Popcap change in BETA
Posts: 250
Posts: 182
Posts: 1679 | Subs: 5
Posts: 58
With CoH2 I'm seeing a lot of changes but little in the way of improvements.
Posts: 255
Total war is a good example, command and conquer so-so (please dont include CnC 4, total rubbish)
for me i do not want the same game with diffrent units (which does not really work when basing off ww2) SC2 was awesome because sc1 was simply just too old and needed revammping.
One last note, the best solution is often the most simplist, Simple does not mean dumb or bad.
Posts: 58
there was NO improvements in SC franchise, it is the exact same game with different units, build workers collect the same resources and build the same stuff,
Total war is a good example, command and conquer so-so (please dont include CnC 4, total rubbish)
for me i do not want the same game with diffrent units (which does not really work when basing off ww2) SC2 was awesome because sc1 was simply just too old and needed revammping.
One last note, the best solution is often the most simplist, Simple does not mean dumb or bad.
With Starcraft, there were graphical improvements at least, more flexibilty in the building of units, and it had better spectator options. HoTS had less in the improvement front, but there are some minor things and many improvements targeted the esports scene.
So if I call someone simpleminded it means?.........Surely you would want complexity as it adds depth and gives choice, which is a core element of an RTS.
Posts: 182
Seeing as Relic went to such great effort to simplify the internal workings of the game (straight damage and armour instead of target tables, for example), I wouldn't be surprised if it's actually impossible to set unit-specific upkeep values in the current engine. I don't think we'll ever see anything like CoH1's upkeep system in CoH2 because I don't think it's technically possible in the new, simplified engine.
I'm pretty sure he was referring to pop cap being determined by the amount of territory being held.
Posts: 1679 | Subs: 5
Posts: 255
With Starcraft, there were graphical improvements at least, more flexibilty in the building of units, and it had better spectator options. HoTS had less in the improvement front, but there are some minor things and many improvements targeted the esports scene.
So if I call someone simpleminded it means?.........Surely you would want complexity as it adds depth and gives choice, which is a core element of an RTS.
Your points about SC has nothing to do with gameplay, it was more of an upgrade in hardware imo.
Complexity is nice to have to a point yes, however tetris is a simple yet rewarding experiance.
I in no discourage complexity in my RTS games, but Complexity for the sake of complexity can often end badly, simplistic design can create master pieces which can be improved easily.
I guess what im trying to say is, some of the more complex gameplay mechanics from COH, as some suggested the circle capping opposed to the flagpole capping, does that indeed add strategic complexity that is fun and challenging to manage, or does it add needless complexity for the sake of it and players just got use to it, (this is just an example of many).
Posts: 35
Complexity is nice to have to a point yes, however tetris is a simple yet rewarding experiance.
I hear coloring books kick ass too.
Posts: 255
Posts: 44
Posts: 475
Posts: 391
Posts: 1620 | Subs: 2
Comparing this to SC2 though...no point. SC2 was about super-Korean micro...how fast you can click...good build orders. I'm so glad you can win in COH2 without being the fastest guy with a mouse and hotkeys.
Although the addition of freezing to death in blizzards definitely ups the APM requirement a bit during the game.
Posts: 783 | Subs: 3
SC2 had way more improvements besides visual. Unit pathing, hotkeying mass armys, high ground/low ground mechanics updated, unit countering to name a few.
Unit pathing improvements actually hurt the game since now there is no diminishing return to keeping your units in one big ball (which is even easier thanks to being able to hotkey mass armies). The high ground/low ground mechanic wasn't "updated", it was changed to make high ground less important.
Just saying. I know it's still a big e-sport but as a fan of pro BW it's pretty clear that SC2 is a more simple game, and nothing was improved except UI features and graphics.
Livestreams
68 | |||||
272 | |||||
14 | |||||
12 | |||||
8 | |||||
1 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.830222.789+36
- 2.34957.860+14
- 3.579212.732+6
- 4.1098613.642+2
- 5.916404.694-1
- 6.280162.633+8
- 7.305114.728+1
- 8.721440.621+3
- 9.14758.717+1
- 10.1028667.606+5
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
38 posts in the last month
Welcome our newest member, krisixxx
Most online: 2043 users on 29 Oct 2023, 01:04 AM