Commander Overlap a serious problem
Posts: 1295 | Subs: 1
Restructuring the commanders is completely doable and restructuring the commanders now is easier to do then when Relic was first putting them together thats for sure, given that we understand how each ability actually works in the game and there is a wider testing area for implementation.
Given those facts if Relic doesn't want to restructure the commanders to have tactical depth, unique abilities and a feeling that commanders are a big deal (not a side show) in every game, then Relic is either lazy or greedy.
I want to make a specific point when I say Relic I don't mean the people at the ground level doing the work, testing and creating. Rather, I'm pointing at whoever are the decision makers at the top who decided it was okay to overlap abilities, some up to five times.
I don't mean to sound harsh, because I love everyone at Relic, I'm trying to help by pointing this out, but the people at the top need to get a grip on this and understand this is a serious problem, and more importantly, that it can and should be fixed. If it were fixed COH2 would be a much better game which in the end, will lead to a better experience for the community as a whole and more $$ for Relic.
Having said that, The new commanders (as you will see) have less overlap and its clear Relic understands my point to a certain level. But the overlap continues and the old commanders absolutely need to be overhauled in order for them to actually feel like commanders.
Take a look at the amount of overlap. Colors represent #of times that an ability overlaps with another commander.
Germans
Bigger Picture
Bigger Picture
Soviets
Bigger Picture
Bigger Picture
Instead of having commanders unlock in a strait line, which is boring and tactically shallow, the choice system should be implemented as follows (just an example of what the choice setup is, not an actual commander)
Posts: 525
Posts: 110
Posts: 168
It's not looking at vcoh through rose tinted glasses - it's just that this is a better way to implement doctrines
Posts: 1295 | Subs: 1
It's not looking at vcoh through rose tinted glasses - it's just that this is a better way to implement doctrines
This
Posts: 66
for example: the first ability of the ostruppen commander should have an active component(call in ostruppen) and a passive one(allows the construction of trenches) and you give more funny stuff to that commander by using the old trench slot
you also change the names and icons to something more abstract.
Ability slots that only allows you to build certain unit should not exist, this game should not be that simple but more complex
Posts: 545 | Subs: 3
Posts: 647
Posts: 1944 | Subs: 2
First of all, some of these things should be non doctrinal because having so many doctrinal units detracts from strategic depth. Second, there needs to be less total commanders so that they have more individuality. The only thing unique about these doctrines when abilities are recurring 2-6 times is the fucking face in the menu. No ability should appear more than twice, nuff said.
Posts: 3293
Posts: 976
+100
Posts: 1210 | Subs: 1
Posts: 934
I completely agree that providing a form of choice will do nothing but add to the strategic choice of the game, especially for Soviets who seem to need pick earlier for Guards/Shocks and thus get locked in to a specific linear flow.
The thing that worries me now with this approach is that it will further increase the overlap of doctrines and make it more difficult to truly determine what your opponent has chosen. None the less though, having more choice within the doctrines out wieghs the negatives of more overlap. If they did change the old doctrines by replacing some abilities with the new DLC abilites I believe it would be perfect to implement the proposed system by WhiteFlash.
Posts: 2487 | Subs: 21
Posts: 790 | Subs: 2
Posts: 150
I agree completely. It seems that the new commanders being released are more extreme than original released commanders; this throws the game off. However, it doesn't have to be bad. All that has to happen is make other commanders just as unique as (for example) Mech assault or ostruppen doctrines. Adding the choices for each doctrine (left/right/middle(???)) would only ass to the depth of the game.
Thank you for summing this all up in a nice post with diagrams. I hope something is done soon about commanders.
Posts: 202
Please take note relic!!!!
Posts: 2075 | Subs: 2
Posts: 208
Posts: 10
Livestreams
70 | |||||
42 | |||||
40 | |||||
22 | |||||
21 | |||||
12 | |||||
558 | |||||
92 | |||||
73 | |||||
17 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.653231.739+13
- 2.838223.790+1
- 3.35057.860+15
- 4.590233.717+6
- 5.278108.720+29
- 6.306114.729+2
- 7.645.928+5
- 8.922406.694+1
- 9.1118621.643-1
- 10.265138.658+2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
2 posts in the last week
28 posts in the last month
Welcome our newest member, Haruta446
Most online: 2043 users on 29 Oct 2023, 01:04 AM