Gameplay suggestion: Reinforce toggle
4 Sep 2015, 03:02 AM
#1
7
Posts: 1664
So in Dawn of War II each infantry unit had a hotkey that you could toggle which would make them automatically reinforce. I love that COH2 rewards good micro, but I feel like the ~ease of use~ of adding this feature would free up lots of time for players to maneuver and plan their next move.
4 Sep 2015, 03:16 AM
#2
Posts: 1216
It would, but you'd have to go through every new squad to toggle it, and sometimes you do not need or want it toggled afterwards, so you'd have to spend time looking through your squads to find out which one is magically draining your MP.
Would be a huge headache to have a pinned Volks squad near your HQ constantly draining MP because it's being fucked while also getting reinforcements.
IMO a more versatile approach like a "global reinforcement" key that tells all units near a reinforcement point to start getting new bodies. That, or allow "pre-queuing" for reinforcements by selecting up to three men to fill the unit's queue order in the event it needs more men and you want them commencing after they retreat. That way, you can manually do it for each squad you anticipate taking losses, and it will start once it gets depleted and gets near a hafltrack of HQ.
Would be a huge headache to have a pinned Volks squad near your HQ constantly draining MP because it's being fucked while also getting reinforcements.
IMO a more versatile approach like a "global reinforcement" key that tells all units near a reinforcement point to start getting new bodies. That, or allow "pre-queuing" for reinforcements by selecting up to three men to fill the unit's queue order in the event it needs more men and you want them commencing after they retreat. That way, you can manually do it for each squad you anticipate taking losses, and it will start once it gets depleted and gets near a hafltrack of HQ.
4 Sep 2015, 03:18 AM
#3
7
Posts: 1664
It would, but you'd have to go through every new squad to toggle it, and sometimes you do not need or want it toggled afterwards, so you'd have to spend time looking through your squads to find out which one is magically draining your MP.
Would be a huge headache to have a pinned Volks squad near your HQ constantly draining MP because it's being fucked while also getting reinforcements.
IMO a more versatile approach like a "global reinforcement" key that tells all units near a reinforcement point to start getting new bodies. That, or allow "pre-queuing" for reinforcements by selecting up to three men to fill the unit's queue order in the event it needs more men and you want them commencing after they retreat. That way, you can manually do it for each squad you anticipate taking losses, and it will start once it gets depleted and gets near a hafltrack of HQ.
It would be a seperate hotkey from reinforce. A totally optional feature.
4 Sep 2015, 03:26 AM
#4
Posts: 1216
I believe in Dawn of War 1/2 it was not hotkey but simply right-clicking the reinforce key. With that said, there's the additional problem that we no longer have the reinforce button when squads are at full strength (they did in earlier version a year or two ago).
Especially with emphasis on automatch this would prove to add micro rather than adding options to "CoH2 macro".
Being a separate hokey may make it an "optional" feature, but this optional feature stops being optional and starts being a mandatory headache once you activate it and have second thoughts. Sure you can argue that de-selecting the hotkey will disable it, fair enough, but what about the units that started reinforcing already and draining as many as 300-500 manpower at once when I decided I should use it on something else? I have to find the units reinforcing and cancel all of them to preserve manpower.
On custom matches with 2x resources this is a good idea...but that's not Relic's focus, it is "Platoon of Heroes taking over a village with flags in it". That's pretty much the ONLY reason why you will never get this idea in place.
Especially with emphasis on automatch this would prove to add micro rather than adding options to "CoH2 macro".
Being a separate hokey may make it an "optional" feature, but this optional feature stops being optional and starts being a mandatory headache once you activate it and have second thoughts. Sure you can argue that de-selecting the hotkey will disable it, fair enough, but what about the units that started reinforcing already and draining as many as 300-500 manpower at once when I decided I should use it on something else? I have to find the units reinforcing and cancel all of them to preserve manpower.
On custom matches with 2x resources this is a good idea...but that's not Relic's focus, it is "Platoon of Heroes taking over a village with flags in it". That's pretty much the ONLY reason why you will never get this idea in place.
4 Sep 2015, 04:30 AM
#5
7
Posts: 1664
It seems no more micro-intensive and a headache than prioritize vehicles on medium tanks.
4 Sep 2015, 05:18 AM
#6
4
Posts: 4301 | Subs: 2
nope. priortise was needed because no matter how good of a micro you had, your tank will waste shots where you did not want them to.
p.s. still need HOLD FIRE.
p.s. still need HOLD FIRE.
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