@Inverse
CoH INPUT LAG 0
CoH 2 Input LAG 3 SECONDS
You do the math
this is based on no real observations, or evidence just one guy making up numbers
Thread: INPUT LAG Relics Lost Cause18 Dec 2013, 02:13 AM
@Inverse this is based on no real observations, or evidence just one guy making up numbers In: COH2 Gameplay |
Thread: need better control for tanks!17 Dec 2013, 17:51 PM
I'm pretty sure that if you tell a tank to attack a unit and then give a move order, the tank won't "forget" which unit you told it to attack and start shooting at something else (which was always annoying in COH1) i recently had a game where a tank did "forget" to attack a target. it switched target from kv2 to kv8 when it was firing at the kv2 that had very low HP. the target switch happened as soon as i clicked the tank on the ground, away from the tanks to move it. the tank will switch to its own high priority target if you so move the tank instead of constantly clicking on your own target. In: COH2 Gameplay |
Thread: So.. um ..Don River16 Dec 2013, 23:45 PM
i wonder how relic came up with these damn unbalanced maps. In: COH2 Gameplay |
Thread: need better control for tanks!15 Dec 2013, 02:15 AM
all tanks need a hold fire button, relic cannot fix tank target priority at all. at least give players the option to manually target a tank that doesn't require constant clicking on the enemy. i really hate it when a tank 1. waste a shot on infantry while pursuing a tank 2. waste shots on healthy tank when there is a dying tank near by. i can't maneuver and shoot at the same time, the tank has to stand still for a long period of time, because if you move an inch the tank rather turn its turret and shoot at unimportant targets. there should also be another extra hotkey that allows you to control your tank using the wasd keys. this should be a toggle ability so it won't interfere with other hotkeys. there are so many keys that are not used and they could be used for the toggle ability, like "q" "z" "x" press q then you wasd will be keys to manually move your tank. press q again the "a" key will resume its job of attack move, and "s" will resume as stop. you can add hold fire for any kind of units why not tanks? this will be the quickest and easiest way to help players micro their tank better. In: COH2 Gameplay |
Thread: Grenadier potential: Fighting fire with fire15 Dec 2013, 00:54 AM
i think nullist just perfers to stick with only one goal in mind. Buff german mg42. there are so many more better ideas to solve the resilient soviet weapon crews, such as less squad members or increase the damaged gren rifles do to soviet weapon teams but he just choose to ignore them. before, when mg42s used to be super OP and when maxims were useless, nullist argued that the two mgs are perfectly balanced despite the differences. he just wants powerful and unflankable mg42s, it doesn't seem like he cares about the soviet weapon teams, he was using the soviet weapon teams as an excuse to buff the mg42. In: COH2 Balance |
Thread: Grenadier potential: Fighting fire with fire12 Dec 2013, 18:31 PM
nullist, support weapon crews are supposed to be vulnerable when flanked. the problem here is, when you flank an soviet mg with a grenadier squad it doesn't do much. buffing the armor for the german mg42 crew is not going help with that, and it doesn't solve the problem since it only adds another problem. In: COH2 Balance |
Thread: A comprehensive theory about where Relic is going...11 Dec 2013, 23:28 PM
maybe in 100 years this game would still be alive and kicking and DLCs prices would be so cheap that people would have them anyways, and people would finally enjoy the game with an average of 2,500 players playing at once per day....... btw, what was the average player count for vcoh from 2007 to 2012? In: Lobby |
Thread: Grenadier potential: Fighting fire with fire11 Dec 2013, 19:31 PM
yes, weapon crews should be easier to kill when you flank them, since they take too long to kill and you have to constantly micro your grenadiers around the mg, thus lowering the dps even further. However, the weapon crews needs to have a high crew count because grenadier rifle grenades can kill a lot of crew members from long range. i think it would be better if the crew count has been reduced to 4 but the grenadiers should have a close range grenade ability instead of the rifle nade. In: COH2 Balance |
Thread: More none doctrinal units!11 Dec 2013, 07:25 AM
why do we need more units that are non doctrinal we have the same amount of units as vcoh did, except germans had one more unit in vcoh then it does in coh2. well even though both vcoh and coh2 has the same amount of units vcoh just seem to have a lot more options because of global upgrades like american barracks and whermacht veterancy, but i don't think it can work the same for coh2. adding more units into the game is kind of like adding more options therefore there would be more different play-styles to chose from. i think there aren't many different kind ways to play in coh2. if we have more different kind of units in coh2 maybe we could see some people play more differently and have some unique play styles so things would look less repetitive. you can say that doctrines extends different kind of play style but i don't see players being really creative in their doctrine use. since the doctrines are very simple and they only do a few things. there are only a few different kind of strategies you can go with each doctrine so there aren't many different ways you can use them, it's more like how long are you willing to wait to use this or that ability. In: COH2 Gameplay |
Thread: Command Delay?11 Dec 2013, 00:14 AM
i'm glad that inverse took his time to explain this kind of stuff to us, since he has a lot of coding experience. now people should have a better understanding on why dedicated servers won't work. In: COH2 Bugs |
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