Turning Point Update patch notes
Posts: 813 | Subs: 1
Great to see new maps, even if they are remakes and adaptations. The worldbuilder will really be fun to sink the teeth in, and hope the community will be able to push out new interesting maps.
Also hope that the chat/semi-lobby can bring in new and old players that left. I actually think the overall idea with this chat is really good. Will be interesting to see how it works out in the end.
Not sure I will try out the fast camera option, quite happy with it atm.
Like the CTRL button thing, and to be able to add players after a game more easy sounds great. Still looking at the steam leaderboards? Are they actually working? Totally broken not long ago.
Hope that the changes towards buildings have the desired effect. Not sure it will kill MG play though. But I would like to see some kind of incentive to diversify ostheer builds. One way would be to diversify unitcosts. Make MG slightly cheaper, increase cost for grens slightly.
About patches overall. Relic is far more supportive than many other developers I have seen. Also, claiming they dont test stuff before it comes out is also kind of strange when they stream their beta build live, and considering they got so much stuff crammed in there that they must be several patches ahead of us in beta build. That said, the overall efficiency of the last released commanders really upset meta in live enviroment, but it feels like it has settled somewhat now. There will always be patches, nerfs and buffs to new units or abilities. Thats just the way it works. If not, the system would be truly broken.
I also agree to the testament that relic needs an ongoing funding to be able to continue working with their product. And I also agree that paid content should be restricted to skins, faceplates, ToV or similar features. Introducing paid commanders was a step in the wrong direction, but it cant be rolled back now once they started. Just got to live with it. Still, the pricing on the commanders is to steep. Should be alot cheaper to get content, this way, I think more players would get it. If lucky, this would actually increase revenue (even after steams cut) and less moaning on forums etc.
Posts: 379
Posts: 1295 | Subs: 1
Posts: 1582 | Subs: 4
public worldbuiler, oh snap
Hell yeah!
And watch out, we're going to kickstart the mapping section on CoH2.org with a whole bunch of tutorials. Keep your eyes peeled tomorrow
Posts: 6
Im just hoping the have done some work on the gpu optimisation behind the scene it runs terrible on my machine.. and altho its no beast it should be enough to play this on a medium setting..
Posts: 2487 | Subs: 21
Tampering with the balanced 120mm mortar
T-34/85s getting a buff:
Yet also having their accuracy nerfed....
Posts: 1944 | Subs: 2
Games which want to provide ongoing support need ongoing income. You can't provide support over years without getting any money for it. It's business in the end, not charity.
But you could easily make the argument that wanting $6 for a single camo pattern or $4 for a commander is like asking for charity. People aren't mad because they've been living under a rock and aren't familiar with the concept of DLC, but because this is a full price game and they are charging an arm and a leg for the most simplistic shit. And remember they had like $50 or more worth of DLC available the day the game launched, which is pretty unheard of. Typically DLC isn't made or at least not sold until a couple of months later, otherwise people get the impression that they paid full price for a portion of the product.
I've spent far more money for CoD DLC in the past few years and I don't even know any of those guys on a personal level but even that stuff is a far better value. If Relic sells $30 worth of content for $30 then I will buy it, but I'm not going to spend $100 on $30 worth of content just because I pity them for being a smaller company, sorry.
Posts: 786
You mean like Battlefield? Oh wait....
Games which want to provide ongoing support need ongoing income. You can't provide support over years without getting any money for it.
orly? so how have I been paying for all the games I played for years like Quake 3, Unreal Tournamente series, which had packs and packs of free maps mods and patches, all for free? They must have gone bankrupt!
Posts: 222
Posts: 934
- Build-time of soviet tier 1/tier 2 building not reduced.
"Hope you still enjoy the conscript spam that we`ve been stuck with for eternity. No? Well do we have an offer for you! You can buy the brand new partisan commander for just 3.99 EUR! What? Tier 1/2 units being a valid early game option for soviets? Now don`be ridiculous."
- Blitz (german vehicels` vet 1 ability) still available with damaged/destroyed engine.
Well this is just a bug that makes no sense and gives unfair advantage.
- Soviet strafe not nerfed.
That feeling when you loose a game because of one ability where a friggin plane murders multiple squads and/or light vehicles of yours. Really makes you want to type that GG WP as you feel your opponent truly deserves the win.
Three changes I was looking forward to the most and all get revoked. Looks like another month of the same generic early game of gren/conscript spam crap from the majority of players. Support combined arms usage Relic, do not make it an early game risk! This aggrevates me so much.
As a result there is no tactical early game flanking in this game because there is literally no support weapons to flank. It is just a game of trying to force a 2v1 situation which stems to a chain reaction of victories unless you find a position to stall with a building or great green cover. This is boring gameplay in my eyes, just like the unflankable MG42 patches and does not promote any factors which made CoH1 the great early game that it is. I really hope this is addressed in the future.
Blitzkrieg on damaged engine and Soviet Strafe utterly destroying immediately retreated squads or unpredictable to shoot down even with dedicated AA are both stupid. Popping 240 ammo strafe pays for itself literally everytime even when you know your opponent has an Ostwind.
Good patch otherwise though with great additions to the social game aspect, veterancy system and world builders. Can't wait to test some maps guys!
Posts: 1582 | Subs: 4
orly? so how have I been paying for all the games I played for years like Quake 3, Unreal Tournamente series, which had packs and packs of free maps mods and patches, all for free? They must have gone bankrupt!
Games have become much more expansive over time. Especially because the graphics have improved massively. High quality graphics engines are very expansive. But thats not even the end, everything has to be produced in high resolution. Creating HD textures, all the maps for them (normal, spec, gloss, etc.), it's just a massive investment, which wasn't necessary previously, where you could concentrate on the core stuff...
Also, Quake 3 and Unreal Tournament etc. are special in this regard. They have primarily been demonstration platforms for their graphics engines. The main money was made by selling that engine to other companies.
Just look at the number of AAA games being produced nowdays, compared to the past. It's just not worth it anymore for most companies. And if they do, they have to make it worth it by creating the same game for all platforms (including consoles). CoH2 doesn't have anything like this, so they have to finance the after game support by DLC
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Posts: 49
Posts: 49
If they put out a new vcoh version were u have to pay for serveracces coh 2 was probly down...
Posts: 786
Games have become much more expansive over time. Especially because the graphics have improved massively.
Oh yeah, I'm sure they need a lot of coders/artists to tweak a few bits for the balance changes and activate some commanders/units that have always been in the game. Such a titanic amount of work.
They can make all the DLCs they want but the moment you decide to have a model where dlc users play vs non-dlc users all the competitive sides of it collapses in my eyes and you realize it's just another fancy way to milk people.
Posts: 1582 | Subs: 4
Oh yeah, I'm sure they need a lot of coders/artists to tweak a few bits for the balance changes and activate some commanders/units that have always been in the game. Such a titanic amount of work.
They can make all the DLCs they want but the moment you decide to have a model where dlc users play vs non-dlc users all the competitive sides of it collapses in my eyes and you realize it's just another fancy way to milk people.
You didn't get it. I didn't mean to say the DLC is expansive, but the graphics engine, textures, etc. They payed for the graphics upfront, which is a huge investment. This means there are not enough resources left to provide a good postgame support from what you earn with initial sales. If you still want it, they have to make the money with DLC.
It doesn't matter when you earn or spent the money. The net amount is what matters.
And don't get me wrong. I already stated in the initial post that you quoted, that i don't like that DLC has influence on multiplayer play. I rather would like them to earn their DLC money from singleplayer content.
Posts: 1734
Permanently BannedPosts: 49
there is a workshop section in steam, i dont remember it was anything about workshop in patch notes, and i am to lazy to read it again.
yea so many extra stuff and adjustable stuff that u all have to read and edit that there is little time left to actually play...in coh 2
Posts: 51
I don't agree with some things you've said but there was one sentence that I couldn't stop thinking since a little after launch. It's that adding all these commanders and abilities makes this game practically impossible to ever be fully balanced, or even remotely close to what we saw when CoH stopped receiving major balance patches. There was literally six Doctrines in the whole game, meaning they could easily see how each doctrine interacted with each other even with completely different build strategies, but in CoH2, there is so many different Commander abilities, commander only Units, that it has created a hellish nightmare to ever really be sure of how everything will interact with each other. I honestly think the Commanders are the worst feature in CoH2. I understand the desire for fresh units or factions, Brits and PE from OF, but that was OK because it was a enormous expansion that was released years after vCoH launch. I really just wish the game was much simpler, yes less content, so that the base game could have been polished into a great well balanced machine, then slowly add in a new commander or two.
Side point, I've actually lost all sense of excitement when new units are being added to the game, Partisans don't seem fun new and exciting to me because I still don't even fully know how to deal with Assault Grenadiers yet. But now there will be even more content that no one fully understands. We'll see in a few weeks, maybe even a month, before the inevitable happens and enough people complain how partisans/irregulars are imbalanced, before they are addressed and balanced, but by then I'm sure we'll have even more new commanders that we'll have to deal with. I'm not even sure how many commanders are in the game now. I have no idea what to expect when play CoH2 anymore. I just have to simply rely on my micro and skill at the game. Unlike CoH where you could see one doctrine ability and immediately know what to expect. So many abilites and being shared by different Commanders in CoH2, most Commanders are just a Frankenstein of preexisting abilities, plus one new thing, that you really won't know the opposing player will eventually field a Tiger until the thing is physically on the map.
During the course of me writing this post, I actually thought of something that would please me greatly. Instead of only displaying the faces of the opponents existing commanders, maybe they can implement a tool tip during that screen so you can mouse over the faces and see what those commanders actually contain. There's no way in hell I'm going to memorize each individual face portrait and know what that commanders abilities are.
Posts: 187
All I knew (or at least I thought I knew) was this:
Level 1 - small defensive bonus
Level 2 - bigger defensive bonus
Level 3 - offensive bonus
How is this changing?
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