a gameplay mechanic, true. That said: Personally, I'm bad at micro, and I guess I would fare better the more micro would be removed. However, due to the optional nature of vaulting, I'm not stressed out by it, because I know it's not a big deal when I forget to do it. On the other hand, I draw some satisfaction from instances when I manage to use a feature like this to good effect (yeah, I'm cheap ). So, yes, for me the game would be teeny-tiny bit worse; obviously, this is totally subjective, I get that other people perceive it more as a chore... In: COH2 Gameplay |
Thread: Vaulting is completely pointless4 Jul 2017, 12:08 PM
First up, I like faulting for immersion, and the team weapon and retreat dynamic, but also for the micro involved (seems like I'm the majority on the latter point...). I get to that below.
I never played vCoH, seems like the dynamic there was quite different. You liked that more, and that's fine. Surely, simply copying a Coh1 map to Coh2 is problematic because the dynamic will be different because suddenly you can vault. And also, it's likely that several fences currently exist for the visuals only without considering the implications on gameplay (although I can't really fault the mechanic for that...). All that said, I've read several complaints about maps in the past years, but while "not enough options to flank" was a very common thing, I don't recall an instance of "stuff is too easy to flank here!". So... snip I think the analogy is off, for a number of reasons. And actually I think for these reasons that this is a micro item done well.
What I'm not too happy about is that very light vehicles destroy fences too casually. I would like to see something like a "vault" command for them as well, like, normally they would path around the fence, but you can specifically order them to go through it, but they will take a small amount of damage from that.
Well, I don't think it differentiates good from very good players either. The vaulting itself might differentiate "newbies" from "not complete noob" players, finer stuff like crushing fences to open pathways might differentiate "not complete noob" from "mediocre" players, and finally vaulting before retreating might be something where mediocre players differ from above average ones... Well, I guess you get the point. Why's that relevant? Well, learning how-to-CoH is hard enough, and I think it is nice if you gradually learn stuff and improve your play. I always find it gratifying when I properly e.g. do the vault-then-retreat thing instead of panickly smash "R" right away. You know, little things... In: COH2 Gameplay |
Thread: GCS main round stats w/ updates4 Jul 2017, 12:06 PM
I'm currently traveling, so the final update will have to wait until last week... In: Lobby |
Thread: Nominations for non-meta strategy award30 Jun 2017, 08:52 AM
Just looking at the commanders under the criterion that the commander can be used only once and the game must be won, we have:
For other stuff (again under the premise that the game has to be won):
Honorable mentioning to:
In: GCS Discussion |
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