Airm.... Hmm. I agree with the premise that maps are generally more open and more difficult to effectively defend, but I don't feel that's further facilitated by vaulting, nor do I feel that maps are too open to make a defensive play style untenable. Some are more constricting than others to be sure, but I've never foiled someones defensive line by finding the one unguarded fence. You do raise a strategic quandary though regarding defensive doctrine, and I feel that the best players I play against do a tremendous job either constructing cover and pressing further forward or bolstering the "natural coralls" with things such as wire or mines a lot more than in vCoH
And thank heavens above that it hailed the end of sandbag barricades |
Any idea how long the concept's been used? 'Cause I remember first playing League of Legends which simply maps things to QWER and DF and wondering "How the fuck did I never see RTS-style video games do something as obvious before this"
Probably once publishers decided to stop printing out manila card fold outs to explain hot-keys
but actually, I might do some quick research about that. You bring up an interesting point. I imagine it'll have something to do with the prevalence of MMO's and the hot bar. |
I do love the stawmanning of: no actually, these players that wanted cold tech gone just didn't get it, didn't exploit the environment for all it's tactical nuance, and are thusly atrocious at the game, when A. it is pragmatically not actually nuanced at all, and B. it was boring.
Why do you just outright dismiss our our argument that we found how it grinded games to a sputtering halt faster than a CAS strafe, pinning our army, incredibly boring? That is the most damning thing one could say during a critique of a computer game, it was boring. |
I will say as well the interface, addition of grid keys, and overall unit control is vastly improved. Going back to vCoH feels borderline archaic compared to the degree of fluidity that has been added in CoH2, especially with vehicles. |
Even if blizzards rustled your jimmies because you didn't know how to build campfires or garrison troops and lost squads on retreat to stupidity,
You make dealing with it so simple as to sound like needless pedantic tedium, so why have it in the game?
what was so bad about the deep snow mechanics that punished haphazard movement throughout the map?
Kholdny Ferma West.
What changes would you make to Cold Tech if it were to be brought back into the game as a meaningful and regular mechanic?
Make it less of a light switch, game on, vs. stand next to a fire AFK simulator.
The idea being that blizzards are a high risk/high reward game state. The defender has the advantage of warmth, but any damaged vehicles cannot be repaired as quickly and defenses like mines and at guns are less effective due to reduced visibility.
Map design doesn't facilitate this, a chokepoint doesn't become less of a chokepoint 'cos it's winter outside.
Add in environmental changes, much like the emergent game play caused by the destruction and cover and shell holes, "blizzard induced short cuts" if you will.
Likewise the attacker cannot use air recon or other useful supporting abilities and will be exposing their troops to the cold
but can take advantage of newfound holes in the defensive line.
^^^
More responsive troop transports also means that putting units in halftracks will actually have a purpose again. This allows players to break common stalemates that occur in the mid-late game where players can sit back and save up money for expensive super tank since neither side can break each others line with just medium tanks.
I fail to follow how half-tracks, cold or otherwise are the solution to mid-late game stalemates, which also in my experience are either rare, or an entirely different beast.
In all my time playing this game with blizzards I never saw anyone build fucking flame pits in between strat points, and then you all bitched and moaned about blizzard mechanics.
These generalizations are unbecoming of your argument and betray your opening point.
Explain yourselves: why wouldn't you build a network of flame pits to minimize the negative effects of blizzards?
We did, and it was boring
Why would you continue to walk around in deep snow like fucking idiots and complain about freezing to death?
This wasn't our argument.
I'm tremendously upset that the mechanics that made CoH2 a unique RTS have been culled due to incompetent players whining about how they had to actually prepare for it.
^^^
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The comparisons to other factions and units do not make sense in that context. For instance, shocks, they'll be called in to bolster an already meaty, competent core army. Right now, and with the "expensive shock unit dynamic" of the UKF, the role of a commando squad is to turn the tide of a battle that is already being lost. If you nerf them, make the rest of the early game more survivable.
Also, nerfs are not the same thing as removing gimmicks, ie, warp cloak, I think we can all agree that is a bit |
Revert... to a degree. I would lock their arc like an MG/ATG and give these things an actual role as an infantry support gun, not a mortar in disguise, because I think for them to be powerful they should be required to have some skill. This would also give more opportunity for the M8 Scott, if people weren't fond of microing an ISG, fine, use the M8. They're vulnerable enough, and arrive at such a time where that is a risk/reward proposition, currently ISG's are a no-brainer.
I wouldn't like an ATG that auto-attacked, and this thing currently shoots incendiary sniper rounds through shot blockers at it's own whim. |
I've never hit anything with a tulip, and am disappointed every, single, time I decide to spend a kings ransom in munitions for them, never mind on the Firefly in the first place. I really don't understand the fuss. I suppose, that they're gimmicky and absurd, when a lot of the playerbase want a more measured and "controllable" environment, and experience. |
i dont unerstand you guys.
really i don't
don't you remember the guards motor only meta about 3 months ago?
uncounterable guards + squadwiping unattackable power mortars.
that was far worse, people seem to forget and complain instead very easily
So, because things were bad before, we must put up with it now? Come on man.
I'll argue this is magnitudes worse because ISG's are like snipers that may hide behind shot blockers and utilise their immense range, exerting next to no effort to negate any and all degrees of infantry tactics, and one factions entire play style *cough* emplacements... Even light vehicles to a certain extent. Also more specifically for the thread, GMT wasn't really as much an issue in team games, this ISG wackiness is an endemic plague at every level. |
Saturn. |