It was basically vCoh with microtransactions which was fine. Then the head designer died in a horrible car accident and they canceled it. And then they release the piece of sh*t that was COH2 and the rest is history. |
Have to waste time removing elevation when you should just revert the mechanic the way it was in COH1. Literally 90% of the problems in COH2 are solved by just making it the same as it worked in COH1.
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What a stupid thread. Of course numbers go up when the game is free. Then the game comes crashing back down when it's no longer free because the engine is sh*t and units move with 3 second response latency because of bad matchmaking and people quit and find better things to do. |
All the very best talent were those who worked on COH1. COH2 had too many ups and downs and was only balanced/not-bad after like 3 years. |
You could control units more precisely like with a tiger you could move them and then also control their turret rotation with your mouse.
Why did they abandon it?
I have a feeling they wanted to remove skill-based elements to the game to make it more n00b friendly. Kind of like how units auto-move to cover and squad AI is terrible if you have higher micro because you units just stutter and don't fire as you try to position them perfectly.
It's a shame Relic is such a bad developer and doesn't listen to player feedback when it counts. It bled most of the people who bought COH2 and even more with DOW3. |
Units still auto-seek cover ... what are you smoking? Maybe the code doesn't autoseek cover but the units move in pre-ordained ways instead of where you click often clustering to cover. Positioning in this game is horrible because of it.
This is literally a 5-year old bug that people have gotten helpless with because Relic will not fix it just like they didn't fix sandbags for years. |
This is a long-standing bug that is 4 years old now. Why the hell do units attempt to auto-seek cover when given no orders to do so. It was never anything asked for in game and yet it remains in the game years later.
Just goes to show that supporting bad games like COH2 leads to helplessness. This should've been fixed first before the ghosted sandbags. |
Ost vs USF is fairly balanced. USF vs OKW is broken which is why OKW did so well against USF in GCS2. OKW early manpower advantage is significant with how much better sturmpioneers are than riflemen and RE. It puts USF on the backfoot immediately.
Something needs to be done about USF early game against OKW. Maybe put MG in beginning in place of mortar. .50 cal would not be good against Osteer early game but would be much better against OKW in beginning and stopping sturmpioneer abuse.
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The fixed version is still bad. The center crater is still a horrible RNG fest because it is still elevated. Everyone is still vetoing this map. Please just remove it from the pool. Put one of Tric's new maps on. At least they look cool and Tric has enough iterative experience to create maps that don't have the pathing and elevation issues one-offs like these have. |
The biggest problem is that units interfere with each other. So if you give an order it sets a path. Then you give another order it sets another path. If that 2nd path interferes with the first, the first unit starts rotating because it "senses" something in its path. And so on and so on.
It's particularly common after a mass retreat where you have 3 units all spinning around in your base as you try to move them out.
In general it's bleeding stupid because starcraft II has simpler and better pathfinding already. Units moved en masse just stop if they run into another unit, wait for it to move out of the way and keep moving. In COH2, they just start spinning. |