1) They fixed team colors a little. But never explained why the colors are what they are. They probably had a reasonable answer. Would have taken less beating if they explained it better.
Agree with most of the post but this part is something I keep talking about in other threads on here.
The idea was good with poor execution. Truly unique player colors is a new concept to RTS games I guess, so I guess other people didn't like it, but I do like it, so I'll defend it anyways.
Every other CoH game with "unique colors" doesn't actually have unique colors. It would be more appropriately called "distinguishing colors", because there's nothing unique about the colors assigned to players. Although everyone else is assigned a "unique" color to distinguish them from each other on
your own screen, each player is actually blue on their own screen, which really takes away the "unique" part of it.
If you've ever played a game like CSGO, and used voice chat there, you would see why this kind of color system can cause a bit of confusion. In CoH 2, if I'm looking at the map, and I see someone's tank get red flares dropped on it, I immediately see the color of their unit icon. I know it's green, for example. But maybe in the heat of things, I forget momentarily who exactly green is.
Now, I want to tell them to move their tank, but I have to first click their unit to figure out their name, which wastes a small amount of time and micro. That or I have to spam ping it and say "watch your tank in middle" etc. and annoy everyone else in the game.
In CoH 3, all I have to do is say "green, they just dropped red flares on your tank!!" and the player I'm talking to will immediately know they're being referred to, because they are actually green on their own screen, and not blue.
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Obviously, this is not to everyone's taste. I think that they should have added a CoH 2 style "unique (distinguishing) colors" option. In addition to having some common sense when implementing the new system in the first place and not causing teammates to be pink and red and silly things like that, which probably would have made players more open to the idea to begin with. In the end, I think it will become a preferred feature for everyone who isn't insane, like grid hotkeys did in CoH 2. (No offense to classic hotkeys players, but I prefer not to play Twister with my hand on my keyboard when I have to reverse my tanks or retreat my units ("U" to reverse--are you serious?!)).