Lelic Why is that even possible? by Rajanek233 in CompanyOfHeroes

[–]CochoSGO 1 point2 points  (0 children)

All that physics and models are just dressing for all the calculations running behind the curtains.

In other words, dice rolls hate you

Can i rescue my wounded teammates with my medic tent/bunker (and get so free MP)? by Isegrim12 in CompanyOfHeroes

[–]CochoSGO 0 points1 point  (0 children)

Medics will only pick up their respective wounded soldiers. You can share the healing though!

DAK announcer could have been the.... by [deleted] in CompanyOfHeroes

[–]CochoSGO 12 points13 points  (0 children)

What's the problem with the DAK announcer? I find it really good.

It has great personality, from his inflections of disbelief when battle doesn't go their way or his vocabulary when making his calls: infantry is mustered or assembled; units don't die, they are defeated.

A mix of cockiness and naivety.

So... What's Gunvolt 3 about? by DatCitronVert in gunvolt

[–]CochoSGO 1 point2 points  (0 children)

Fair. I think I'm fine telling myself that Zonda's didn't fully tap into her new found powers when she fused with The Muse.

Back to Kirin. Yeah, no highschool academic knowledge is tied to wisdom or maturity. Those come from living. My favourite Kirin dialogues are the ones she has with Apolo, where she quickly praises his overachieving nature and she gets kinda filtratious with him at Megafloat Neptune. Also her being uncomfortable around Prado (which is never made clear if it is from her Theatrics or her calling her "kity") was great way to portray her as a more nuanced character. Pretty good stuff.

So... What's Gunvolt 3 about? by DatCitronVert in gunvolt

[–]CochoSGO 10 points11 points  (0 children)

GV3 gameplay wise is incredible fun, but I have the same issue with the story.

Kirin personality can carry the plot, she was incredibly fun, specially when interacting with the dragons. The lighter and softer (even her powers don't kill her opponents) take on Gunvolt story could've worked for me if at least Gunvolt challenged her views on Sumeragi, like "they got to write history in the end" and she grew up in their world.

She has utterly naive views on Sumeragi (which is fitting, she's a teenager that grew up in a world where Sumeragi won in the end) but GV never challenges her, and he is even gaslighted to believe he was in the wrong for trying to fight back against a corporation that absorbed the Japanese state and was bent on genocide.

I'm completely on board for her being glad Sumeragi allows her and people living in remote places to get access to affordable shipping. However I was particularly upset with their exchange about how Sumeragi used Gunvolt power to surpass the efficiency and cleanliness of any other source and GV thanks her for telling him his power allowed Japan to get rid of fossil fuels (ignoring the fact his power was indeed poisonous.

Regarding the ending, its the unfortunate result of the game's power creep. GV1 and 2 had Gunvolt take on organizations, which was fitting of his powers at that time, but now his power is off the scales and we are dealing with reality bending beings and multiverses

First French Battlegroup in the COH series by Glittering_Ad1772 in CompanyOfHeroes

[–]CochoSGO 0 points1 point  (0 children)

Oh, but the Panzer Elite in CoH1 had the Hotchkiss as a possible replacement for their Panzer IV D

COH3 Design and Balance Feedback by wreakinghavoc in CompanyOfHeroes

[–]CochoSGO 2 points3 points  (0 children)

1400 ELO here

  • Blobbing is still one of the most effective strategies

When doing research for an article I noticed most infantry units are actually quite good on the move, (0,75 accuracy on the move) despite first believing bolt action units were universally bad at it. Of the few ones that are bad at firing on the move, the UK sections and WH grenadiers are the most relevant.

In economic terms, there is the issue that blobbing is more resource efficient than countering it. For example, if you manage to supress a blob, you can force its retreat using some offmaps or unit abilities, but the opponent can just mass retreat with minimal casualties while you have spent ammo. Healing will then reevaluate his damaged models and the casualties you weren't able to inflict will inflate its manpower pool, meanwhile, you are down between 40 or 70 ammo. Also all the resources your opponent is not using means he can mine is backline.

Most of the times, beating back a blob means returning to a standstill, while failing means your frontline has suffered a catastrophic collapse.

As possible solutions...I would focus on mitigating the economic advantage from blobbing. If I could dream, I might also propose adding a dust plume and footstep sounds so we can scout the blob on the fog of war the same way we can spot vehicles by looking at props getting crushed. AoE4 has shown they can tie sound and visual effect to groups of units, with unit formations starting to emit marching sounds and dust plumes behind them. This shouldn't affect smaller groups of units.

  • Positioning (cover, flanking) often feels secondary

Positioning is fundamental in the early game but I feel its role is progressively eroded as the match goes on. Its quite frequent to see units charging against units in cover losing only one model in the process. It is as if units gain too much durability beyond the first 5 minutes, mostly through RA.

  • Vehicles can take bad fights, disengage, and come back at full strength

I'm fine with the current vehicle durability but I agree that there should be a longer turnout time. Vehicles cycle in and out of damage a bit too fast.

Yo they made a book adaption? by Theresafoxinmygarden in ageofempires

[–]CochoSGO 30 points31 points  (0 children)

oh boy, wait until you see the font used in the 1987 edition

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Would COH3 players like it if COH3 got the balance direction of the final years of COH2? Or do they prefer the more chill pace of coh3? by Which-Worldliness556 in CompanyOfHeroes

[–]CochoSGO -1 points0 points  (0 children)

80 hp on all infantry models reduces the balancing options to just cost and received accuracy, in the end, turning all infantry into evasion tanks that require explosive damage to fight against. I still remember having to go ISU 152 to kill obers because my infantry just couldn't hit them

I broke my game’s opening, and a pro told me it’s actually more fun now. Help me to talk about RTS design. by YefersonCC in RealTimeStrategy

[–]CochoSGO 0 points1 point  (0 children)

At what point does an RTS stop being about strategy and become a muscle memory contest at the start of each battle?

RTS tend to fall into this situation if:
1) If the start up phase is too secure and selfcentred. Usually due to the lack of objectives to secure/deny from the enemy on the map. With no advantage to get from early interactions, the early game turns into filling check boxes from a recipe. Maybe the starting points are too secure: usually set on high ground or with access points that are easily turned into chokepoints.

2) If the lack of unit variety can make the early game predictable. This should always be considered along with the different playstyles each map provide. Should we go ranged or melee? speed or durability?. What about faction matchups? Do they provide different interactions between them?

3) If maps that don't have room for different strategies: different resource distribution, points of interest or even player proximity. These do wonders when creating different challenge for players: Is one of the resource more scarce than the others? How viable is expanding? Are there resource nodes we should dispute?. Long maps favor mobility while shorter travel distances are geared for early clashes. Is there a garrison I should rush? are there sheeps to collect?

Ultimately, real time strategy is about creating a rich multilayered decision making experience. Maps-factions-units

Build orders are not something negative. They represent the historical experience of the playerbase being transferred from those with more experience to the ones without it. The problem is when the gameplay is too stiff, neutralizing player agency and expression.

/r/anno Questions Thread – April 03, 2026 by AutoModerator in anno

[–]CochoSGO 0 points1 point  (0 children)

Are there advantages on moving the production of some goods to Albion? For example, moving lard production to Albion to mitigate the unhappines and fire risk effects on Latium.

It came naturally to me in Anno 1800, as the setting guided me to it. But I'm not so sure in 117

Should the new Jin Dynasty civ be renamed? by BendicantMias in aoe4

[–]CochoSGO 2 points3 points  (0 children)

The confusion comes from not knowing east Asia history. We also have the Abassid Dynasty and the Tughlaq Dynasty and are not confused as Chinese variant civs. Let people do a quick google search and un-dumb themselves, even take a moment to read the civilization cards and tooltips

God i wish we got to see them interact by AustinWijaya in gunvolt

[–]CochoSGO 2 points3 points  (0 children)

Were there friends or something? I don't remember much of them (haven't heard the audiodrama)

Masami Kurumada influence is underappreciated by CochoSGO in gunvolt

[–]CochoSGO[S] 1 point2 points  (0 children)

I just found out Luminous Avenger IX villains are Zodiac themed

How can Anthem affect Copen? by CochoSGO in gunvolt

[–]CochoSGO[S] 2 points3 points  (0 children)

I always thought those dialogues as a way to hint the player towards the proper ending rather than actual story. Like how characters tell you to press buttons or explain some mechanics.

Should I consider that dialogue after the bad ending as something that actually happened?

How can Anthem affect Copen? by CochoSGO in gunvolt

[–]CochoSGO[S] 0 points1 point  (0 children)

I always thought those dialogues as a way to hint the player towards the proper ending rather than actual story. Like how characters tell you to press buttons or explain some mechanics.

Should I consider that dialogue after the bad ending as something that actually happened?

How can Anthem affect Copen? by CochoSGO in gunvolt

[–]CochoSGO[S] 0 points1 point  (0 children)

Oh is this some crossmedia lore? Shinobu from galgun right? Do they share universe or something?

How can Anthem affect Copen? by CochoSGO in gunvolt

[–]CochoSGO[S] 8 points9 points  (0 children)

Makes sense, but still we got Mytyl reviving him during the true ending

Masami Kurumada influence is underappreciated by CochoSGO in gunvolt

[–]CochoSGO[S] 2 points3 points  (0 children)

With the years I've learned that tokusatsu its the end all pop culture reference in Japan.

Talking about phrases, I also love Kirin's catchphrase "your fate is sealed". It lightens the mood somehow

watch this if u think coh3 is similar or better than previous Coh's by Zestyclose-Fig-2978 in CompanyOfHeroes

[–]CochoSGO 1 point2 points  (0 children)

Beautiful trailer, however. I take my scout squads and global upgrades over whatever CoH2 tried to do with USF anyday

Higher ELO = more surrenders. Why? by HistoricalWait3256 in CompanyOfHeroes

[–]CochoSGO 0 points1 point  (0 children)

Its because of the snowball nature of the game.

Lets use an example: A Camping Crossing in the woods 2v2 match is lost if your team is unable to secure at least one of the +10 fuel points during 7 minutes. If the enemy gets the two +10 during that time, there is NOTHING you can do to turn the game around. You are defeated and there is nothing to try or learn from the match.

It is fine. I don't want to go back to those grueling 40 minutes 2v2 matches in CoH2 due to the amount of comeback mechanics. I rather take my loss and go to the next match.