It was actually like 1600 USD because I have more SSD, water cooling kit and normal hard disks not stated above. If I gonna upgrade it, I will sell 670 compensating the cost, so it would be around 20% of initial rig cost.
I would blame Relic or Nvidia not optimising the game enough for COH2 and Lara's Tressfx instead of other software crap. I was like, "OK, if I buy 670 I can play whatever in highest graphic in the following 3 years", but the first day of COH2 release, Relic just say NO.
It was like, fuck, how can I gonna micro in craplike fps while blizzard? I have highest effect, AA and Vsync disabled, OK-ish in summer map, but barely playable while OBS / Xsplit is running. (I just got pissed enough losing squad to nades and charges in Blizzard)
For Tomb Raider, switching on Tressfx becomes totally unplayable.
I will play Watchdog, Splitter cell, or re-play GTA V if Rockstar planning to make it.
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Post History of Porygon
Thread: Is it worth upgrading 670 into 780?13 Feb 2014, 06:55 AM
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Thread: German Rifle/Bundle Grenades=Muni Waste13 Feb 2014, 06:02 AM
It's funny when Mortar HT flame round (45 muni) is 10x better than any nades in COH2. It is like 20 molotov falling from sky, and watching Soviet support weapon toasted trying to pick up weapon but fail to retreat. In: COH2 Balance |
Thread: German Rifle/Bundle Grenades=Muni Waste13 Feb 2014, 03:44 AM
Nades Tier (effectiveness / cost) God Tier: Gren Riflenade (cheap, G43 sometimes sound like Riflenade causing confusion, potential squad wipe) Decent Tier: Cons Molotov (Thanks to movement lag, almost must kill 1-2 dude when you see cons igniting their Vodka, dirt cheap) Good Tier: Guards' nade, Penals' bomb (squad wipe potential are damn too high) Meh Tier: Shocks' nade (only useful because of their plasma armour, almost no AOE damage) Shit Tier: PG's Bundled party popper (expensive bullshit only spammable in Ostosssssspen Doctrine) In: COH2 Balance |
Thread: Small update today12 Feb 2014, 13:13 PM
Can't wait testing the new Turbo Ace Multi-Pak40 or StuG III with troop training + Turbo Ace = all Soviet tanks are just moving coffin In: COH2 Gameplay |
Thread: Small update today12 Feb 2014, 10:39 AM
Saying truth? Anyone afraid of 222 since September? It will just take away the only late game use of 222, instant sniping Katsusha. In: COH2 Gameplay |
Thread: Small update today12 Feb 2014, 09:57 AM
222 is already becomes shit, and they want it more shit? God, I really missed the era I can spam 5 222 killing everything. In: COH2 Gameplay |
Thread: Soviet mines needs at least 2x cost for its effectiveness12 Feb 2014, 05:05 AM
If they don't change S-mine into AOE damage, at least remove the stupid sign. In: COH2 Balance |
Thread: Who uses ostheer t3 11 Feb 2014, 15:28 PM
Guards/snipers/SU85 easy mode ![]() In: COH2 Gameplay |
Thread: Soviet mines needs at least 2x cost for its effectiveness11 Feb 2014, 13:35 PM
No, mines should be giving suppression with weak AOE damage, not squad wiping. In: COH2 Balance |
Thread: Nerf the Sturmovik11 Feb 2014, 11:50 AM
Who were also wounded or lacking half of their men. I have never seen IL-2 run to kill whole healthy squads on retreat. Lets not exaggerate here because soon we will have the same situation like with Soviet mines which as is now believed kill whole squads with easy all the time. Then google it yourself. YouTube and replay isn't hard to find. Both stuff you mentioned can instant squad wipe always, and proven the damage is much higher than 80 that can kill some dudes wherever they are full health or not. In: COH2 Balance |
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