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Why not all Commanders in-game for more strategic diversity?

Would you like the idea of choosing from all of your available Commanders in-game?
Option Distribution Votes
47%
53%
Total votes: 17
Vote VOTE! Vote ABSTAIN
14 Dec 2017, 17:57 PM
#1
avatar of __deleted__

Posts: 26

Why not all Commanders to choose from in-game, when community & Relic are looking for more strategic diversity?


This is something I never understood from the very beginning. I would really like to be able to choose from all of my earned commanders (defaults, paid, spoil of war etc.) when playing and not only from 3!
This would enable so many more available strategies in-game and is currently truly limiting spontaneous gameplay and more strategic diversity.

"I noticed that sometimes I am not including certain commanders in my load-out not because I think they are bad or I don't like them, instead im not picking them because I don't want to relinquish other possibly very strong or useful commanders. resulting in me, and I guess most other players too, choosing the same commanders over and over again."


Which might be part of the whole reason why we currently need to revamp so many underused commanders aynway? I guess even if all commanders would be balanced evenly good, we would still see the majority of players choosing the same commanders over and over again based on the limited in-game option CoH2 offers.

People and players like to have options, adding more diversity and strategy options in-game. In this case I can only think of advantages for this mechanic.


Players and (developers) are complaining about too many over-used commanders and meta strategies in CoH2. Well, (Dear Relic) if you are creating 5 - 20 commanders per faction, but only allow three to be used in-game I guess it is no surprise that people consciously and subconsciously tend to use their same commander-load-out over and over again and thus promoting some sort of commander fanboyism.

What are the drawbacks of having all Commanders available?
I know there is a mod for it which is interesting, but unfortunately not in the live game.

Cheers :)
14 Dec 2017, 18:17 PM
#2
avatar of Lago

Posts: 3260

Having all commanders available in theory advantages players who own more commanders and factions that have more commanders.

Given the implementation of in-match commander selection having a large number of commander selection options is a potential UI nightmare. Commanders are only differentiated by portrait while in a match so it's fairly easy to pick the wrong one. Having 20 commanders on the ability bar is also going to consume a lot of screen space.

Knowing your opponent is limited to a subset of commanders revealed to you on the loading screen provides you with information on your opponent's possible strategy you can use for your own strategic decisions.

Even if all commanders were available players would likely still gravitate towards the same ones. That's the fault of the commander design, not the three commander limit. Some doctrines (like UKF Mobile Assault) fill all the holes in the faction's non-doctrinal lineup themselves. Others, like OST Lightning War, provide so many strong tools at all stages at the game that you have little reason to vary your choice of doctrine unless you need a specific unit from them such as an emergency Puma if you're on the back foot or a Mortar Halftrack to counter SimCity.

A solution is to revamp all of the commanders to have varying specialisms but I very much doubt Relic would give the community balance modders that much freedom.
Phy
14 Dec 2017, 21:28 PM
#3
avatar of Phy

Posts: 509 | Subs: 1

I kinda like the DOW3 idea where once you are match you have some time to prepare your loadout. This would be a nice idea to implement in coh2 imo.
14 Dec 2017, 22:08 PM
#4
avatar of ZombiFrancis

Posts: 2742

I have always felt that since commanders are linear that allocating CPS by spending them separately into all three loadout commanders would/could actually work out really well.

Player CP expenditure would have a strategic component of sinking CPS into one commander to unlock a heavy vehicle or artillery, or spread CPS out to acquire a variety of early game abilities or callins.

But I dunno about all commanders. And like it was stated, there would have to be a number of UI changes and some overhauling of how doctrines work that are just beyond what Relic is capable of doing at this point.
15 Dec 2017, 01:46 AM
#5
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

I feel the limitation while might hinder diversity, as you wouldn't want too many Meme Commanders or Specialized Commanders most of the time, it gives more weight to the 3 choices you get, much like the weight of choosing early and playing your own game or trying to counter the enemy with your choice.
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