I'm personally not a fan of band of brothers...
Wait... WUT?!
Posts: 1664
I'm personally not a fan of band of brothers...
Posts: 262
my lesson learned from COH2 is don't trust Relic...
Posts: 1225
Posts: 1042
Wait... WUT?!
Posts: 4301 | Subs: 2
- When designing factions, more attention should be paid to how concepts scale to larger team games. For example, it's not a secret that 3v3 and 4v4 are *extremely* axis favoured. It's ok if large team games are not quite as balanced as 1v1, but they should not be left to rot in the wind just to satisfy the core competitive ranked players. There are a LOT of people who play it and it should enter into the equation at some point, even if it is not considered "priority #1".
Posts: 862
A lot of Band of Brothers is cool and great, but it felt too sanitised, not enough swearing, not enough talking about girls at madame so and so, etc. They're young men, with other young men, yet they act perfectly.
Plus there's this feeling the E Company was the finest company in the ETO... which is okay for the esprit de corps of the unit, but you don't see other units being lauded for being able to do XYZ.
Overall it left me with a not particularly nice taste in my mouth, despite the combat being great.
Posts: 1042
Posts: 2487 | Subs: 21
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Honestly, I hope they remake Coh1 with Coh2 true sight features and some of the other good ones.
Posts: 270
Posts: 262
Honestly, I hope they remake Coh1 with Coh2 true sight features and some of the other good ones.
Posts: 2742
Posts: 862
Vaulting went right, except for the fact that it can't be done on retreat, only as a direct player controlled action. Also the way squads turn into the human centipede when vaulting can be silly and usually an invitation for squads to get wiped.
TruSight went right, except for the fact that it's actually kind of glitchy with how it affects the AI. LOS blockers act as invisible shot blockers, which leaves things like tanks rotating their turret because a tank drove past a tree or the smoke from a wreck causing things like ATGs to decide their only choice is to rush forward to melee range. Not to mention most maps have LOS blockers in seemingly random/unintentional positions. The way a single tree can cut off the vision of an entire army advancing can be pretty silly. Having units walk 'into' an LOS blocker and disappearing/becoming blind is also kind of silly. For smoke, sure, but on corners of buildings and hedges it's silly.
Snow and mud worked well, except for the fact that infantry squads can't figure out how to avoid them while pathing, and they effective act as molasses for squads when one entity gets mired in it. The (arbitrary) placement of deep snow and mud on maps probably ruins these mechanics more than anything.
Ice works well, except that there's no deep v shallow distinction for ice, which leads to tanks being swallowed by the earth because their front end was on 2 inches of ice.
Blizzards, well, never worked well. They were a sort of cool feature, but for multiplayer gameplay it never played out to be, well, fun. I feel that if blizzards were ever to happen, maps should just start in a blizzard for the first minute or two, and then never occur again, or happen at like the one hour mark. They occur too often and for too long for any game that utilizes Victory Points, such as all of automatch.
Posts: 1664
A lot of Band of Brothers is cool and great, but it felt too sanitised, not enough swearing, not enough talking about girls at madame so and so, etc. They're young men, with other young men, yet they act perfectly.
Plus there's this feeling the E Company was the finest company in the ETO... which is okay for the esprit de corps of the unit, but you don't see other units being lauded for being able to do XYZ.
Overall it left me with a not particularly nice taste in my mouth, despite the combat being great.
Posts: 1026
It appears impossible to balance the game for both 1v1 and ie. 4v4 simultaneously.
Vaulting went right, except for the fact that it can't be done on retreat, only as a direct player controlled action. Also the way squads turn into the human centipede when vaulting can be silly and usually an invitation for squads to get wiped.
TruSight went right, except for the fact that it's actually kind of glitchy with how it affects the AI. LOS blockers act as invisible shot blockers, which leaves things like tanks rotating their turret because a tank drove past a tree or the smoke from a wreck causing things like ATGs to decide their only choice is to rush forward to melee range. Not to mention most maps have LOS blockers in seemingly random/unintentional positions. The way a single tree can cut off the vision of an entire army advancing can be pretty silly. Having units walk 'into' an LOS blocker and disappearing/becoming blind is also kind of silly. For smoke, sure, but on corners of buildings and hedges it's silly.
Snow and mud worked well, except for the fact that infantry squads can't figure out how to avoid them while pathing, and they effective act as molasses for squads when one entity gets mired in it. The (arbitrary) placement of deep snow and mud on maps probably ruins these mechanics more than anything.
Ice works well, except that there's no deep v shallow distinction for ice, which leads to tanks being swallowed by the earth because their front end was on 2 inches of ice.
Blizzards, well, never worked well. They were a sort of cool feature, but for multiplayer gameplay it never played out to be, well, fun. I feel that if blizzards were ever to happen, maps should just start in a blizzard for the first minute or two, and then never occur again, or happen at like the one hour mark. They occur too often and for too long for any game that utilizes Victory Points, such as all of automatch.
Posts: 721
Fixed.
They are dull and slow down the flow of the game. Usually the two parties wait that the blizzard is gone to attack again.
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