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Thread: Why no random faction automatches like in CoH1?15 Dec 2017, 01:38 AM
This is one of the features that community is asking for since release. Or actually, many asked about this even before the release. It has not been implemented since and right now, there is even less possibility of this happening than ever. Of course I would love to see that feature in, but lets be realistic, it is not going to happen. In: COH2 Gameplay |
Thread: OKW Vet balance and caches14 Dec 2017, 19:31 PM
Sorry, but this is the definition of bias if you explicitly say that you want people to have harder time if they are against your idea. And bias results in statistical insignificance. In: COH2 Balance |
Thread: OKW Vet balance and caches14 Dec 2017, 19:27 PM
I would prefer to see how okw works in new patch first. I would also prefer the poll not to be biased. Even if you are sure nobody will vote for "let it be as is", you should put that option in just to make sure you are not wrong. Otherwise the results are meaningless as this is a choice of lesser evil. As for my ideal idea I would prefer at least 2 factions, one for each side to lack caches. This creates synergy between factions in team games and works against faction mirroring. In: COH2 Balance |
Thread: Cheapest PC rig to max out CoH2: This one?14 Dec 2017, 10:22 AM
Good i3 is definitely your best choice fo this game. Well, if COH2 is your only concern, I would strongly suggest putting as much of your money into the best Intel CPU you can afford. I'd be hesitant to game on a Pentium though. See if you can get a Core i3 at the least. As for AA I think the is problem with the fact that people finally can play this game on max settings with current hardware but they cant set AA to max becouse of MSAA usage. Using forced AA from GPU drivers is a good choice but as this has to be full scale it sadly also blurs fonts. |
Thread: Reccomend cpu for the game?14 Dec 2017, 10:07 AM
How exactly do you expect a game that uses up to 2 threads (usually the second one is barely used) to go over 50% on 4 core cpu? |
Thread: Some easy solvable design issues for December patch13 Dec 2017, 18:25 PM
I think its not possible to define for squads becouse squads have no postition, only models do. What I mean by good play is defencive placement in green cover. If opponents attacks position using hmg, he should not be able to supress squad in green cover quickly, just becouse there are other squads in other green cover nearby. In: Lobby |
Thread: Restrict players to only 1 base building of each type13 Dec 2017, 14:27 PM
If the player decides to use his resources just to get cp and some more base rape defence then I think its a fair trade, no need to stop him from doing that. In: COH2 Gameplay |
Thread: Some easy solvable design issues for December patch13 Dec 2017, 12:17 PM
As far as I know this has already been implemented. The supression kicks in faster if there are more models close to each other. This is why it is so easy to supress con squad. The problem with this is that the range of this effect is rather small. This can't be improved though as for example squads in defencive cover positions are usually just as close to each other as squads in a blob. By punishing blobs with increasing range of that effect you would also punish good play. In: Lobby |
Thread: [DBP] Known bugs/issues in DBP v2.012 Dec 2017, 22:42 PM
Maybe it would at least be possible to enable this ability on default when build/recrewed? That way we can still disable it to keep miragefla happy but we don't have to click that button so many times. In: COH2 Gameplay |
Thread: December Balance Preview12 Dec 2017, 20:45 PM
In this case I think I would prefer to have double raketen ![]() In: Lobby |
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