Remove territory point blocking from vehicles
Posts: 1740
Would you like to see the blocking from territory points being removed for vehicles, meaning that vehicles can simply drive through the capture points?
In my opinion this would improve the vehicle pathfinding. Some community mods also implemented it and it was overall a better experience.
The blocking would still exist for infantry though.
What do you think?
Posts: 186
Posts: 927
Posts: 794
would look stupidReally? Heavy vehicles can already pass through each other.
Posts: 773
Posts: 2885
Posts: 680
Posts: 27
Posts: 2272 | Subs: 1
surely no
Posts: 484
Posts: 670
I don't know why we even have the territory point structures any more. You don't need to interact with them like in CoH1; they serve no purpose whatever. I mean, hypothetically, if they provided hard cover - which would be a design decision in favour of attacking units - they would at least have some reason for being there. At the moment the only impact they can have on the game is to get in the way. They should be done away with entirely, IMO.
I wanted to object, but then I remembered how hard Relic fucked with the flags. If they'd change them from being red/blue to being actual national/fictional flags, they can and should stay, but at this moment nothing holds them back.
Posts: 2885
I don't know why we even have the territory point structures any more. You don't need to interact with them like in CoH1; they serve no purpose whatever. I mean, hypothetically, if they provided hard cover - which would be a design decision in favour of attacking units - they would at least have some reason for being there. At the moment the only impact they can have on the game is to get in the way. They should be done away with entirely, IMO.
Well, you can click on them in order to queue capture point order instead of move order. Also you can check type of point with just a glimpse. Both seem not important and redundant with mini/strategic map but you would feel that is not the case if you happen to remove them as I'm almost sure you use them for these purpouses.
Posts: 1740
would look stupid
Honestly I wouldn't mind.
CoH is not meant to be realistic but fun, e.g. tanks can only shoot for about 100 meters (at best).
Even if it looked stupid I would prefer it this way because it is way more frustrating currently if you want to retreat a tank and he does a 180° u-turn only because there is this 10 pixel pole in its way.
Tanks can drive through trees, smash fences and even the edges of stone buildings.
But a small pole is indestructible.
If I recall correctly there was a way that couldn't be passed by vehicles in an earlier version of Mins pocket because of a pole in its middle. The way itself was as wide as at least to tanks but the pathing completely fucked up.
Posts: 191
Well, you can click on them in order to queue capture point order instead of move order. Also you can check type of point with just a glimpse. Both seem not important and redundant with mini/strategic map but you would feel that is not the case if you happen to remove them as I'm almost sure you use them for these purpouses.
You could have these without a flag.
Just have a painted circle on the ground or something.
Posts: 141
You could have these without a flag.
Just have a painted circle on the ground or something.
I would go with this one. Not that I want too much realism or anything, but ghosting through flags looks way too retarded imo, even for coh.
Posts: 550 | Subs: 1
Here the maxim for games should be applied: balance > gameplay >> realism
Posts: 1653
Posts: 830 | Subs: 3
Maybe also remove MG and Mortar blocking from vehicle.
Posts: 2742
Just the flagpole could remain as a pathing blocker and it would save a considerable about of headaches.
But here's the thing, the only functional purpose the physical points serve is to provide a place for OPs to be built. (That and allowing players to shift-command to capture points.) Since CoH2 utilizes cap zones, the physical points that units interact with aren't entirely necessary, and at the very least don't have to be in the exact center of an exact circle of a cap zone.
While I support the notion, I do so only because I doubt there's going to be much editing of the existing maps.
Posts: 1740
Since CoH2 utilizes cap zones, the physical points that units interact with aren't entirely necessary, and at the very least don't have to be in the exact center of an exact circle of a cap zone.
This is an amazing idea imo. You don't have to change anything but just place the pole to where it doesn't affect the pathing.
Livestreams
33 | |||||
220 | |||||
35 | |||||
14 | |||||
3 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
40 posts in the last month
Welcome our newest member, uk88world
Most online: 2043 users on 29 Oct 2023, 01:04 AM