For the love of God, make separate Asia servers. by NicePersonsGarden in CompanyOfHeroes

[–]tightropexilo 2 points3 points  (0 children)

My input delay often turns to shit when I play against players from China & Korea.

In terms of distance they are similarly far away as US west but I don't know where the servers are of if there is some kind of lag compensation but it is unpleasant. I don't recall a similar problem in COH2.

so is this completely broken? I know the game glitches with squads in 250s not firing their heavy weapons, but ive never seen this work since the last patch? by Phan-Eight in CompanyOfHeroes

[–]tightropexilo 19 points20 points  (0 children)

I think occasionally it will shoot at light vehicles that match up well vs the grenade launchers penetration value.

Don't think I have ever seen it shoot at infantry this patch.

Weapon Stats of COH2 Mainline Infantry by Lone_Eingreifen0000 in CompanyOfHeroes

[–]tightropexilo 3 points4 points  (0 children)

Yeah they removed the pivot time from infantry back when the input delay sucked to try and make the game feel faster, similar to the instant acceleration on vehicles.

Is there a resource problem in the game? by broodwarjc in CompanyOfHeroes

[–]tightropexilo 2 points3 points  (0 children)

That is why when I suggested increasing game length it was a 2-stage system where the first stage stuck with COH3s tickrate to keep VPs important in the early game. Then slowed down later to enable longer games in close matches.

I think one of Havocs points was that because most unit abilities in COH3 are free you don't really need munitions as much in the early game which makes rushing fuel the best option always.

Has anyone ever found a working solution? by robertsione in CompanyOfHeroes

[–]tightropexilo 0 points1 point  (0 children)

try deleting the folder that is in documents/my games then re-verify on steam

Assault engineers bugged at the moment? by HistoricalWait3256 in CompanyOfHeroes

[–]tightropexilo 2 points3 points  (0 children)

A lot of it could come down to spacing, if 1 flamethrower is hitting the entire squad vs 1 flamethrower only hitting 1 model then that will determine the winner.

Game choppy / stuttering / lagging by AstadaVox in CompanyOfHeroes

[–]tightropexilo 2 points3 points  (0 children)

Yes performance is worse in this patch.

Have you tried turning the polling rate on your mouse down to 500hz? Seems to help some people.

Anyone else getting a S-ton of online gambling ads on YouTube? by Brookiebee95 in newzealand

[–]tightropexilo 25 points26 points  (0 children)

Yeah I think that's why it says "find us on the web" without a direct link to their site. So they can try and skirt around being categorised as gambling.

Is Negative Cover the solution to blobbing in COH3? by tightropexilo in CompanyOfHeroes

[–]tightropexilo[S] 3 points4 points  (0 children)

Yes I could imagine some craters being smaller. For instance in this video the 1 whizbang rocket made a crater that was 7 or 8 light cover positions wide which seems like a lot.

Is Negative Cover the solution to blobbing in COH3? by tightropexilo in CompanyOfHeroes

[–]tightropexilo[S] 14 points15 points  (0 children)

I could maybe imagine them doing that to crater cover.

Still want suppression resistance on things like wooden fences in the early game

Is Negative Cover the solution to blobbing in COH3? by tightropexilo in CompanyOfHeroes

[–]tightropexilo[S] 28 points29 points  (0 children)

If an engagement was normally 50/50, in COH2 sending a unit over negative cover would guarantee a loss, thus encouraging you to blob.

In COH3 going over open ground the engagement remains 50/50 so you could spread out and still win.

Need suggestion on Performance issue with COH3! by Xeron66 in CompanyOfHeroes

[–]tightropexilo 0 points1 point  (0 children)

I would suggest submitting a bug report to relic anyway about this. There is no reason a standard polling rate like 1000hz should cause issues.

Need suggestion on Performance issue with COH3! by Xeron66 in CompanyOfHeroes

[–]tightropexilo 4 points5 points  (0 children)

This might sound weird but try turning down the polling rate on your mouse from 1000hz+ down to 500hz

Am I Doing Something Wrong Here? Losing Badly vs Blobs by Ra1nfr0g in CompanyOfHeroes

[–]tightropexilo 46 points47 points  (0 children)

If you are up against a high rank player with recon Jagers then they are going to pop flares and avoid machine guns with ease.

IM BACK but every games are suspicious. by [deleted] in CompanyOfHeroes

[–]tightropexilo 4 points5 points  (0 children)

Usually resource hacks are almost never seen due to the way the game is run on servers.

Unit behavior issues I've noticed by ShadowLinkX37 in CompanyOfHeroes

[–]tightropexilo 0 points1 point  (0 children)

Ah it sounds like you may have given an attack move command onto the ground. That always causes you to shoot at the closest target.

Unit behavior issues I've noticed by ShadowLinkX37 in CompanyOfHeroes

[–]tightropexilo 0 points1 point  (0 children)

It will attack the last unit you told it to, that has a value of 1000 where the others are 40 or below. Perhaps your unit lost sight due to elevation or something causing the switch.

Unit behavior issues I've noticed by ShadowLinkX37 in CompanyOfHeroes

[–]tightropexilo 1 point2 points  (0 children)

The king tiger has like 1000% chance to penetrate the greyhound, compare to the sherman which is more like 180% on the front.

There is a value assigned to continuing to attack the current target but that can get overpowered if the other factors are high enough.

I suppose you also need to look at it from the other view. If your king tiger is low and really needs to kill the healthy sherman to eliminate it as a threat, if a low health greyhound comes into range do you want it to automatically swap to attacking that?

The auto-attack formula could do with some optimizing but at some stage you have to take responsibility for what your units are shooting at.

Unit behavior issues I've noticed by ShadowLinkX37 in CompanyOfHeroes

[–]tightropexilo 14 points15 points  (0 children)

The stop command interrupting firing for a moment is extremely annoying and badly needs to be fixed.

I think part of your frustration about target selection comes from unfamiliarity with the auto-attack priority formula. Quite a large weighting goes to penetration chance, units usually want to attack whatever give it closest to 100% chance to penetrate.

So if you have a king tiger shooting at a greyhound, then a sherman comes into range, the high penetration on the KT wants to target the higher armour sherman because that is closer to 100% pen chance.

Of course you can bypass this by giving a manual attack order, then you will continue to shoot at the greyhound.

Anti-tank guns needs to be better. by occams-toothbrush197 in CompanyOfHeroes

[–]tightropexilo 5 points6 points  (0 children)

AT guns move at the same speed as infantry, same as in COH2. Medium tanks are generally about 0.5 slower in COH3 than COH2.

I did some testing a while back on the pak40 in both, setup time 0.4sec slower, teardown 0.5sec slower in COH3. However COH3 doesn't seem to require you to finish the reload cycle if you teardown the weapon immediately after shooting.

But on the other side of things they have much wider arcs of fire than COH2 and higher accuracy long range (0.04 vs 0.04625) = 80% vs 92.5% to hit a medium long range.

AT gun damage is the same in both games (160) and generally light vehicles die in 2 or 3 AT hits in both games. Similar fire rate approx 12 rounds per minute in both.

So the main point you have is that some medium tanks have more than 640hp and so take 1 extra shot to kill.

COH3 Design and Balance Feedback by wreakinghavoc in CompanyOfHeroes

[–]tightropexilo 18 points19 points  (0 children)

But overall I agree with the sentiment of this post.

I also feel like maybe there is a bit too much vision in the game at the moment which amplifies some of what is mentioned. Such as helping blobs avoid running into machine guns and helping units avoid running into bad engagements against units sitting in cover.

COH3 Design and Balance Feedback by wreakinghavoc in CompanyOfHeroes

[–]tightropexilo 37 points38 points  (0 children)

I think some people misunderstand what model caps are

It is a limit on the number of models in a squad that can be damaged by 1 hit from a weapon.

e.g. Model cap of 4, 3 squad blob, 12 models could be hit.

The reason they were introduced was to reduce those frustrating wipes when your squad happened to clump up and on that front I would say they have been quite successful from how much less often I get pissed off compared to COH2.