CoH2 might have been a total mess performance and balance vise at release but at least they really nailed the audio and visuals – the things that really added to the immersion and were a big factor in retaining players. Balancing is something that can be improved incrementally but visuals and audio that has been lefthanded is a problematic thing to fix without sinking a lot of resources into it.
Especially the audio design is so bland and takes so much away from the game. In CoH2 players can easily identify if a KT for example is fielded since you can hear it in the fog of war a mile away. Tank engines basically have a permanent mute button in CoH3 so you can’t utilize engine sounds to predict enemy movements. Everything just lacks “umph” – everything. Every battle truly tells a story while providing players with total immersion when the screen shows a massive explosion, but audio department disagreed and had active noise cancellation on. Except for the planes, big plane big engine big vroom.
It also heavily taxes the goodwill score of Relic when they are so truly dedicated to repeating the same mindboggling balance decisions that took years to fix in CoH2:
Call-in units without tech requirements: check
Call-ins without fuel requirements so map control does not matter: Gotta have those
Units with omnipotent maphacks: Game sense ™
Skillplanes that arrive instantly and delete full health tanks and inf squads: Skill issue surely
The commitment to stand behind such decisions is only enhanced by the fact that people who had to fix that garbage in CoH2 are now the people responsible for CoH3 balance at Relic.
Tl;dr it is not a Wish edition CoH but it definitely is an Amazon Basics one. At least it makes Dawn of War 3 release look polished.
10/10 on the ingame chat filter that censors words such as blob, con and second thou
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Post History of SweetrollNearTheDoor
Thread: COH3 is going to be a massive flop13 Jan 2023, 12:19 PM
In: COH3 Central |
Thread: Should CQC troops have Hold Fire option?7 Apr 2021, 08:36 AM
I'd like this to be a thing, however, there isn't any room on the grid keys for spios to even recieve hold fire' New DLC: For a low cost of 4,99€ you get 3 extra grid slots for Spios In: COH2 Gameplay |
Thread: Should CQC troops have Hold Fire option?7 Apr 2021, 08:36 AM
Would the more liberal addition of Hold Fire still be a potential option to increase player choice and to make CQC combat more predictable for both sides? I think Tightrope’s recent Con PPSH package demonstration showed how much of an impact the reload cycle can have when Cons Oorahed (while being unable to fire) to close range and then started blasting. The cons were able to drop nearly every model of the opposing axis squad before going into reload cycle. Compare that to the Assault Guard Thompsons in the same video where the Guards can’t hold fire on approach. This resulted in the Thompson reload cycle starting just around when the guards reached the opponent and stopped moving dropping the DPS at a critical moment. I think the Hold Fire would make especially some of the squishier CQC squads more appealing to use if they didn’t suffer such punishing DPS drops at crucial moments. However, I understand if such a change is considered too radical and instead efforts should be focused on reforming 50% of the commander roster. In: COH2 Gameplay |
Thread: Should CQC troops have Hold Fire option?6 Apr 2021, 08:46 AM
Why else a unit with no ambush capability, no AT capability and range much shorter then sight would need it? So you didn’t even read the first post where it is clearly explained after the clickbait poll Now I very much feel like you’re just using this to boost your post count In: COH2 Gameplay |
Thread: Should CQC troops have Hold Fire option?6 Apr 2021, 08:32 AM
There is not a single logical argument that would hold any value you could make for it without using "camo" in the same sentence. That’s a very complicated sounding sentence to imply hold fire should be tied to camo and not to players choice of when and what unit they want to engage I guess non-camoing AT guns among other things have accidentally been given the Hold Fire option (The potential follow-up contribution to this discussion better be more wrinkly brained with the best words or I’m going to be disappointed ) In: COH2 Gameplay |
Thread: Should CQC troops have Hold Fire option?6 Apr 2021, 07:55 AM
Howdy! For many Close Quarters Combat (CQC) unit connoisseurs (or OPW Spio users) the following scenario is very familiar: Due to the map or unexpected unit positioning you don’t manage to get a good Smoke&Flank™ maneuver done and your CQC (shocks, PPSH dankscripts, assault officer etc) units are not in their optimal fighting range. (melee) As a master tactician you decide to do a calculated decision to close in to actually get some use out of the CQC unit instead of it roleplaying in the long range doing 0 damage. When closing in on the enemy the unit goes full ratatatata mode and the moment they come to hugging distance when CQC unit is supposed to shine it happens: a union mandated reload cycle. During that your DPS once again drops to 0 – an issue you worked so hard to fix by closing in on the enemy. During the reload cycle you drop a model or two making the fight a lot more of an uphill battle than you anticipated resulting in more manpower bleed and in the worst scenario a full retreat. Hold fire is not a new thing on infantry units so I think players should have the freedom to decide when to brrrr their CQC units’ clip instead of being punished due to unavoidable reload cycles. Do you agree or am I oppressive for wanting to limit squads’ ability to brrrrrrr whenever they want ? (I know balance team has stated that radical changes at this state of the game’s dev cycle are totally off the table but in this case this revolutionary suggestion would increase player choice and possibly be a quality of life improvement for those that are willing to micro their units a bit more. ) (Ps I also recognize that Allies have a lot more CQC units than Axis making this a very biased topic Despite this I hope you keep the discussion clean and make comments fit for a person with a big wrinkly brain ) In: COH2 Gameplay |
Thread: Winter Patch Buglist 20212 Mar 2021, 08:58 AM
ML20 randomly gets stuck on 0 seconds on cooldown making it unable to fire. (personally I find this adjustment an excellent way to balance out the most OP howi in the game by making it randomly unable to fire but some people might think of this as a bug and not a terrific balance change ) In: COH2 Bugs |
Thread: Economic balance1 Jan 2021, 11:02 AM
Sturmtiger with muni based manual reload? WTF? Instead of a muni related nerf to perfectly balanced and viable arty like ML20 that definitely never only get used for meme compilations or as a gamethrow attempt I'd like to increase player choice by being able to invest muni for faster firing rate. Especially Soviet doctrines with the ML20 are mostly meh (shameless soviet fanboying I know ) so a muni ability like "Extra Munitions" for ML20 that reduces their cooldown for the next barrage would actually make many doctrines more viable while increasing strategic resource management opportunities. In: COH2 Balance |
Thread: Random OKW in team games – blood, guts and glory5 Dec 2020, 07:52 AM
The general consensus seems to be that the chance of getting 100% OKW teams in random games does not fall under the “fun RNG” category and instead can lead to very lopsided resource income in longer slug fests that players have little control over. If the cache system could be looked at this point of the game, I’d like to see a rework utilizing elements of resource mechanics from other RTS games like C&C, Warcraft and Dawn Of War 1 and 3 (absolutely heretical I know ) This would be my rework that I fEeL could make the caches a more fine tuned mechanic in the game: 1. Retain the effect of caches increasing the entire team’s income. 2. Make them like outposts in DoW 1 or supply docks in C&C that would eventually run dry – Caches are basically “supply depots” so its pretty realistic that they would not be infinite. 3. Give players the ability to Restock caches in exchange for manpower to restore the additional income. 4. Transfer caches to global team control so anyone on the team could Restock them and pitch in. (DoW3 inspired resource node upgrading that anyone on the team could invest in) This would lead to but not limited to the following effects: Cache mechanics would become more dynamic and not just build and forget – the balance team seems to want to increase player input on the more static units (like mortars, emplacements etc) so this would be in line with that mentality. Resource income from caches could be quantified. For example, if the Restock would be required every 20 minutes the cache would be worth 60 fuel per teammate or 100 munitions so in 4v4 250 manpower restock / building of the cache would translate up to 240 fuel or 400 munitions for the entire team. In teamgames it would be a much better long term investment compared to the Luftwaffe Supply doc drops but caches would bear the risk of being destroyed in the middle of the “production cycle.” Give a new type of decision in long team games where manpower income at max popcap is very limited. The restock would force the teams to choose if it is worth it to maintain the higher munition or fuel income. Player investing in the cache restock would help the rest of the team to replace their tank losses and make more off-maps available but in return they might have trouble replacing their unit losses at critical times. The Restock mechanic would still keep OKW unique without caches but they would be able to pitch in to Restock the wehr built caches and give them a way to invest their end game manpower float. In: COH2 Gameplay |
Thread: Random OKW in team games – blood, guts and glory4 Dec 2020, 11:20 AM
Just spam 223s. I am sure that deep down you know the fundamental differences of how lockdowns and caches differ from each other and why that argument does not hold water in this context due to 223s only benefitting one player (+ you clearly did not read the post to the end because I asked very nicely to people use more than 5-word sentences to make their case) In: COH2 Gameplay |
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