Are you maxed perhaps? level 100 and 3 stars?
If that isn't the case, maybe you play in offline mode? |
Q1: In Coh1, if I remember correctly, all infantry was able to suppress, for example, 3 squads of rifles all shooting at the same time at a squad. Is this still the case in Coh2? (Doesnt seems so)
Nope.
BAR rifles had ability to suppress.
G43 pgrens too at the beginning, but it was changed to a snare.
Q2: Is there some kind of formula (or at least some rule of thumb) on infantry who are suppressed/pinned not being able to recover from suppression if being shot at by Not-suppressing units (regular squads). It seems to me that a suppressed squad takes ages to recover if being shot at by eg even volks or RE (more than in Coh1).
All units have a small suppression value, it won't suppress anything by itself, but if smg/ar troops shoot at you, you won't recover from pin and take much longer to recover from suppression.
Q3: Is the cover applied to the whole squad or single entities? For example, when a squad takes cover behind a wall but mothergardning Wilhelm is refusing to get behind it, the squads cover symbol might show no cover/ negative cover. Is this then applied to Wilhelm alone or the whole squad?
Entities.
If single entity is out of cover, then you'll get suppressed. |
Source ?
Cruzz the more you know thread I think. |
wehrmacht sniper recloak needs to be longer
it's really dumb how they can shoot and disappear before the fire aim time is up
It was nerfed recently, even soviet sniper can take a shot if ost one won't move away.
Target size nerf however does make sense.
I would also give sov snipers 82hp and model size of 2 as of now, they are the only snipers who can be one shotted by mortars and relic specifically buffed other snipers hp to 82 to avoid that kind of RNG deaths to the expensive, micro intensive units. Not like T1 isn't dead enough as it is. |
Katiof, you are normally pretty bright, and I usually agree with you, however not sure what you are/were smoking when you wrote this.
If you have a handle on economy, you have already won.
Cutting your opponent off, starving them of resources is just one way you can win via "economy"
You've got it wrong.
He said OKW somehow has problems with caches in team games and was firmly convinced that using shermans vs tigers, king tigers, eles and JTs is just as disadvantageous as having your wehr team mate spam caches, which he would do anyway, because its gardening 4v4, I proved him wrong.
After reading first post in this thread, we can clearly see its about team games and its time of arrival there. |
Elephant is like this more or less. |
Nothing's a bigger waste than OKW FlaK emplacments. Even Sextons can actually deal some damage and be at least "meh" under the right conditions.
Make FlaKs undecrewable and the remove fuel cost or
make them undecrewable, buff them and adjust their price.
M-42. |
i want to see how long it takes to do each segment of the process and why each segment takes that long. id give a week, i wouldent give more than a week, again this is for something like; we found that this unit is way overperforming, we need to nerf it to have stats of XY and Z. if that is the ONLY thing you intend to do to move the game closer to esportsability. use that example to illustrate why it would take 3 weeks.
And as I've said, for a singular changes to singular units it might be couple of days at best.
Relic even have done that in the past, although it wasn't related to units performance, but the cost(AGs at release anyone?).
With more changes, the process takes exponentially longer.
 |
Well, independent developers work on a slightly different workflow then bigger studios.
It also verries from game to game, 7 days 2 die is independent game and it takes them weeks to months to patch, Project Zomboid is independent game and if it have 2 patches a year I consider it a success, then we have fuckload of minecraft clones and "terraria with different skin" kind of crap.
No one will convince me that adding new block to minecraft is equally "hard" as adding new asset to game like CoH.
Patching process varies greatly from game to game, I'm trying to compare CoH2 to projects of similar scale at my company and give a rough estimates of what it might look like for coh based on that.
Bottom line is, it takes time to both, implementing any new asset and calculate, implement and QA gameplay balance related changes.
Regarding big progress on older games, let me point you at WoW or PS2 alone, neither is a new game and both have problems of considerable size. Every single WoW update was bug and exploit fest so far for example.
Hell, I've seen features that worked fine for a year without mandatory maintenances, which turned out to be bugged at the end. So yeah, age of the game isn't really related to frequency of big issues-difference lies in how you handle them and how transparent are you with the community about it.
Game design isn't rocket science, everyone willing could learn it.
Game development on the other hand, no matter how good you are, things can always go wrong, because fuck you, even if they were working fine for the past X years. I've seen that first hand many times and not only with my projects. |
true. but it should take a week to release a patch if its needed not a month or months.
That really depends on the patch content and the amount of changes that needs to be made, documented, given to QA for tests and so on.
For a proper patch with medium sized changes, I'd say 2-3 weeks. If issues are being found on the way it may take longer then that. |