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Thread: Pls re-introduce the "low visibility" weather conditions21 Feb 2016, 16:30 PM
Hmm, maybe. But I admit I hated everything about blizzards. But rain would be cool, there could be a random chance (Relic I know you love RNG) of having either evening, rain, daylight etc weather condition but nothing that affects visibility or unit movements. In: COH2 Gameplay |
Thread: Soviet T3 and T4 suggestion21 Feb 2016, 16:23 PM
Move T-34/76 back to T3 with the SU-76. Keep Katy and SU-85 and doctrinal T-34/85 in T4. Or at least allow T4 to be constructed separately - currently going T4 for the T-34/76 isn't worth it at all for soviets because T3 is required before that, resulting in too high fuel and manpower costs for a relatively rubbish unit that would come too late anyways. Currently the T-34/76 is the new SU-76, never used because it's simply not worth the teching costs. Another idea would be to move T4 behind a sidetech unlock, which would allow you to build T4 without T3 but a bit cheaper. With the current tech structure I feel like the soviets are very limited to either getting a T-70 out asap or struggling through the mid-game and waiting for a call-in IS-2 if you can't afford a T-70 early enough. In: COH2 Gameplay |
Thread: Relic: Random-funtion21 Feb 2016, 16:15 PM
I don't like your "hidden" suggestion. Just bring back random like it was in CoH1. That's enough. This In: COH2 Gameplay |
Thread: CoH 2 chart suggestion21 Feb 2016, 16:07 PM
First of all - thank you for this tool - it's a really handy way to quickly check out faction and game mode related statistics and get a rough idea of how the balance situation currently is by looking at faction winrates. Had no way of contacting the creator of the tool via PM or email, so I started a thread here like the site creator preferred. In case someone doesn't know what I'm talking about, here's the link: http://coh2chart.com/ To the point: would it be possible to incorporate faction vs faction winrates at least for 1v1 automatch? For example soviets vs OKW, ostheer vs UKF etc. This would give a more accurate picture of the game balance over a meaningful sample. Maybe for 2v2s and up it could just be allies and axis' winrate vs eachother because it would take a lot more time to gather game information of a very spesific matchup, especially in 3v3 and 4v4 game modes where the army combinations are more numerous. Also, is it possible to get the monthly number of active players in each automatch mode? The definition could be for example that their rank is not hidden, ie. they have played a match in some game mode in the last two weeks. Thanks! In: Lobby |
Thread: Do OKW blob in 1 v 1?21 Feb 2016, 11:10 AM
Some do, some don't. But I think you see a lot more blobbing in 2v2 and up. In: Strategy Desk |
Thread: Relic: Random-funtion21 Feb 2016, 10:43 AM
Whilst having a random option would be great, The rolled faction should never remain hidden, because that inherently gives one player an advantage even before the game has started. Not so much in units but mainly in capping order. What do you mean remain hidden? If you could see the faction that was picked on the loading screen, no problem there ![]() I requested this function back in 2013, but I guess Relic hasn't seen it or it was just ignored ![]() In: COH2 Gameplay |
Thread: 1V1 - Guess i have no idea what to do late-match.19 Feb 2016, 16:39 PM
Asking a question. About what can i do against it. If it's your latest game you played, it can still be found - it's gonna be called temp.rec. The most recent replay will always be saved as a temporary file in the replay folder so if you have that, feel free to post it in the replays section ![]() In: Strategy Desk |
Thread: Faction vs faction winrates?18 Feb 2016, 17:09 PM
Is there a way to implement this kind of statistic? The current stats database shows only overall winrates for all factions, but would be more interesting and useful to see how each faction fares against another. In: COH2 Balance |
Thread: Grenedier sandbags18 Feb 2016, 15:53 PM
I vote no, I think grens are fine as they are. Though they lose most their advantage on most maps - on those that have a lot of close quarters battle (both semoskiys, la gleize, sturzdorf) or flanking routes (both kholodnys). Or sight blockers (kholodnys). Arnhem checkpoint is decent I think, just a lot of building camping. Langres, crossing and arnhem are probably the best ostheer maps. In: COH2 Balance |
Thread: Map Design is where this game failed at18 Feb 2016, 15:44 PM
4v4 maps as well. Whereas the 2v2 map Vaux Farmlands is so wide it's sometimes difficult to play even with 2 players on the same side. The map design is pretty inconsistent. That being said, we've seen a lot of improvements - especially in the 1v1 area. But yeah, minsk pocket is too big for 1v1. Lierneux for 2v2 is badly designed, because the 2 VPs are in the north where there's no cover, just open space where the axis can lock down the area pretty easily. One of the VPs should be in the middle like in most other maps. The current layout makes harassing all the VPs nearly impossible and forcing you to play 2x 1v1s sometimes, which obviously isn't a very good thing. |
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Latest replays uploaded by TNrg
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GG on faymonville, mid-game didn't go according to planby: TNrg map: Faymonville Approach1-1,393 -
GG on faymonville, mid-game didn't go according to planby: TNrg map: Faymonville Approach1-1,430 -
[BETA] Fucked up early game, command Pz IV saves the dayby: TNrg map: Faymonville Approach1-1,343
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