In games of "equal outcome likeliness" (not really equal skill, but games where skill and the balance of the factions and the advantage of the map all combine to form a roughly equal chance of either player winning) I would say RNG decides a huge fraction of games. The larger the "probability of win" disparity is (e.g. by one player abusing OP things, by a map being very unfavorable to one faction, or by one player being much more skillful), the less likely RNG is to influence the outcome.
The higher the skill of both players, the more likely they are to be able to capitalize on small random advantages given to them by dicerolls, and imo the more likely it is to be the deciding factor. In low skill games it kind of is diluted by players being very passive and not knowing what to do half the time. Games where high skill players face lower skill players, RNG has minimal effect because the higher skill is much more important.
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Thread: How much impact on outcomes do you think RNG really has?28 Oct 2015, 10:09 AM
In: COH2 Gameplay |
Thread: UKF sexton stats comparison(buff needed)27 Oct 2015, 23:11 PM
Give it the same radius, keep the lower damage, give it 160 range (still lower than priest but only slightly). Maybe make it more shells, more rapidly. What's the cost? I can't remember what it is compared to priest but IMO they should be equal cost, with the sexton being less damage but firing more rapidly, for roughly equal damage effectiveness over time. In: COH2 Balance |
Thread: Sexton underperforming for cost27 Oct 2015, 03:00 AM
So damned worthless. The fact that the dedicated artillery doctrine isn't even good at countering enemy mortars and ISGs is hysterical. In: COH2 Gameplay |
Thread: Rate the Factions, Overall (1 being best and 5 worse)26 Oct 2015, 21:36 PM
Wait did something happen? I've been getting massacred in team games by OKW players (as Brits) for what feels like weeks thanks to ISG nonsense. Or is this only for 1v1? Legit shocked at seeing people put them last. In: Lobby |
Thread: Moments where you Dun Goofed24 Oct 2015, 10:21 AM
Yesterday I had 2 AT guns holding off the king tiger on the left while my tanks charged on the right hand side of the map at about 5x stugs and an elephant. If I wasn't a moron I would have done that the other way around and probably won the game. In: Lobby |
Thread: What in the world happened to emplacements? 24 Oct 2015, 09:06 AM
I dislike emplacements. Me too but emplacements are the only non-doctrinal indirect that the British get. I could happily never think about 17 pounder and Bofors ever again but the mortar pit being useless is a problem. In: COH2 Gameplay |
Thread: Patch notes 29 Oct24 Oct 2015, 05:29 AM
Leigs have the same range as the mortar pit (unless you got one of those light mortar shell bulletins maybe?). Even Ost mortars counter the mortar pit fairly well although IIRC the pit theoretically outranges it. Maybe post patch it will be ok with Leig nerfs but currently in the live version one leig or mortar will shut the pit down and nuke repairing squads. Obviously other kinds of emplacements are even more vulnerable to indirect. In: COH2 Gameplay |
Thread: Patch notes 29 Oct24 Oct 2015, 05:23 AM
Jesus Christ fix the damn emplacements for the brits! you DON'T have any indirect fire as brits except that mortar shit that dies from 1 volk grenade and 2 shrek shots ... 400 mp for a static piece of junk that is outperformed by a 340 mp isg or 240 mp mortar ! Don't forget the doctrinal self propelled artillery that is basically less effective than a single Leig. ![]() In: COH2 Gameplay |
Thread: The Valentine and the Sexton23 Oct 2015, 01:37 AM
I've never used the Valentine properly (only used once in alpha and didn't realize it had wallhacks) but the Sexton is utter pudding. Terrible range, mediocre shell radius, mediocre damage. Outside of "early game sux lolol", the primary British inadequacy is that they have hopeless indirect fire. Base arty sucks, Sexton sucks, and Mortar pit is offensively respectable, but utterly vulnerable to ISG and enemy mortars (esp. mortar ht). In: COH2 Balance |
Thread: Relic Stream - October 2122 Oct 2015, 22:53 PM
4x thompson and 1x BAR for ultimate death squad I think 3x BARs would be a better squad. What a shame they fixed the automatic-sherman bug before combined arms would have allowed us to get extended range and sight on tanks ![]() In: COH2 Gameplay |
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