... long post ...
i see and understnad what your trying to say but then you mar a perfectly valid point by going off into assumption land.
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... long post ...
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Nice video. My biggest concern is blobbing. You mention that there are "blob-control units", but I don't think the existence or non-existence of these units is what is causing all the blobbing. IMO it's the forward retreat points. OKW have a no-brainer forward retreat point on their trucks, and USF can retreat to officers. This IMO is what is creating these blobby static frontline wars that have very little to do with flanking.
IMO forward retreat points suck and I wouldn't shed a tear if they were removed from the game. Either that or make them incredibly expensive, so that players that use them to create a campy defensive game are risking a much smaller fighting force.
Forward retreat points were a blob-inducing mechanic with Brits in COH1, and they are doing the same to WFA in COH2. You can't get behind the lines and flank a guy if his whole army is halfway up the map.
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i thought it was the oposite atleast from what i read that the officer gains vet from other units not they get vet from him.
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Nice video. My biggest concern is blobbing. You mention that there are "blob-control units", but I don't think the existence or non-existence of these units is what is causing all the blobbing. IMO it's the forward retreat points. OKW have a no-brainer forward retreat point on their trucks, and USF can retreat to officers. This IMO is what is creating these blobby static frontline wars that have very little to do with flanking.
IMO forward retreat points suck and I wouldn't shed a tear if they were removed from the game. Either that or make them incredibly expensive, so that players that use them to create a campy defensive game are risking a much smaller fighting force.
Forward retreat points were a blob-inducing mechanic with Brits in COH1, and they are doing the same to WFA in COH2. You can't get behind the lines and flank a guy if his whole army is halfway up the map.
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Disagree completely.
The WFA expansion does not promote blobbing with forward retreat points. Veterancy aura abilities such as that in CoH1 brits and lack of suppression are the culprits, both which do not exsit in CoH2. Forward retreat points provide a new strategic option, with an element of a risk and reward that is great for both players and casters!
I have found when I am in a duel forward base engagement with USF and OKW hitting 12 CP's in 15 minutes means there is some hard hitting constant action going on in the map. One side will eventually have to fall back though. The rest of the map can not be ignored unless they have full control of your cut off point, which in that case they probably lost the game prior to that due to some other error.
Forward retreat points are extremely vulerable as much as they are strong for the reasons including:
- Ambushes on a known forward retreat point can result in certain squad kills. Pop Fallschimjaegars on the medic truck/major forward point after a low health rifle squad retreat or quick vechile rush.
- Indirect fire may need to only hit a single unit model to obtain a squad kill. Remember when you defensively versing a forward retreat position all your indirect fire units can be more safe and accurate.
- Heavy blobbing from a known position is easier to defend against, hence the you can more confidently ninja cap other regions of the map. You can count your opponents squads and map positioning more effectively.
I played a game the other day as USF where I relocated my forward ambulance/major multiple times across the south east-west of Langres to avoid walking stuka fire, infantry rushes and tank raids. The atmosphere it creates uniquie, intense and eventually I made the mistake of not relocating after my opponent discovered my forward retreat point and he thankfully capitalized on it with 2-3 vet3 squad kills.
You do not have to flank it to win the game. You can chip away at it, pressure other sections of the map and flank when they are weak! Recon and map awareness must be perceived differently to effectively shut down this style of play. Forward base blobbing can be punished. The intense fighting at forward base positions can only last so long before one side makes a critical error or one lands a major damage hit. Both which are great for casting and playing.
Oh and good video Ciez. I agree.
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Incredible.
Relic is listening to community because the community went 'up in the arms' over how VCOH2 was designed etc.
And sorry to say, even tho you attempt to portray yourself as some sort of hero in the video, how WFA or COH2 turnded out to be is not thanx to you, at all.
Its thanks to people who were "toxic community" as you liked to call them. The people who criticized the way how COH2 has no strategic depth; voiced they concerns at obvious buffing up of DLC commanders on release that were constantly breaking balance; ' gave hard time to Noun and developers to change pretty much the entire way the COH2 plays and feels.
If you go through the threads you will find that game resembles what, for example Inverse and others were toxic about, (in my eyes that was conctructive criticism, tho I may not have agreed with everybody and everything that was said and suggested)
'turning point' was period when certain casters left, and Nouns 'toxic letter' got community really 'toxic' Not when you rage quit game and told Relic how they need to change
During each of these crucial moment is COH2's metamorphosis you were staunch defender of Relic and the way COH2 was. (if I remember correctly, and I think I do)
I don't understand how you can be so cynical to try and take credit now.
If you wanna be respected, maybe have a look at Ami, like someone already mentioned, he is very enthusiastic but isn't afraid to voice his displeasure when things aren't going well.
Thats my opinion anyway, good luck with your youtube channel. Please don't be full monty fanboy, critique is good when its necessary
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I dont think the vid is a "glass half full" kind of thing.
Its false, and essentially negative, to demonize people with a different opi ion, based on a superficial attitude that, "because I use hyperbole to hype the product", you are somehow being positive. You arent.
Ive said this before, and it is a common problem in all testing/alpha environments. The job of participants is not to fawn on the developers, pat them on the back, be their "friends" etc. It is to test the living hell out of the design, without mercy, and to be as critical as possible and justified, inorder to provude the Devs with a counterpoint and necessary awareness of potential problems with the product. Devs are paid to do their jobs. Its the companies onus to motivate their employees. Testers are there to strain the system to its limits and challenge the Devs on what they have overlooked.
Everyone involved with Alpha, testing, and the game, overall, loves it and wants to see it work. Discounting them as "negative" is superficial, and ignores that core shared quality. They love the game just as much as you do. Never forget, or discount that, nor do them the injustice of presenting them as if they did not.
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* The design of the new armies is amazing.
* The depth of the new armies far surpasses Ostheer and arguably Soviet.
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Nice video. My biggest concern is blobbing. You mention that there are "blob-control units", but I don't think the existence or non-existence of these units is what is causing all the blobbing. IMO it's the forward retreat points. OKW have a no-brainer forward retreat point on their trucks, and USF can retreat to officers. This IMO is what is creating these blobby static frontline wars that have very little to do with flanking.
IMO forward retreat points suck and I wouldn't shed a tear if they were removed from the game. Either that or make them incredibly expensive, so that players that use them to create a campy defensive game are risking a much smaller fighting force.
Forward retreat points were a blob-inducing mechanic with Brits in COH1, and they are doing the same to WFA in COH2. You can't get behind the lines and flank a guy if his whole army is halfway up the map.
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Disagree completely.
The WFA expansion does not promote blobbing with forward retreat points. Veterancy aura abilities such as that in CoH1 brits and lack of suppression are the culprits, both which do not exsit in CoH2. Forward retreat points provide a new strategic option, with an element of a risk and reward that is great for both players and casters!
I have found when I am in a duel forward base engagement with USF and OKW hitting 12 CP's in 15 minutes means there is some hard hitting constant action going on in the map. One side will eventually have to fall back though. The rest of the map can not be ignored unless they have full control of your cut off point, which in that case they probably lost the game prior to that due to some other error.
Forward retreat points are extremely vulerable as much as they are strong for the reasons including:
- Ambushes on a known forward retreat point can result in certain squad kills. Pop Fallschimjaegars on the medic truck/major forward point after a low health rifle squad retreat or quick vechile rush.
- Indirect fire may need to only hit a single unit model to obtain a squad kill. Remember when you defensively versing a forward retreat position all your indirect fire units can be more safe and accurate.
- Heavy blobbing from a known position is easier to defend against, hence the you can more confidently ninja cap other regions of the map. You can count your opponents squads and map positioning more effectively.
I played a game the other day as USF where I relocated my forward ambulance/major multiple times across the south east-west of Langres to avoid walking stuka fire, infantry rushes and tank raids. The atmosphere it creates uniquie, intense and eventually I made the mistake of not relocating after my opponent discovered my forward retreat point and he thankfully capitalized on it with 2-3 vet3 squad kills.
You do not have to flank it to win the game. You can chip away at it, pressure other sections of the map and flank when they are weak! Recon and map awareness must be perceived differently to effectively shut down this style of play. Forward base blobbing can be punished. The intense fighting at forward base positions can only last so long before one side makes a critical error or one lands a major damage hit. Both which are great for casting and playing.
Oh and good video Ciez. I agree.
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