Relic leaks again.
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Relic why you are selling me custom commander abilties if I cant make them
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I don't see how any of this or that in the pic suggests custom commanders.
But let's suppose they are: pulling them from store suggests they don't want it in live game.
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Looks like it's just a bundle of X amount of items worth 12000 supply points. A sort of "surprise me" choice.
I don't see how any of this or that in the pic suggests custom commanders.
But let's suppose they are: pulling them from store suggests they don't want it in live game.
Only last bundle was "surprise me", first 2 were saying something like "Get 5 abilities from WFA\OST commanders"
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Please no. For the love of all that is CoH-y. They won't balance that system in a 1000 years.
This. 10,000 times this.
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Customization systems are a critical part of RTS games. You are always sacrificing something for something else. That adds a certain level of decesion making for the players to make.
This. 10,000 times this.
If you are happy with that %0.0000000000000000000001 bigger penis for your REs then you guys are a minority.
Posts: 278
Customization systems are a critical part of RTS games. You are always sacrificing something for something else. That adds a certain level of decesion making for the players to make.
If you are happy with that %0.0000000000000000000001 bigger penis for your REs then you guys are a minority.
That's just wrong. There are plenty of top quality RTS that have no customization systems. Star Craft, War Craft, the entirety of the Command and Conquer series, Grey Goo, Age of Empires, etc.
Adding custom commanders is a bad idea. Aside from the very real balance issues that this would cause* this game has already got a learning curve that kills its appeal to newer players.
*Do you want to play against advanced emplacements plus landmattress plus arty cover? Or Stuka Loiter plus Tiger plus puma? I sure don't. I also don't want to suffer through the next 12 months while they figure out how to price them correctly
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That's just wrong. There are plenty of top quality RTS that have no customization systems. Star Craft, War Craft, the entirety of the Command and Conquer series, Grey Goo, Age of Empires, etc.
Adding custom commanders is a bad idea. Aside from the very real balance issues that this would cause* this game has already got a learning curve that kills its appeal to newer players.
*Do you want to play against advanced emplacements plus landmattress plus arty cover? Or Stuka Loiter plus Tiger plus puma? I sure don't. I also don't want to suffer through the next 12 months while they figure out how to price them correctly
You know they can make custom commanders to be less OP right?
You should be able to pick one or the other.
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It will probably be an advanced, upgraded version of the bulletin system.
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That's just wrong. There are plenty of top quality RTS that have no customization systems. Star Craft, War CraftArcade / UMS / single player in SC2 (kind of not related to the point, I understand.)
the entirety of the Command and Conquer seriesGenerals had generals and general points, Red Alert 2 had different nations kinda like AoE2
Grey GooTop quality? More like top kek LUL
Age of Empires, etc.JAPANESE TREBUCHET > ALL TREBUCHET. MONGOL CAVALRY ARCHERS OP PLS NERF
Edit: Actually, I think a huge change up is upgrades vs customization. A lot of those games have upgrade paths to choose from, but CoH2 doesn't... really have them, at least not to any considerable extent. There should be more stuff at default IMO, like all Grens should be able to choose between G43 and LMG, and Conscripts should have a single DP upgrade, armored skirts global upgrade from base costing munitions, tungsten rounds for USF AT being a late game upgrade instead of an ability, and so on.
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A custom doc would end up being limited in a ton of ways:
1. No more than 2 call-ins total
1A. No more than 1 vehicle call in
2. No more than 1 resource modifier (no opel and supply drop)
3. No more than 1 movement modifier (no sprint + tactical + breakthrough)
Then you have specific combos that would be insane:
Spotting Scope + Command Tank + Tiger Ace
JagdTiger + HEAT + Panzer Commander
Improved Fortification + Advanced Assembly + Stand Fast + Advanced Cover
PPSH + Con Repair + IS2
By the time it was even vaguely balanced (to a point where certain combos didn't instantly win the game), you'd be left with such a large list of restrictions and limitations that you would essentially have a small selection of "hidden" commanders you could actually make.
/edit
It would be a lot of fun for custom games (i.e. no limits), but in auto-match, the possibility for insanely OP commanders is just too high.
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Edit: Actually, I think a huge change up is upgrades vs customization. A lot of those games have upgrade paths to choose from, but CoH2 doesn't... really have them, at least not to any considerable extent. There should be more stuff at default IMO, like all Grens should be able to choose between G43 and LMG, and Conscripts should have a single DP upgrade, armored skirts global upgrade from base costing munitions, tungsten rounds for USF AT being a late game upgrade instead of an ability, and so on.
Let the CoH1 fan flow through you... (lack of upgrades is the predominant complaint from CoH1 fans that felt CoH2 didn't really catch on for them)
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limit custom commanders to a specific value.
...
boom.
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That kind of thing won't happen, ever. Tiger elephant stugE etc all in the same doc.
It will probably be an advanced, upgraded version of the bulletin system.
The point isn't the specific combo, the point is that no matter what system they pick, they're going to have to price the abilities. Some are going to be worth more, others less. That learning curve for them is going to be painful for us.
For example, some folks have proposed permitting one epic, one rare, three common abilities. Well is a Tiger epic or rare? Others have proposed a point system--10 points total, are p47s 5 points? 4? How about air supremacy? Basically all the upper ranks who are aware of abilities that are powerful but currently undervalued by the meta will throw them together, and its going to suck. While relic is working out its structure we're going to be dealing with broken-ass combinations. No thanks.
Even aside from those issues, there is simple readibility. Doctrinal limitations add depth to the strategy because you're forced to choose--do I use an early ability and reveal my lategame? Or do I hold off and forgo the advantages of my early CP abilities? When anything goes with anything, that readability goes away (God help you in team games if you've got to memorize five abilities for three doctrines for four enemy players literally every game.) Custom commanders kill that strategic depth in return for a dumb gimmick.
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Edit: Actually, I think a huge change up is upgrades vs customization. A lot of those games have upgrade paths to choose from, but CoH2 doesn't... really have them, at least not to any considerable extent. There should be more stuff at default IMO, like all Grens should be able to choose between G43 and LMG, and Conscripts should have a single DP upgrade, armored skirts global upgrade from base costing munitions, tungsten rounds for USF AT being a late game upgrade instead of an ability, and so on.
You can pick at those examples, to be sure but how many games actually allow a "design your own commander" equivalent? Any AAA rts? Honestly I can't think of one. Especially given the number and power of the commander abilities in this game, it seems likely to be a balance clusterfuck.
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