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Thread: CoH 2 DPS Spreadsheet9 Oct 2013, 11:53 AM
Are there any stats in there that determines how the weapon spreads its shots or targets? Or is that tied to an overall class for the weapon? In: COH2 Balance |
Thread: Conscript vs. Gren matchup9 Oct 2013, 04:56 AM
The trip flare is very useful, it's just difficult to find extra micro time and combat downtime to use conscripts to plant them. The trip flare will outright kill 1 man when triggered, and reveal them in the fog, so you know exactly what's there. Placed in front of a Maxim position, it can actually allow the MG to operate unsupported since it spots targets from a long distance. Any mortars nearby also automatically fire. It'll also trigger unit reactions. In: COH2 Balance |
Thread: Conscript vs. Gren matchup9 Oct 2013, 03:29 AM
Does anyone even use the heal ability? I haven't seen a single person do so, especially since it takes 2 units. I wouldn't object to a more useful Vet 1 ability for Grens. In: COH2 Balance |
Thread: Tip - 2x Auto-Fire accuracy bulletin for Mortar9 Oct 2013, 03:12 AM
Any confirmation or fix on this? In: COH2 Gameplay |
Thread: relic is streaming today (balance changes)9 Oct 2013, 03:08 AM
Tomorrow, I forget what time. In: COH2 Gameplay |
Thread: Lobby demands reach new heights!9 Oct 2013, 03:08 AM
One of the reasons why it's not in the game is that CoH2 uses steam's networking and matchmaking services as part of Steamworks. However, Valve can be pretty flaky about certain things. They'll really only implement features that go into DOTA2. Since DOTA2 doesn't have old style lobbies meant that Relic would have to write their own and host those servers, which means more time and money spent on something that has a much a negative as a positive effect on the community. In: Lobby |
Thread: Lobby demands reach new heights!8 Oct 2013, 22:14 PM
Random people on a forum in which all people are not participating does not make a majority. You need to realize the vast majority of people either don't post on any CoH2 forums, or if they do, they don't care enough to comment on the topic because lobbies matter nothing to them. If it was a problem, every lobby thread would be burtsting from the many thousands who purchased the game and actively play. Instead, they're finding that automatch, despite the problems, mostly works as intended. Wow, look at those stretches in logic with majorities. The mind bending rationalization for your incorrect viewpoint. Jumping from talking about how majorities don't matter to trying to redefine what a majority is. It's clear you're making up the argument as you go. The old style lobbies just have too many negatives that outweigh the positives. Now, the lobbies are actually still there, and their purpose is to allow a group of extended friends to join up via inviting each other into custom games with whatever settings they want. Because it's a game between established friends, you run into less problems with open public lobbies. So, think a little before you post, please. These are not difficult concepts, Nullist. Rudimentary. In: Lobby |
Thread: Panthers require a speed nerf8 Oct 2013, 21:58 PM
The best support for SU-85s is actually T-34s, but good luck getting the resources to tech back and built extra tanks. Second to that, mines are your best bet. Always mine the sides along areas you know you want to park the SU-85. In: COH2 Balance |
Thread: Lobby demands reach new heights!8 Oct 2013, 14:09 PM
Don't know if you weren't reading, but the reason why people didn't use automatch were many. One of which was that lobbies existed and people tended to be directed to them. The concept of automatching was actually somewhat new and untried since console multiplayer wasn't as big a thing. Another problem with CoH1 automatch was that the system fractured player pools many times over. First there was the split between Allies and Axis, then you would choose between 1v1, 2v2, 3v3, and 4v4 which were all separate pools of players. CoH2 fixes most of that by letting players choose checkboxes for multiple modes, maximizing the number of players in each pool. Bottom line is, you don't actually know how many people actually were happy with lobbies. What you have is anecdotal, and while many did have a positive experience, the vast majority did not. I'd wager real money that most people either don't care, or found lobbies appalling. A vocal minority is still a minority, no matter how vocal. A few facebook posts doesn't equal a majority, or "going to new levels." In: Lobby |
Thread: Lobby demands reach new heights!8 Oct 2013, 13:11 PM
No lobbies, ever. The problem isn't that some people could use lobbies. The problem is that most didn't know the problems inherent to player controlled lobbies. It created a very negative community experience when you'd be directed to use lobbies after the automatch takes forever (Again, due to all people being in lobbies). Then the game you'd get is deliberately made lopsided, or just silly. Lobbies may add a small amount of what can be considered stability and longetivity, but it's the wrong kind of stability and longetivity, the kind that leads to a small, stagnant, toxic and elitist player community that causes the game to hemorrhage any new players. Similar to the sort of people spamming and insulting people for lobbies to come back. I don't think Annihilation mode needs to be brought back for automatch or lobbies. I would agree something more silly or cooperative for groups of players to play would do well for the game. Similar to the niche that ARAM modes fill in LoL, for instance. Maybe reuse the moniker of "Frontline" maps for some new mode that's much less serious. In: Lobby |
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