I don't understand your argument about the shortcut of creating a unit, if it's done properly and it works, doesn't bug out and so forth like the Sturmtiger, ZiS 3 Field Gun, IR HT and so forth then what's the problem exactly?
Those units were just lazily made in my opinion and that's why there's problems with them, not that they took shortcuts.
But in reality as it's evident with Games Workshop's zero tolerance policy on fan content made about 40k companies want to milk every possible source for money and don't really care that the fans are basically doing free advertisement for them.
If that wasn't the case then CoH2 would have been fully moddable like CoH is by now but instead they decided to cut model editing and importing back in 2013 when somebody ported over some CoH models to the game and sell 5 dollar premium commanders which they nerfed after a month to sell the next batch of OP shit.
You misunderstand me. I had heard that CoH2 had mod support like CoH1 until modders found that Guards troops were copy pasted from CoH 1 rangers, voicelines and all, and because they were embarrassed of that they clamped down on modding to only be able to use the mod tools.
That's why I was saying "who gives a f*ck about that just let people mod freely". |
It's not even released yet, relax.
Now is the best time to voice the opinion that the game should be open to modding, so I'll continue to do so where applicable. |
I like the new dynamic campaign BUT they really had ought to open the game up for modding so that people can make their own dynamic campaigns in Germany or Russia just because only Italy or North Africa over and over is probably going to get stale. |
lame..really wanted a modern coh3 ww3 or something cool ww2 gets boring after a while
You should try Call to Arms. It's set in the modern day "War on Terror" era with the US, Germany and basically the United Arab Emirates versus Russia, basically ISIS, and a balkan insurgent faction.
It's an entry into the Men of War series, so it's built on the Gem engine (with all the baggage that entails) and its playercount is a little low, but it's a fun game with modern equipment and an ok coop mode if you can get some friends to play with. |
fully support modding should be a thing from the beginning.
Absolutely 100 percent agree. |
..and don't talk about ammo that is a problem for every faction in the game.
Lmao. Uh yeah technically speaking, but when your core infantry needs 120 munitions to keep up with enemy infantry later on in the game, and you generally have 3 core infantry squads and an officer squad (and possibly rear echelon bazooka squads) as well as an AT gun that doesn't penetrate reliably against bigger tanks at medium to long range without shelling out 30 muni, the munitions cost can get a little prohibitive to outfit your squishy recon squad with BARs and actually keep up with your enemy. Unless of course you're more skilled then them. But in that case it didn't really matter what you used, you would have beat them anyways. |
I think that they really should open up the game for modders. They gain everything and lose nothing from it. Sure, there's the possibility of modders being able to find out that maybe the devs took a shortcut in creating a unit by copy pasting it, but really who cares? Locking down the modding scene is basically locking yourself out of having your *own playerbase* increase the amount of players playing your game *for free*.
For example, my introduction to the Total War series was through Total War: Medieval 2. Why is that? Because I was a fan of Lord of the Rings, and someone had made a total conversion mod for that game that turned it into a lord of the rings rts. And do you know what happened? I found out I liked the series, and I bought multiple other titles in it.
I really hope relic keeps this perspective in mind. |
I really appreciate this system too as it makes your units less predictable and gives you way more options.
However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.
I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.
On the whizzbang: I feel like the jettison launcher ability should be a toggle, but with a somewhat long activation/ cooldown time. Something like you can have the crew take down the launcher but it takes a minute or something like that. And the same to place it back on. That way it isn't just paying extra for a sherman tank that gets no vet 1 ability but instead paying extra for a vehicle that can be infantry support OR rocket arty depending on what it needs to be. |
I imagine that the commander system will be more a mix of Coh1 and CoH2, in that you will still be choosing commanders, but within those commanders are the trees shown earlier in the thread.
The fact they were specific about stating that "everyone will have access to the same tools" leaves me hopeful that Commanders and similar will /not/ be subject to Microtransactions.
That wouldn't make much sense. Games being sold on their own don't make nearly as much as games that include in game purchases of some sort. Games as a service is the current trend.
What I get from that statement is that every faction will have access to the tools that it needs from the base roster and not have to rely on commanders to fill holes in unit composition |
Late-War is as stale as the bag of chips I forgot about on top of the fridge for a month and then accidentally left open last night. Some Panzer III's and M3 Lee's would be so refreshing.
Playing CTA: Gates of Hell made me realize how interesting the early war armor situation was. However, if they go early war then the T34 becomes a badass on the field and the german armor will struggle somewhat, and what wehraboo wants that? Haha. |