is OKW not being able to make caches a problem?? does it represent a balance issue that OKW is not alowed to make caches??
I don´t think so....
Then, why are we discussing this??? |
So, the poll might be:-
1v1 - Ruins of Rouen
- Wrecked Train
- Strurzdorf
- Argentan Crossroads
- Verrieres Ridge
- Beach Assault
- St Mere Dumont
2v2- Wolfheze
- McGaechens War
- Lyon
- Lorraine
- Gilroys Harbour
3v3 - Redball Express
- Vimoutiers
- S....s...s...s...Scheldt
4v4 - Route N13
- Montargis
- Steel Pact
- Hochwald Gap
- Achelous River
- Linden
I will leave it a couple of hours, in case there are any other last minute additions. I have not included Duclair, since that map has already been adapted.
Edited
well if duclair is out because there is already a version of it in steam, then you can remove Wrecked Train , because of same reason (the version in steam is really poor in graphics, though).
Just found too some versions of Lorraine, Achelous River, Beach Assault, and some others.....Something wrong with those map already shared in the workshop??? Aren´t good ports to COH2 for any reasons?? didn´t play on them, only in WT, and the only thing I noticed is that graphics were really poor compared to other s COH2 maps...
EDIT: shouldn´t the pool allow to select more than one map in each game mode??? or maybe have only one big pool where people can select three or four maps???
What if someone is not interested in 4s´ for example???
Should I only select one map form the game modes I usually play??? leaving 3s´and 4s´ in my case without a selected option because I don´t care about those game modes???
excuse my bad english...trying to improve it everyday.... |
omg.....please alex, this is not your blog....really bored of you posting and posting and posting same things in every thread....
please, stop with that....
it is ok you are so active, but come on!! this is not your blog man.
sorry for the off-topic.... |
maybe I´m wrong, but I read long time ago, that it was a big fail, because those dogs were trained with Russian tanks (diesel) and then, when they were used in the real war, most of them didn´t go againts German Tanks (petrol, gasoline) but againts the own russian tanks because dogs learned the smell of diesel xD
sorry for my bad english..... |
Yeah, i kind of get the last part, but Relic cant do shit about it! Sega is stopping them with their stupid NDA´s :/ As a developer i would love to tell my fans about the stuff i am working on 
And the Balance thing:
What you are saying is exactly the problem. People think it is just some number tweaking.
First of all, Relic and CoH2 is at the moment not making enough money so they can just keep a huge army of balancers working on just that. I would be suprised if more than 5-6 people top are working on it ( it does not generate money, and as a company the leadership does not give a fuck about our gaming experience ).
Secondly, tweaking numbers aint that easy. lets say you lower the damage on the said unit. How does that impact the whole faction? Does the said faction now have a good enough lategame infantry? What other units need to be ajusted, just because you have weakened that one unit?
Example, a lot of people are saying that OKW Volksgrenadiers should loose their shreks. How would that impact the game if Relic would have reacted on the uberblobbingmeta we have right now by just removing them? Okw would have been killed by tanks way too early. Stuff like that takes time. If u weaken one unit, you have to think in a bigger picture. They probably spent a lot of time just calculating stuff, then tweak the numbers, then try it out, change the stats again a little, check again and so on.
I imagine it to be a lot of work. When it only was Sovjets vs Wehr it was a lot easier. Now you have 4 factions which have to be balanced correctly!
I feel sad for Relics employees. They want to do all the stuff we ask for, i am sure of it, but money, chefs, and NDA´s make it impossible. Having a community that then blames them for, yeah, kind of everything that annoys them ( even if it isnt Relics fault ), must really hurt. People usually take pride in their work, and seeing people hate your work sucks and demotivates, especially if it isnt your fault!
So please give them a break, give them some time! Games have changed, we dont get 1 big finished game, like 10 years ago. Now we get games that they keep working on, and i like it that way, but that means that it takes time. Give it to them. They are good people at heart 
sure, and then, Cruzz came and release his kappatch in 24 hours giving us a more balanced product....
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many thanks for this man!!!!
mil gracias, desde Alicante  |
There was actually two new things for me in that list. After 500+ hours of COH2. Oh well...
Perhaps add this one: You can deny the enemy the use of green cover by putting wire next to his side of for example sandbags.
sure I´m wrong or I didn´t get your point but the only purpose of sandbags is to provide green cover. Isn´t it?
of course, wire will do the trick as you said. |
another old trick from COH1 was related to throwing grenades....
if you are closing the gap with a enemy squad in order to throw a grenade, and you just issued a command to get your squad in green cover... if you issue your command to throw the grenade before your squad reach that green cover where your squad will stop and stay, the squad will throw the grenade without stoping all the members of the squad, so your enemy will have more problems to see the animation, and you will have more chances to kill the enemy....
Not sure if this is the same in COH2, though.
If IRC, there was a weekly tip in gamereplays about this grenade trick for COH1, and other for the "retreating path white line" too. |
Do you mean issuing a move command to one of your units will show the path they will take on the minimap and this path is the same as the enemies retreat path?
sorry my english is so bad (studying to improve....)
What I mean is that if you want to know wich retreat path a enemy unit is going to follow from that muni or fuel point in that map you´re playing, you only have to put a unit of your own in that sector, and while the unit is selected if you click in the enemy base, you´ll see in the minimap a white line showing the path your unit will follow.
It is the same path that a enemy unit will follow when retreating from that sector...So you can prepare ambushes or put units in that path to try to wipe and finish retreating enemy units....this kind of things....in coh1 I used this trick all the time to lay mines in the more frequently used enemy retreating paths....
Or you can use this just to predict wich path your units will follow to reach that point you just asked them to cap....so you will know if your unit will travel through a safe path or if it will pass through enemy forces or part of the map that you want to avoid for any reason.....sorry, I can´t explain better with my english skills.
I hope you get the point now...it was the same in COH1 btw.
Regards, |
you can know the retreat path of a unit by clincking right click on the enemy base.....you´ll see a white line in the minimap showing the path the unit will follow when retreating...
sorry for my bad english. |