Capture Points
Posts: 1124
Infantry shouldn't.
It causes stupid pathing to tanks
***I updated to tanks only***
Posts: 2307 | Subs: 4
It would cause some funny business where you could stand a sniper inside of it and the enemy can't click him to attack. It would also make it much easier to crush any infantry trying to capture a point.
Posts: 875 | Subs: 2
Posts: 1124
Posts: 951
Plus, where you you build sandbags then?
Posts: 5279
Posts: 2742
But that's not how CoH2 works. If territory points completely disappeared and were invisible, and caches could be freely built (only inside cap zone, limit one per) and you'd have a result that is more in line with how CoH2 works.
It would be cool to see the return of actively capturing the territory point object. It should infer the similar penalties to building or repairing, while perhaps speed up the capture rate, or even override enemy units stalling capture.
It'd open up a whole new and dynamic world of gameplay AND map design.
But that said, I'd rather see more diversity in territory points. I miss real cutoff/strategy points and variable resources.
Posts: 1153 | Subs: 1
It think it has more implications for map design than anything. The 'cap zone' mechanic really eliminates much of the reason territory points exist in the first place. In vCoH infantry had to actively 'use' the point to capture it. It was a physical object with which entities interacted, which necessitated the visualization.
But that's not how CoH2 works. If territory points completely disappeared and were invisible, and caches could be freely built (only inside cap zone, limit one per) and you'd have a result that is more in line with how CoH2 works.
It would be cool to see the return of actively capturing the territory point object. It should infer the similar penalties to building or repairing, while perhaps speed up the capture rate, or even override enemy units stalling capture.
It'd open up a whole new and dynamic world of gameplay AND map design.
But that said, I'd rather see more diversity in territory points. I miss real cutoff/strategy points and variable resources.
There were ups and downs. Having standard points helped w/ manpower income and variable popcap. I prefer the current system with a capture area. I think it adds a certain degree of authenticity because there wouldn't really be a bunch of flagpoles that make fuel and munitions appear in your territory at a constant rate that you can then us for things
I like how there's fighting over capture points. In vCoh you would have to sacrifice a squad to decap a point, like a VP if it's real close. The current mechanic allows for prolonged engagements that can often seesaw in one direction or the other.
Posts: 64
Posts: 5279
Voted no - fix the important stuff first, this would have too many implications/iterations to test. In the mean time, don't click move/reverse on the other side of the flag poles. Position your tanks with escape/attack routes adjacent the poles.
the wehr sniper is already using the proper portrait when camoed
there is no more important stuff than that, so now we can move on to cosmetics and EoL stuff like changing game mechanics and balance
Posts: 2819
the wehr sniper is already using the proper portrait when camoed
there is no more important stuff than that, so now we can move on to cosmetics and EoL stuff like changing game mechanics and balance
Haha dude
Posts: 1740
Infantry of course, cannot.
Posts: 1355
But only with medium and heavy tanks, not with light vehicles.
The point however should be clearly visible after the above.
Posts: 1593 | Subs: 1
I would love the idea. The "pro" mod (from Cruzz?) already implemented this and it improved the vehicle pathing by far! The poles and stuff are still there, tanks can just drive through.
Infantry of course, cannot.
It's created by Mr. Godlike miragfla, the 1 man army who is working 500% faster than whole lelic. Lul
Posts: 1124
Posts: 1124
It's created by Mr. Godlike miragfla, the 1 man army who is working 500% faster than whole lelic. Lul
There is a lot of people similar to that
Posts: 3145 | Subs: 2
Posts: 1124
Posts: 5279
It's created by Mr. Godlike miragfla, the 1 man army who is working 500% faster than whole lelic. Lul
its pretty obvious to see tho that when you cant tell the difference between 2 weeks and 4 months some problems would likely come up when trying to pull a balance patch together
Posts: 3103 | Subs: 1
its pretty obvious to see tho that when you cant tell the difference between 2 weeks and 4 months some problems would likely come up when trying to pull a balance patch together
Game Developer Time is a serious problem, don't mock it
Really though I've seen complaints like that in just about any game's community that I pay attention to, so I'm willing to give devs the benefit of the doubt in most cases at this point.
Livestreams
9 | |||||
55 | |||||
20 | |||||
3 | |||||
3 | |||||
2 | |||||
2 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.305114.728+1
- 6.916405.693-2
- 7.271108.715+22
- 8.721440.621+3
- 9.1041674.607-2
- 10.17146.788+1
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, 23winlocker
Most online: 2043 users on 29 Oct 2023, 01:04 AM