Inlight of Relics announcement that they are finally including Observer-mode (though its still currently in Alpha),
I thought it might be time to raise our glasses in recognition of the casters who stuck with us through the thick and thin, with an arrow to the knee, and kept the community casting and especially the competetive scene alive.
So please, gentlemen, join me in raising our glasses to:
Tournament arrangers:
-Amipolizeifunk (Our leader, forever.)
-Marcus2389 (Italian hottie)
-Ipkaifung (Unsung hero)
-Kreatiir (Our saving grace!)
And other tournament arrangers, as well as co-casters, whom I will gladly add to the list once someone reminds me..!
Without your work, there would be no competetive tournament scene for the upcoming ESL partnership to play off of.
You guys, at the core, made all of this possible.
SALUTE!
o7
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And for streaming and/or casting replays, an absolutely awesome list (in no particular order, and some who are no longer with us). Without you, what would we watch between tournaments for our vicarious CoH2 fix? Each and everyone of you has contributed to our enjoyment of the game, and our community, with your time, effort and enthusiasm.
So again, gentlemen, hats off please to:
Streamers/casters:
-ImperialDane (Reliable as a rock)
-HelpingHans (We love you, man)
-StephennJF (Perfect gentleman)
-Cataclaw (Never stop da streaaamm!)
-Siberian (Fought hard. And always will.)
-RnP (Especially Rogers, whom is awesomely returned to us!)
-atre3uh (Your replay casts where first rate)
-A_E (Tried to teach. Those who know, listened!)
-FTN crew (Fatalsaint and Tommy)
-VonIvan (Need I say more? MVGame!)
-BartonPL (Showing us the latest Polish exploit!)
-Jesulinn ( Cant argue with a champion!)
-Lenny12346 (Banana-man)
-Lemon (Cast MOAR!)
And many, many more whom I have forgotten to mention, but will gladly add to the list with a blurb of your choice
And a big plus to up-and-coming casters/streamers!
You WILL be noticed, and your contribution, appreciated.
Thank you, to all of you.
Without any of you, we would not be here, today, with a thriving, admittedly small, but very energetic community.
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And finally also (but not least) thanks to CoH2.org and all staff, for making and maintaining for us a home that is free, full of fantastic function and diversity, and so we dont have to catch cancer on official boards!
SALUTE, GENTLEMEN!
But no, I lied. Bad, I know...
One more toast is necessary.
To us, the community.
Even if you think the rest of this is absolute bullshit, atleast have a drink for yourself
SALUTE! (And down the hatch).
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If you aint drunk by now from all this toasting, login and play a match in honor of our fine contributors, and yourself!
If you are drunk, do it anyways... badly!
I salute all the Coh.org team's dedication !!! Thanks you all ! |
^Maybe 1 fuelpoint maps could be tested in the open beta?
I really like the idea of 1 fuelpoint maps.
Great idea, that would be a interesting map.
I really like all the factions and i think they are balanced enough.
The main problems lie with the large 6-8 maps with a lot of strategics point : Their fuel production potential is way too high, giving Axis its winning edge. Reducing fuel production will tone down this edge. ( And will have also some effect on Soviet too...).
My solution is still reducing fuel production by 1 point for all strategic points. (Large 6-8 maps only)
Thanks ! |
i agree that 4v4 the resource system needs to be toned down. but, soviets are the most powerful even in 4v4. i tried to give you a strat please try it before saying this again.
I as said i agree that the Soviets get the best chancesa in 4vs4. However i don't think that they are the best faction.
The main problem is with the Americans on those large 6-8 maps with a lot of strategic points.
(See above )
Thanks you. |
«Comments do not applied to 1vs1 or 2vs2» maps
Our main concern is about 3vs3 and 4vs4 on the largest maps.(the one with a lot of strategic points)
The more strategic points the largest the Axis advantage.
This Axis advantage reflected mostly of the time by the huge majority of players wanting to play Axis.
Solution : On the largest 6-8 maps remove 1 fuel production from all the strategic points. (It won't have any effect of the 1vs1 or 2v2 match.)
Why:
Game always finish the same way: Axis stand off with their supported AA-bases, then the heavy tanks supported with some shreks will kill everything, 1 shot all at-guns and kill all allied at-tanks like they were not there.
The american faction is fine in the beginning but is powerless in the end game.
Jackson at_tanks dies always from 1 panzershreks squad as their mg cover will be obliterated by the tigers.
Russian tanks (Su-85) who could do something are not enough mobile to go help their friends on those large maps.
Only an all Russian team has some chance of winning and that's sad. (Even skilled players)
It's not a rant, but the game fun factor is in danger. If all players go Axis then there is no game played anymore. Those who don't understand that fact just try to play Allied on the largest maps and you will agree if you are honest.
Thanks you relic for listening to us. |
To be honest, If relic doesn't do soemthing against spam tactics, blobbing and all the other dull and boring cheese strats, this game will be dead really soon.
«Comments do not applied to 1vs1 or 2vs2» maps
Our main concern is about 3vs3 and 4vs4 on the largest maps.(the one with a lot of strategic points)
The more strategic points the largest the Axis advantage.
This Axis advantage reflected mostly of the time by the huge majority of players wanting to play Axis.
Solution : On the largest 6-8 maps remove 1 fuel production from all point. (It won't have any effect of the 1vs1 or 2v2 match.)
Why:
Game always finish the same way: Axis stand off with their supported AA-bases, then the heavy tanks supported with some shreks will kill everything, 1 shot all at-guns and kill all allied at-tanks like they were not there.
The american faction is fine in the beginning but is powerless in the end game.
Jackson at_tanks dies always from 1 panzershreks squad as their mg cover will be obliterated by the tigers.
Russian tanks (Su-85) who could do something are not enough mobile to go help their friends on those large maps.
Only an all Russian team has some chance of winning and that's sad. (Even skilled players)
It's not a rant, but the game fun factor is in danger. If all players go Axis then there is no game played anymore. Those who don't understand that fact just try to play Allied on the largest maps and you will agree if you are honest.
«Tanks-you» in advance
|
I think that fuel requeriment in teching and units should be higher in teamgames. That way it would be more difficult to spam tanks, and destroying one will be more punishing, and also, the early game in teamgames would be longer.
Like:
1vs1: Fuel cost x 1.0
2vs2: Fuel cost x 1.2
3vs3: Fuel cost x 1.3
4vs4: Fuel cost x 1.5
Not a bad idea, but fixing the bigger 6-8 player's map by reducing their fuel production should be an easier fix...
|
The problem is the design of the factions.
Whermacht is designed well - its thought out - and with the exception of a useless T4 - its well rounded.
OKW is a pure blob - especially with the ammo increase - its dull but the blob wins all.
The problem with the Allies:
RU - Terrible design, so badly designed they continued to buff the faction just so people will play it.
US - As others have said - its a 15 min faction - when the real armor rolls out, the US has no counter (unless you're a pro - and even then you'll be working 10 times as hard).
That's the problem in a nutshell really.
That's exactly what our clan think. And it's terribly true in 3vs3 and 4vs4.
In our last 10 matches, the matching system was always between 76% to 90% Axis vs 24% to 10% allies.
Even if we like to play the underdogs as Allies, it's not fun to be tanks stomped all the time.
To have a chance to win, allies must control the nearly all map in the first 10-14 mins, make no mistakes or be crushed by their Panthers or Tigers.
Maybe we are not the best, but if we go axis our life is a lot easier....
I thinks part of the problem come from the fact that all the strategic points give fuel. On the bigger maps, their is way to much fuel income thus favoring Axis greatly (tanks).
A solution would be to remove 1 fuel production per strategic points and 2 points from fuel caches on the bigger 6-8 player's maps (and it won't affect 1vs1 or 2vs2). Ammo points are o.k. as both sides benefit from it more equally.
On the smaller 6-8 maps, where there is less strategic points (Ett. Station) it's more balanced. And if there is some buildings is even more balanced as bazooka squads can hide in building and survive a tank encounter, forcing the axis to build different units but Panthers or Tigers.
Please test it before you blast our pov.
Thanks. |
Well in 3vs3 or 4vs4 its still a German tank total dominance...
Easy 8 may be good in 1vs1 or 2vs2 but it do not rulez it more than that.
This morning we lost a 4vs4 vs the Axis, we had all the map on Steppes but one pocket between the island and the center fuel (but the fuel was us). They had all their bases with gun near the center supported by their little howitzers and grenadier with shreks. We arty them but not matter what they where able to get out 4 stugs + 2 panthers + 2 tigers by the time we got some tanks ourselves... Add some stuka blast+ straff and we were dead meat.
They were better than us for sure.
I just want to know the tricks to crush those campers as its the main strategy we encounter when playing vs Axis. (AKA they camp one victory point they push on another together.)
Plz tell us how to.
Thanks |
For Riflemen Elite:
Let them come with both grenade types, + 1 Thomson, no stars, cost(320).(Ammo will still be needed in the beginning to use grenades).
Soviet weapon team:
Setup/pack -15%, +15% suppression, +15% rotate and fire arc, -15% move, 5 men team, reduce to 5 men.
Long Range Combat:
For non mg type only :
Give them a accuracy penalty vs moving target, the farther away the target the bigger the penalty. Ex : a running squad is doing some mini zigs-zags to be harder to hit when they charge....
Thank you for your efforts !!!! |
love to see a reconnect option at least for 2v2 and up. in 1v1 though i don't see it adding enough pros to weigh out the cons. i mean having to wait 5 minutes for someone to rejoin just so you can leave the game and move on the next? even if it were 2 minutes id argue thats really long.
you would not have to wait, the cpu would take over while the player is trying to comeback within the 5 min.
When the player (steam_id) is back the cpu would give back the control to the player.
I think that better then having a cpu for the rest of the game. After the 5 min delay, then it's too late.
The game client has only to keep the last game_id he was on.(Saved on disk at the beginning of the match.) |