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Thread: Relic says: Something BIG after the brits...19 Aug 2015, 23:44 PM
I suspect there is a British campaign coming at some point based on Crossing the Rhine. In: Lobby |
Thread: M4 Sherman needs cost decrease 19 Aug 2015, 23:36 PM
Sherman is great with its HE, mediocre with it's AP shell. But cost for cost its a great tank overall in it's anti-infantry / bunker / building role. I think major is a bit too costly currently, or at least in comparison to how fast Stug IIIs and PIVs hit the field. In: COH2 Balance |
Thread: Faction comparison by Relic19 Aug 2015, 00:35 AM
The one ray of light seems to be that the new factions have a limited number of commanders that can in theory not be bought. Although I still hate the system on principle. I hope coh3 limits microtransactions to skins, decals, faceplates and other cosmetics but it's probably far too late to shut the gate once the horse has bolted. In: Lobby |
Thread: The SturmTiger19 Aug 2015, 00:13 AM
After facing it again last night against another skillful player who protected it well, we only managed to win due to 152 cheese on their supporting units / FHQs. The Sturmtiger survived until we won on VPs. It got vet 4, with like 5+ vehicle kills. IMO they need to decide if it's supposed to be a blob killer or a tank killer but either way it needs a rethink. I'd probably say reduce its damage so it won't one shot mediums, it's just absurd every time it happens and the bigger the team game gets the more likely you are to not be paying full attention when it shows up. It's such a devastating attritional weapon. In: COH2 Balance |
Thread: Faction comparison by Relic18 Aug 2015, 06:54 AM
I don't think it can, at least not without major changes in CoH2. They have taken steps already to try and mitigate it through patching, which is part of why the current meta feels quite unrelated to the original design statements for USF/OKW. USF lategame got more consistent with changes to Jackson (although it's still not great), OKW late game got a bit nerfed, although it's still very good. OKW isn't as weak as most people think in the early game. Sov / OH have fluctuated wildly over patches about whom was stronger at which stages of the game. Further patching could slightly tweak this but it's a bit late to shut the gate once the horse has bolted. Resource inflation in team games is a natural consequence of cache sharing and map's being flooded with more and more units to make sure everything is capped. People have proposed solutions to this before. One would be to disable cache sharing. Another is to make caches only "partially share". A third is to make it so caches don't share, but you can build one cache per player on each point, so that OKW wouldn't ever benefit from the resources, and additionally the OH / Sov / USF players would all need to build their own caches and thus all pay the manpower price. Mechanically that would require some srs patching from Relic, methinks, but it's not a bad idea conceptually. Games going longer in team games is a regression to the mean type thing, one player failing early in a 1v1 means gg, 1 player failing early in a 2v2 means its "probably" gg but could be recoverable, in a 4v4 its bad but not uncommon to recover gracefully. Other players can cover for build weaknesses (you almost never get an "oh shit nobody built an AT gun" moment although it can still be badly positioned), other players cover for you getting driven off the field early, etc. The effects of individual failures get averaged out and because there are so many bodies per square feet on a lot of maps, it becomes really difficult to exploit small breakthroughs unless you've REALLY romped them. Even games where one side is clearly winning sometimes drag out for quite a while in big team games. The lessons are more valuable for designing the sequel, imo. In CoH3 the need to seriously think about the differences between game modes both economically and tactically when designing factions, and attempt to differentiate them in ways that do not create asymmetry in the problem areas I've pointed out. Obviously the other main area they need to have a long hard thing is the urban / enclosed vs open maps, and how they can try to minimise the impact of bad maps on balance without just making every faction a carbon copy. It's definitely a design challenge! In: Lobby |
Thread: What to do with the MG34?18 Aug 2015, 03:10 AM
Hmm I feel like the solution here would be to rework grenades. Reduced throwing range while suppressed if you get suppressed even after giving the order / pinned cancels the throw. Molotovs tho ![]() In: COH2 Balance |
Thread: What to do with the MG34?18 Aug 2015, 01:50 AM
I'm not sure I like how killtastic the MG42 is considering how beastly it is at suppression. Its just so damn good. 34 might need a buff but its closer to how I imagine the MGs should be than the 42 is, personally. In: COH2 Balance |
Thread: Faction comparison by Relic17 Aug 2015, 23:12 PM
That's one possible way to achieve asymmetric balance, the worst one arguably. Germans having fewer men that kill faster vs soviets who have more men but kill slower is another way. Soviets having superior TD but Germans having superior tanks is another. All asymmetric balance means is that the two factions are different and don't necessarily have 1:1 equivalency on everything. Starcraft has it too between its factions. Making factions stronger at different phases of the game means automatic balance scaling issues. It guarantees that whomever has the best "late game" faction is more and more powerful in larger game modes where the probability of the match reaching late game approaches 100%. Thus, you can never have a game where the 1v1 and 4v4 are both balanced. To a smaller extent even 2v2s become skewed by this effect, a mode which is still highly competitive. If you balance for 1v1, then 3v3 and 4v4 become the late game faction's bitch. If you balance for larger games, then the early game factions will be OP in 1v1s. Balancing around resource shortages for OKW also has the same problem when combined with OH teammates and cache resource sharing. In: Lobby |
Thread: Faction comparison by Relic17 Aug 2015, 23:00 PM
There's a disconnect between how they wanted the factions to be and how they turned out. As Sun Tzu said, "No faction statement survives first contact with the meta". In: Lobby |
Thread: Main gun destroyed, abandoned vehicles..17 Aug 2015, 09:58 AM
Abandoned tanks USED to always have serious crits on them I swear. Like early days of CoH2. When did they change it? In: COH2 Gameplay |
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