August comes after June.
You are reading the data wrong...
/thread
Going on the graph alone, you're saying there were a handful more on 12 hours ago than there were 36 hours ago. Yay?
Thread: COH2 User Base Now in Growth Mode!!2 Sep 2013, 17:51 PM
/thread Going on the graph alone, you're saying there were a handful more on 12 hours ago than there were 36 hours ago. Yay? In: Lobby |
Thread: Give me a reason why KV8 is OP?1 Sep 2013, 21:11 PM
Come on guys, the KV-8 is only overpowered against the most important unit class in the game, give it a break already! It's not like it doesn't take a Tiger tank a minute to kill it or anything. In: COH2 Balance |
Thread: Give me a reason why KV8 is OP?1 Sep 2013, 12:55 PM
There are times where I've retreated Vet 3 PzGrens when the KV-8 is on the very edge of my LoS(As far away as possible and they still get killed because he gets off a single burst. A well-microed KV-8 is basically a godlike T70. Switch guns with it an the armor value should let you duke it out with a PzIV if you get your positioning really good. The only reliable way I've found to kill a KV-8 is 2 StuGs camped behind some bait and my opponent over extending. This was before the Faust nerf so I threw away a fresh-bought Gren squad for a Faust shot that damaged the engine. It's not a reliable strategy anymore. My favorite game was when I managed to steal a KV-8 wreck and my opponent complained it was OP. In: COH2 Balance |
Thread: What I view as very pressing issues1 Sep 2013, 01:58 AM
False. It absolutely does lowers to skill cap. As it is an intended part of the fundamental design of the game and its concept and how it works, it's deemed acceptable, but it lowers the skill cap regardless of that fact. You seem not to be aware of what a skill cap is. Essentially, it is the maximum potential of what a player can achieve with the things he has within his control. Every single random number generator in this game is lowering the skill cap because by definition a random number generator is taking things out of the player's control. Your(terrible) argument is essentially that "It is not lowering the skill cap because you can still place your units right". Horrible, horrible argument. I could still place my units right before AND not have a number generator. If I could target models individually as opposed to having a dice roll when an engagement starts, that would be higher skill cap because it adds more tactical complexity. If I could place specific models and have them move in such a way, that would be a higher skill cap because it adds more nuances to squad control. I am not arguing for these. I am stating simple fact. That simple, irrefutable, unarguable, fact, is that when you add a % modifier for something to fail, a random generator, or anything of that sort, you are lowering the skill cap. This is fact. Undeniable. Every time you deny it you are a blatant liar. You can make other arguments pertaining to balance, unit design, or any of that in order to attempt to justify the changes made. But my point is unshakable. The skill cap has been lowered. Simple fact. Telling me to simply "adapt" is not the issue. I will adapt to a balance change. I will adapt to a unit design change. I refuse to adapt to lowering the fundamental level of skill required to play the game in the first place. If you're a bad player you will like this change because it rewards your bad play because you were too bad before to not overextend your vehicles. You are the crowd Relic is catering to. If you are a player with a modicum of sense(Being good is not a prerequisite), you will see the fundamental issue this raises, the design flaws this causes, the balance issues it creates, and say without compromise that not only was the decision to add a random element to a fundamentally important ability integral to faction design was a bad idea even in concept, but that the balance chain effects as a result are also clearly a negative and bad idea in a metagame already dominated by late game tanks. In: COH2 Balance |
Thread: The HMG Thread:31 Aug 2013, 09:55 AM
This is balanced out by the one-volley suppression. The arcs need to be normalized so we can start focusing on balancing them out better. In: COH2 Balance |
Thread: What I view as very pressing issues31 Aug 2013, 09:53 AM
Yes, I agree those kinds of RNG are fine and they add a flavor to the game. Some things should not be random elements. Mortar teams are cool. Models being alpha damaged down is cool. The way weapons generally work is pretty cool. These add a unique flavor to the game because they add unique elements. But at no point do they increase the skill cap. You aren't suddenly a good player because your Conscript squad just 1-hit a PzGren model and can now beat the rest of the squad. You aren't suddenly a better player if your mortar team gets a lucky hit on a squad and 1-hits it. And you certainly aren't a better player if you overextend your tank and nothing happens because some random number generator said so. In: COH2 Balance |
Thread: What I view as very pressing issues31 Aug 2013, 01:55 AM
You strongly want to call me an idiot but wont? I don't show such refrains from honesty. You're a fucking retard. It's totally irrefutable. Learn some fucking English before trying to translate that mix of retardation and incomprehensible levels of ignorance you call a thought process onto a computer. Explain to me, dumbass, how does random number generation not effect skill cap? Fact; It does. That is the entire meaning of Random Number Generation. By absolute definition, this is what randomness does. In fact you confirm my points by saying you can get "disproportionately rewarded". You want an example? Enemy over extends his tank. I hit it with a Panzerfaust. Nothing happens. I lose a squad. GG. Fuck me, right? I positioned my squads better than him and lost because of a random generator? Guess I'm really shit at the game then. Before you even think of posting here again, here's some words you should look up in the dictionary; "Random" "Skill" "Reward" "Bad" These are just some of the words I would strongly recommend you look up. My recommendation is that you revisit the entire English language, maybe take a few classes on how to think, and we then might be on levels of equivalent intelligence. For an argument that I've made that is so refutable, every single post in this thread as failed to refute it once. Not even close. When one of you can use maths or logic to tell me why I'm wrong, I'll shut up. In: COH2 Balance |
Thread: if oorah got increased to 10 munis30 Aug 2013, 21:37 PM
Before asking for reduced suppression... be careful what you wish for. Less suppression damage = more damage taken. The reason an MG42 doesn't fuck up everything instantly is because suppression modifiers make units take less damage. You try charge a suppression immune squad into an MG42 and it'll get fucked. the game is completely broken at the moment. I would add T70 infantry crush in there. I lost 3 squads worth of Grenadiers in about 3 seconds because they were bugged out trying to Faust and were getting run over. In: COH2 Balance |
Thread: Detailed explanation of the random number generator?30 Aug 2013, 19:41 PM
Having a consistent random generator without dynamic modifiers makes it easier to accurately calculate damage values etc. and makes them easier to balance. In: COH2 Gameplay |
Thread: Elo can't pick up on this, can it?30 Aug 2013, 17:14 PM
I guess the point of this thread was This thread has lost all of its original point. In: Lobby |
cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger