The penal satchel is next to impossible to use, not because of the range, but due to the wind up time. The only way you'll ever get that on something (even if buttoned, or snared) will be due to bad pathfinding and the vehicle being completely unsupported.
Either increase the range, since it is a "skill" based toss with a large windup time, or decrease the windup time.
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Thread: WinterBalance 1.210 Dec 2016, 04:09 AM
In: COH2 Gameplay |
Thread: Including more people in the balance team9 Dec 2016, 14:32 PM
I'd like to know exactly what developer the community is working with at Relic for this patch. I know people have mentioned Kyle, but he's a community manager. I'm curious as to what Relic employee with knowledge of game code is being worked with on here. Basically 2 part time people, that are also working on DoW 3. Don't know who they are, but there is 1 community manager, then 2 other people that work on it when they "get the time", from my knowledge. In: Lobby |
Thread: Including more people in the balance team9 Dec 2016, 14:12 PM
FeelsBadMan But yes, even though I work with Kyle pretty closely, there is only so much 1 man can do when it should be a full team. I have a cutoff date them I am pretty much out as well, as the game seems to do more harm than good both to my mentality and my hardware. Quick Edit: For a long while now I have been preaching on stream that tightrope should be getting a whole fuck ton more than he does, I genuinely like to think that his location and time zone is one of the large contributing factors of his lack of growth, as someone as dedicated and unbiased should have far more respect from the devs than he currently has. In: Lobby |
Thread: [CommunityProject] We've got a lot of work ahead of us9 Dec 2016, 14:09 PM
If anything does come of it, you know where to find me. I will try to help the best I can, but, well... yah. |
Thread: [CommunityProject] We've got a lot of work ahead of us9 Dec 2016, 04:18 AM
As nice as it is to see this, there are plenty of people on this list that will never EVER agree with each other, and some of them swing hard one way to certain "ideologies" that make all of their opinions and statements hard to take truthfully. Also more work for people who already are trying their hearts out for the most part, and everyone is essentially doing it for free. This would be even more of a workload for people that necessarily have none left to give (speaking for myself). I am already supposed to run a 2v2 custom map making tourney at the end of jan. I have been working on 1v1 maps and 2v2 maps for inclusion in the near future. Then I'm supposed to run another tourney, and then participate in this as well? Not to mention coh 2 literally just fragged the entirety of my steam library and I lost everything due to its memory leaks... and it happened on stream. I have very little if nothing left to give at this point, especially considering the large amount of this community will never get along. After that you have a large sect of assholes that want to do nothing but trigger people and be assholes, then after all that, you have about 20ish people that actually want to do something, but when you really dig into the game, you are overwhelmed by the problems. And what i mean by that is something along the lines of this: List of things that make, making balanced maps next to impossible
Anything with a questions is typically something that nobody agrees on, and is all kinda subjective. Also this is about half of what I could think of if I really spent time, not to mention all of the features and bug issues in the worldbuilder itself that make things impossible. Now you take this, add in balance to the equation. Currently for a 2v2 map you have to design intelligently around the mortar pit, as the map has to be playable at all skill levels and the players should be able to derive some enjoyment out of it. Well the mortar pit sees 115m, which is one 4th of your "standard" 2v2. Now you gotta make remember that includes base areas. Base areas are typically 64x64 grids and that is PUSHING it. So total base areas is another 4th of the map. So basically you can, in a 2v2 map a mortar pit in your base and hold critical points with ease. Now add in LOS blockers that you can hide behind and it becomes an even bigger issue. This is just one aspect of designing a map around balance. So my point is. You balance the game... ok? What map did you balance it on, how did you actually test the changes? Ok neat that is balance on 1 map, and completely broken on another, and irrelevant on 4 others. Now how do you expect map makers to address the pool? With the balance in flux? 1 second a map will be great, the next iteration it will be shit, and so on and so forth. Now take that, throw the community in, the abattoir of screaming retarded children. I don't know about you, but I don't need that stress in my life. To explain more dynamically, you will get people that want to help, truly they do, but are so poor in their social skills it comes out like "this map sucks, okw op" and that is the extent of their efforts, before they go back to 4v4 ai games. Then comes the arguments about how something that is irrelevant in 1v1 is suddenly completely op in 2v2. I could go on for days and am just basically venting at this point, but I hope you get the picture. I would help, really I would, but I don't see this ever taking off. TL;DR this entire process will be like a tiger trying to eat its tail and will fail before it starts, not because of the people you named (although some could be to blame), but because of the game in and of itself. |
Thread: Some QoL suggestions7 Dec 2016, 23:55 PM
I'll bring this thread to Kyle's attention, and we'll see which ones we can already fit in for the balance mod. USF base needs changed, can currently drop team weapons as USF and have them get stuck in your base, AKA an AT gun that can never leave. Also if the USF base was changed that would fix a TON of issues making base sectors for maps, they don't need those secondary bunkers in anyways, as you already manually place them in the worldbuilder for every other faction. In: Lobby |
Thread: Request for reproduction: Panzerfaust bug7 Dec 2016, 23:43 PM
Talked about it on stream today, seems to be most likely due to shift queue issues from what we can gather, or rather more common to occur from our selective memories. In: COH2 Bugs |
Thread: Request for reproduction: Panzerfaust bug7 Dec 2016, 04:09 AM
Happened during the Custom Map Tourney. OST gren faust dealt damage to a 50% AEC and ended up dealing no engine damage. In: COH2 Bugs |
Thread: Including more people in the balance team5 Dec 2016, 13:55 PM
^if that is how you read Budwise post, we'll agree to disagree. Read, what I said again, this is almost certainty the patch before the last (with the last one coming sometime in June most likely, and this one in FEB) based on the time frame given to me by KYLE. You are just assuming things in based on how you feel. Unless they just give the community supreme power we have 2 patches to work things out, less if this one doesn't stem the tide, as they will be entirely focused on DoW, as they simply don't have the manpower to continue maintaining CoH 2 to an acceptable standard without outsourcing the entirety of the process to the community that is to busy being assholes to each other than to do anything constructive outside a very small few. Also the people that have been around for a decade, have very little faith. That is just what it is, doesn't matter how you word a response if it is "doom spelling" or not. The simple fact is this is almost cookie cutter of what happened in vCoH. What budwise, zombi, and myself are basically saying, is the modders shouldn't get their hopes up, as you can see from other community events... the patch will most likely be met with bitching and crying after it hits, but heralded as the last bastion of light before the game dies all the way up to that point, making it even more disappointing for the few that come back and find all the bugs they couldn't be bothered to help test for in the first place. In: Lobby |
Thread: Including more people in the balance team2 Dec 2016, 14:31 PM
@Basilone. So Budwise is one of the very few ppl who are not good at the game but knows the game? gatcha. ill just write that down in my notepad. I think the basis is that the winter balance patch is actually due to hit in February or March, and when does DoW3 hit? July or something? That leaves enough time for basically 1 more patch (the month before DoW) and then... im pretty sure we won't be hearing much after that point if at all. I'm more than happy to be proven wrong on this front, but this is how things have worked in that past, and the show no intention of changing that. In: Lobby |
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