Why Vaulting is Overrated
Posts: 1944 | Subs: 2
A lot of people are dumbfounded when I say vaulting isn't the amazing feature people make it out to be, so I made a video explaining. This is a very map dependent issue but it detracts from mappers ability to funnel infantry in to certain areas. As far as flanking routes goes less is more, and vaulting makes the early game infantry vs MG less interesting since using map awareness to isolate where certain units are approaching from and having MGs in excellent position is less prevalent than it was in high level coh1 play. We already have smoke drop abilities, smoke grenades, and plenty of sprint abilities....there isn't really a need for vaulting on top of that other stuff. The problem with vaulting is that previously certain map features corralled the infantry if you tried to attack from one direction, so it forced you to time an attack from 3-5 directions. Now since the corrals are rekt by right clicking on them, its easier to succeed with a large force charging in one direction.
In COH1 the maps had to be balanced so that there were enough obstacles to steer attacking infantry, but enough entrys/exits to not make MGs completely overpowered. It feels as if vaulting is just a fool proof way to not make MGs overpowered on any map, but at the expense of nerfing the shit out of smart early MG play. I have zero expectation this will be changed in COH2, but its a good lesson to learn from for future COH or DOW games. When the current system is working fine, adding in new features that shakes it up should be avoided unless it without a doubt improves gameplay in a meaningful way.
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And thank heavens above that it hailed the end of sandbag barricades
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Because in vCoh, sandbagging a bridge could block inf from advancing. I mean....
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Posts: 1248
A lot of people are dumbfounded when I say vaulting isn't the amazing feature people make it out to be, so I made a video explaining. This is a very map dependent issue but it detracts from mappers ability to funnel infantry in to certain areas. As far as flanking routes goes less is more, and vaulting makes the early game infantry vs MG less interesting since using map awareness to isolate where certain units are approaching from and having MGs in excellent position is less prevalent than it was in high level coh1 play. We already have smoke drop abilities, smoke grenades, and plenty of sprint abilities....there isn't really a need for vaulting on top of that other stuff. The problem with vaulting is that previously certain map features corralled the infantry if you tried to attack from one direction, so it forced you to time an attack from 3-5 directions. Now since the corrals are rekt by right clicking on them, its easier to succeed with a large force charging in one direction.
In COH1 the maps had to be balanced so that there were enough obstacles to steer attacking infantry, but enough entrys/exits to not make MGs completely overpowered. It feels as if vaulting is just a fool proof way to not make MGs overpowered on any map, but at the expense of nerfing the shit out of smart early MG play. I have zero expectation this will be changed in COH2, but its a good lesson to learn from for future COH or DOW games. When the current system is working fine, adding in new features that shakes it up should be avoided unless it without a doubt improves gameplay in a meaningful way.
if you want an obstacle let it be a wall which relic will not implement unless they feel like it.
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vaulting is a good feature and enhances the gameplay reasonably. it really is undeniable. so why this nitpicking?
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But really, why would you make this sad shitpost and even spend time on a video? Just bored?
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Posts: 446 | Subs: 2
Basilone pls. Vaulting is cool. It actually creates interesting situations where players need to decide whether or not they should try to soft-retreat, vault, then hard retreat, or just hard retreat (possibly taking a more treacherous path). There was a great example of this in OCF, where a player had wired a treacherous retreat path around the southern points on Kholodny Ferma Summer. Twice, a Wehr player with overextended Grens had to move, then vault a fence, then retreat to take the "short cut" home. One time, they weren't able to, and when they retreated, they ran a huge obstacle course through enemy territory. Cool stuff, enabled by the vaulting mechanic.
But really, why would you make this sad shitpost and even spend time on a video? Just bored?
While I generally agree, I'm under the impression that "shitposting" means low-effort spam posts, usually ones that people find favorable or humorous or meme-y. This isn't exactly that.
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Posts: 1283 | Subs: 4
Yes, now that cold tech is dead, let's kill vaulting also to make the game more static and promote MG camping! Then all we need is to eliminate that pesky true sight feature (real men don't hide SMG troops behind buildings).
Come on man, can't you be more charitable to the arguments of others? Is this slippery slope really necessary?
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Posts: 508
Come on man, can't you be more charitable to the arguments of others? Is this slippery slope really necessary?
Sorry, I'm just salty about the way a lot of people have reacted to Relic trying to innovate with CoH2.
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Map makers can still funnel combat in plenty of ways, and they already do this. Vaulting is a great mechanic and leads to many rewarding situations for good players.
I don't agree with Ami's opinion that this is a shit post because you did put effort into it. But I do have to agree with his argument in favor of the mechanic.
Posts: 1944 | Subs: 2
Just put in objects that can't be vaulted... Or put crap on the other side of the wall so you can't vault it?
Map makers can still funnel combat in plenty of ways, and they already do this. Vaulting is a great mechanic and leads to many rewarding situations for good players.
True but none of the ported maps do that. Semois is probably the worst offender, the middle is a no fly zone for MGs early game.
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