Truesight
Posts: 391
So Truesight.
I was a little wary of it initially - would it be a good idea? Would it play well?
Certainly there was the natural concern of something being new in general. Humans don't like change, we're creatures of habit.
After a few games, I think I quite like it; I'm starting to get used to the shading differences on the maps, and starting to be able to recognise it and look for it in the heat of the moment - it also has some really obvious benefits, for example: attack ground from a schreck squad for instance, will throw up a cloud of debris, obscuring truesight for a few precious moments.
So, for those more experienced players, some questions:
Does elevation of your troops extend truesight? I.e. if in the 1st floor (2nd floor for European/Us peeps), can they see further?
Also, which weapons have a greater range than an unassisted unit's truesight? In CoH1, the sniper was generally more effective if you had another unit closer to the enemy than the sniper - same is true in CoH2. Does this carry for other units too? MG teams? Do mortars get more accurate if truesight is extended? Or does it even work like this at all?
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Posts: 391
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Also, which weapons have a greater range than an unassisted unit's truesight? In CoH1, the sniper was generlly more effective if you had another unit closer to the enemy than the sniper - same is true in CoH2. Does this carry for other units too? MG teams? Do mortars get more accurate if truesight is extended? Or does it even work like this at all?
The units that benefit most from "spotters" are typically support units - artillery (including mortars), AT guns, tank destroyers, snipers, etc.
There's no accuracy bonus though. It's just that many units' firing ranges go far beyond their vision range. Late-game armor especially. It's very wise to use this to their advantage.
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Honestly, I think True-sight was the only feature we added in and after playing one or two games, we were like "Yup - this works" .
Posts: 104
As Toppins said, true sight doesn't affect accuracy. However, units like snipers can't shoot through a building because you have vision of the enemy from another squad. Each unit has its own independent true sight, so while having spotter units is important, it's also important to set up your units so that they can make use of the extended sight without being blocked by buildings/walls/debris.
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When we "see" an enemy unit, all of our units see it too, and if the enemy is within range, our units will fire upon it. This can create some crazy exchanges between units that are out of each other's Line-of-Sight shooting back and forth at one another after something initially triggers the exchange.
It can also create situations where you absolutely don't want your high value units to fire at low value targets. I drew a picture to try to explain:
Say you're commanding the Russians and you just backed your T-34 out of an engagement with a German Panther. You're down to low health, one more shot from the Panther and you're dead. You've gotten out of his L-O-S, but you're not yet out of his range. To your right, there is an infantry engagement -- some Conscripts are fighting some Pioneers. The Pioneers are within range of your main cannon, but you are not within their L-O-S. The Pioneers cannot see the T-34.
If your T-34 fires at the Pioneers, it will reveal itself and the Panther will kill it. This is why I'd like to see a hold-fire button on ALL vehicles in COH2. This situation happens even more frequently in Blizzards when all units Sight range is drastically decreased.
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It's also kinda sucky in situations where one player is working to extend his LOS, but the other isn't. Say an Elephant and an ISU-152 are sitting just within each other's max range (practically two screenfuls). The Russian player maneuvers a sniper into spotting position, cloaked on hold-fire. Thanks to the Sniper's spotting, the ISU-152 fires on the Elephant. But because of this mechanic, the Elephant fires back, pretty much negating the work done by the Russian player and his sniper.
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If the T-34 attacks ground and it damages the pios, would that light it up on the minimap?
I'm pretty sure it would, actually.
Posts: 67
Honestly, I think True-sight was the only feature we added in and after playing one or two games, we were like "Yup - this works" .
Yes, this was immediately apparent even when playing the pre-alpha. Once I noticed that the "radius of magical light" had vanished from units, I knew my AT guns would fare far better in combat.
After the current closed beta test, it was still just as obvious that this system is a significant improvement and a step forward in RTS games in general. Especially in CoH where realism is constantly trying to balance with gameplay, it offers both a realistic sense of strategic awareness and more strategic options for the player. As an example, flanking becomes more viable and has more route/directional options than before.
If your T-34 fires at the Pioneers, it will reveal itself and the Panther will kill it. This is why I'd like to see a hold-fire button on ALL vehicles in COH2. This situation happens even more frequently in Blizzards when all units Sight range is drastically decreased.
Completely agree. I'd go so far as to say ALL units should have a "hold-fire" button. Might seem arbitrary to some, but those who prefer stealth or would like more micro-management, the option would be there. You also wouldn't have to use it if you didn't want to, so no real change in core gameplay. Seems simple and very doable.
Posts: 642
Instead of revealing the unit, the fog of war should get a AOE mark, as well as the minimap or tactical map. These marks would only appear on coordinates clouded by the fog of war.
Imagine the possibilities if this was implemented in a patch: you could bait the enemy.
Posts: 391
Would also potentially allow for a devastating ambush. 2 or 3 hidden units opening fire simultaneously would make for a cool replay moment too.
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Anyone who played Men of War may remember it uses a 3 way system. Hold fire, Return fire and Open fire. I'm not saying copy that directly but at least with a Hold fire and Open fire we may be able to Utilize true-sight better.
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