Commander Overlap a serious problem
Posts: 538
have played only vCoH lately and I am not eager to come back to CoH2, having to learn all this new Commander stuff in order start playing again.
Posts: 401
The tree style commanders wouldn't actually fix much of the current balance issues, and would actually complicate things as more powerful abilities come out sooner.
It's also a huge undertaking, and I think time is better spent making the current scheme and commanders more properly balanced than to do another unneeded giant overhaul (vet system) when a number of smaller or more concise fixes to stabilize the game will do more.
Posts: 1295 | Subs: 1
The thread still reads like wish fulfillment and rose colored glasses.
The tree style commanders wouldn't actually fix much of the current balance issues, and would actually complicate things as more powerful abilities come out sooner.
It's also a huge undertaking, and I think time is better spent making the current scheme and commanders more properly balanced than to do another unneeded giant overhaul (vet system) when a number of smaller or more concise fixes to stabilize the game will do more.
This is naive and thoughtless.
It's not looking at vcoh through rose tinted glasses - it's just that this is a better way to implement doctrines
This
Posts: 401
You can say you aren't looking back at a game with too much nostalgia, and yet still be affected by it.
Naivety and thoughtlessness can also been seen as being slaves to the past, even if the future isn't as bright as you remember the past to be. Doesn't matter how many agree with you.
Relic's particular way of handling the game is the issue. Sure, changing how the commanders work is one way of alleviating it, but it's not a magical fix for everything. And, with the way they're handling commander ability balance is more the issue than the way the abilities are bought and distributed.
We probably wouldn't even be talking about this, nor would many people agree as much, if Relic had focused on balance first, regardless of whether commanders are split into trees.
Posts: 550 | Subs: 1
Great idea. Let's hope Relic sees this. So far they did a nice job of trying to deliver features the community asked for (map editor, though a bit buggy at the moment, chat lobbies, fixed positions and so on. By the way: Thanks for these features, Relic )
Posts: 9
Too many of the commanders seem like a thoughtless jumble of abilities, with no clear strategic application. The DLC model for commanders is bad form and is to blame for this continual reshuffling and repackaging of the same abilities. Selling cosmetics like skins or nameplates is one thing, selling things that actually affect gameplay is another matter entirely.
Posts: 16
You can say you aren't looking back at a game with too much nostalgia, and yet still be affected by it.
well if nostalgia means having a sense for quality, nostalgia it is...
Posts: 1295 | Subs: 1
You can say you aren't looking back at a game with too much nostalgia, and yet still be affected by it.
We probably wouldn't even be talking about this, nor would many people agree as much, if Relic had focused on balance first, regardless of whether commanders are split into trees.
No
It's not looking at vcoh through rose tinted glasses - it's just that this is a better way to implement doctrines
This
Posts: 93
Posts: 641 | Subs: 1
Posts: 20
Posts: 642
The problem is: How realistic is it? Is it possible to change the entire Commander system on the go, or is it too embedded in the code that its just not worth it (from a development point of view).
I HOPE they change it, but its only that... hope.
Posts: 224
Posts: 50
Posts: 391
Can't see it happening, and could be even worse to balance!
Posts: 50
Posts: 1295 | Subs: 1
Balance i dont think would be hard, all the abilities are there already. For example, You have five slots right... Each slot has only certain abilities available for that specific slot.. Slot 5= heavy tank, slot 4= off map arty.. Etc etc..
Its easier than it was when they were first putting commanders together for sure. That fact alone warrants a consideration of redesign considering what we have now. The support seen here thus far is also encouraging.
Posts: 50
Posts: 401
Posts: 308 | Subs: 1
We probably wouldn't even be talking about this, nor would many people agree as much, if Relic had focused on balance first, regardless of whether commanders are split into trees.
Relic took a "balance first" philosophy into DoW2's early updates, simplifying the game and making it one-dimensional, like the CoH2 commanders.
It killed the game.
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