Commander Overlap a serious problem
Posts: 4559 | Subs: 2
A possible compromise could even be the one Barton suggested, and if Relic would be willing to change the system we could definitely work on a very detailed proposal to rework the current system.
Good job WhiteFlash, please everyone who agrees put a +1 on this thread, only with strong numbers we can make things change
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I definitely agree with this! I understand the current DLC model is not very flexible when it comes to Commanders but this would really be the best solution to improve Commanders.
A possible compromise could even be the one Barton suggested, and if Relic would be willing to change the system we could definitely work on a very detailed proposal to rework the current system.
Good job WhiteFlash, please everyone who agrees put a +1 on this thread, only with strong numbers we can make things change
I think it should be obvious from my previous post that I am in favour of this proposal, but just to be 100% clear...
+1
Posts: 152
I think it should be obvious from my previous post that I am in favour of this proposal, but just to be 100% clear...
+1
+1
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but Relic wont change that, at least for CoH2. Maybe for CoH3 with modern settings... lol
modding is the solution for this game, like other games:
Half Life 1 -> Counter Strike
BF 1942 -> Desert Combat
ArmA 2 -> DayZ
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modding is the solution for this game, like other games:I completly agree with you, I hope we will see some crazy modding in future
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+1
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.
+1
This is also my concern. I don't like trying to guess what abilities my opponent has. In vCOH there was a definite advantage for a player who knew all the commanders and could predict what his opponent might do next. Now I have no idea what to expect even late in the game usually. Is he anti inf, does he have 85's, should I expect an isu152?
Posts: 308 | Subs: 1
We'll never have historically based, strategically deep, branching doctrines with abilities that were tailor made for the doctrine and the role that doctrine was designed to play in the overall faction.
Instead we'll have disjointed abilities designed and thrown into a pool because they "sounded cool" and commanders with as few abilities as possible so that they can maximize the number of DLC commanders they can milk out of their pool of abilities.
Posts: 16697 | Subs: 12
Removing the strategic choice between Left-Hand-Side and Right-Hand-Side has never made sense.
Putting global upgrades (like PPsH, Smoke, FHQ, etc etc) into a Commander makes the core game more shallow with less strategic variance in each game.
Flashing yellow lights as CPs count to 25 is just like WTF how could this pass any design test? When a game goes deep and 19 CPs flash big yellow icons in my face I'm just thinking to myself, "WTF is Relic trolling me? Is this a joke?" I hate that commander abilities auto-unlock. What's the fun in that?
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Posts: 152
+1
I agree with all of you. But as many mentioned, relic probably won`t change the system. Or mabye they do when the player count is around 1000 and decreasing but then it is much too late.
Mabye it doestn matter from a business perspektive atm for relic, but im sure that the brand "company of heroes" gets hurt a lot.
Relic in this Forum are the hc Fans and supporters, we will always bitch about sth. but atm you make it MUCH to easy to be unhappy.
Relic dont forget: Everybody is only complaining about Multiplayer! Fix Multiplayer plz.
Posts: 134
Thanks Flash for putting fancy colors on pictures to make this problem even more clear and more obvious. We've been complaining about this commander system since beta. Instead of getting better, it's getting much, much worse, as more poorly balanced commanders are piled on to the already overblown collection.
Removing the strategic choice between Left-Hand-Side and Right-Hand-Side has never made sense.
Putting global upgrades (like PPsH, Smoke, FHQ, etc etc) into a Commander makes the core game more shallow with less strategic variance in each game.
Flashing yellow lights as CPs count to 25 is just like WTF how could this pass any design test? When a game goes deep and 19 CPs flash big yellow icons in my face I'm just thinking to myself, "WTF is Relic trolling me? Is this a joke?" I hate that commander abilities auto-unlock. What's the fun in that?
Well said.
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