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- Cold-tech - many small tweaks to this system. Burning vehicles and buildings will heat squads. Scatter, artillery weapons, off-maps are more restricted during blizzards. Infantry are better in blizzards because we've reduced the slowdown.
http://forums.sega.com/showthread.php?479289-General-Update-2
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Summary for those without password?
Hey Everyone,
Gotta tell you, we're having a blast doing this beta. It's been fun interacting in the forums, and we're having some great discussions every day.
I thought I could touch - briefly - on some of the improvements we've been making in the game. I'll focus mostly on the gameplay, although the UI team is also hard at work. We won't be able to patch this stuff in for this round, but your feedback has proven very valuable and you should see the benefits of the beta feedback in future builds.
AI
- AI takes a while to get together. A whole bunch of new AI levers and controls have been added and tuned. And the AI feels better every day - it selects a good variety of units and uses tactics really well. The current challenge is getting the AI to concentrate on fewer objectives so it offers a good hard-hitting challenge.
Pathing
- We've made dozens of changes to pathing, squad formation tuning, etc. A number of deep-seated latent bugs were dealt with that caused squads to hitch and do odd things.
- Vehicle pathing has a good evacuate system now, meaning vehicles will move out of each other's way more appropriately, squish together less, and generally perform much better. Night and day improvements.
- Infantry move around vehicles in a much more believable way now - less jitter and weird stuff.
Tuning and Systems
- Cold-tech - many small tweaks to this system. Burning vehicles and buildings will heat squads. Scatter, artillery weapons, off-maps are more restricted during blizzards. Infantry are better in blizzards because we've reduced the slowdown.
We're also running on our server now with our first set of features. Again, we'll announce features for launch, post ship etc. at later date.
And lots more...
Just for perspective, we use Perforce for our version control. The changelist numbers when we shipped the beta were in the 260000 range. My last check in today was 284073. That doesn't necessarily mean there have been 24,000 changes but it does speak to the current pace of development.
Some of the team is off to London next week to show off a few different pieces of the game. More multiplayer/skirmish and even some of the campaign levels. Keep your eyes peeled for more previews. We'll also be visiting the Bovington Tank Museum (my second visit in a year). They have King Tigers there. Two different kinds.
Just sayin'.
There probably won't be an update from me next week, but I'll be following the progress from the road.
Best Regards,
Quinn
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Posts: 34
I agree with a lot of Inverse's points with a minor disagreement about how I tend to appreciate some of the realistic lack of information. It makes me feel like I'm fighting a semi-realistic engagement instead of just playing a game. When tanks were ambushed by tank destroyers, they often didn't know where it was coming from. When troops stepped on mines and just exploded, it took them a moment to realize what was happening.
That being said, it is still foremost a game and should do its best to provide immersive feedback to the player. But sometimes the lack of feedback is immersive as well when the fog of war goes both ways.
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Posts: 30
Posts: 34
When you get hit, you notice your getting hit, you might see what direction it came from, you might not. You can see what side your tank took a hit from, then you would go looking for it on your screen and see the revealed tank destroyer. It doesn't draw you a nice clear line exactly to the source on a lot of weapons, it makes you look for it if you don't already know your enemies positions.
The AT rifle shouldn't have any trail effects. Its a rifle, it goes ping when the armor gets shot and makes a little visual effect on the side it came from. Snipers can't magically cloak anymore so there isn't any trail on their rifle either.
Some queues are there, they are just very subtle and hard to see. I admit most things could be improved, but I like the general direction.
Posts: 58
Watch a COH2 cast and then a COH one in that order to see what I am talking about.
Posts: 52
There are good things about the UI and certain other parts of it unfinished (tactical map) but overall its too busy imo. I do think Sega is quite aware of the UI complaints though so hopefully we'll see an update for that part of it soon.
As far as the other information on screen that is missing, i don't think we'll get much of a change in. I think it goes along with their desire to be more realistic and make the game more "lethal" for units so that preservation is more difficult. Some of it we'll get used to as we play it more, the other we'll just have to toss up to luck of whether or not you happen to be watching the squad that just got a sneaky nade tossed the split second before...
Posts: 6
Example:
have a tank with a moveable turret chase another tank, while an enemy infantry unit is nearby. The enemy tank will disappear behind something that breaks the LoS, which prompts your tank to automatically turn your very slow moving turret at the other squad. If your tank is moving, there is no way to avoid this (attack ground while stationary would somehow do the trick to some degree). In essence, this makes it very easy to outmaneuver tanks, simply because of poorly implemented gameplay mechanics. There is just no workaround.
Posts: 1620 | Subs: 2
What I noticed after playing Beta for a while now is that the vehicle aiming mechanism do not correspond to the true sight system.
Example:
have a tank with a moveable turret chase another tank, while an enemy infantry unit is nearby. The enemy tank will disappear behind something that breaks the LoS, which prompts your tank to automatically turn your very slow moving turret at the other squad. If your tank is moving, there is no way to avoid this (attack ground while stationary would somehow do the trick to some degree). In essence, this makes it very easy to outmaneuver tanks, simply because of poorly implemented gameplay mechanics. There is just no workaround.
Yeah, I'm not sure Relic really thought the whole "how is true sight going to work with our silly tank turret AI" think through. Men of War handles this by letting you manually control the direction of the tank turret. The easiest way I can think of solving this is to have a tank's "attack ground" command persist even through movement commands (it would only cancel when you give it another attack command or a stop command). The ideal solution would be to give tanks an "aim" command that would allow you to retarget the turret in a direction, but that would be hard to figure out because you'd have to get the tank to shoot at stuff in that direction but not far from that direction and then the question is "how far is too far" and so on. There may simply be no solution that Relic ends up implementing.
Posts: 6
Yeah, I'm not sure Relic really thought the whole "how is true sight going to work with our silly tank turret AI" think through. Men of War handles this by letting you manually control the direction of the tank turret. The easiest way I can think of solving this is to have a tank's "attack ground" command persist even through movement commands (it would only cancel when you give it another attack command or a stop command). The ideal solution would be to give tanks an "aim" command that would allow you to retarget the turret in a direction, but that would be hard to figure out because you'd have to get the tank to shoot at stuff in that direction but not far from that direction and then the question is "how far is too far" and so on. There may simply be no solution that Relic ends up implementing.
Somehow the solution involves either putting in another hotkey for directly controlling your turret or tweaking true sight. Either way, it's complicating everything to have a workaround for something that just wasn't thought through properly. I kinda feel that there are all these tiny little things that just won't be fixed because of the effort needed.
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Posts: 6
It wasn't thought through properly, but the problem was also present in Company of Heroes. It just wasn't nearly as bad because it wasn't so easy to lose sight on things.
couldn't agree more
Posts: 182
couldn't agree more
Just add a button that disables/re-enables turret movement.
Posts: 16697 | Subs: 12
have a tank with a moveable turret chase another tank, while an enemy infantry unit is nearby. The enemy tank will disappear behind something that breaks the LoS, which prompts your tank to automatically turn your very slow moving turret at the other squad. If your tank is moving, there is no way to avoid this (attack ground while stationary would somehow do the trick to some degree). In essence, this makes it very easy to outmaneuver tanks, simply because of poorly implemented gameplay mechanics. There is just no workaround.
I proposed that all units, including tanks, have a hold fire button. It would help with this situation, and it would allow a player to prevent wounded tanks from firing at unwanted times (which could reveal their position to long range enemy units, thus getting them dead).
Posts: 210
I'm disappointed in such a great game turning into a nub fest of massing units and charging into each other.
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