Does that vid include the faust misfire issue? I saw the vid, but I can't remember seeing it.
Anyway, it's an interesting compilation of bugs, but I'd only consider bugs that hinder unit control and/or are game breaking bugs truly worth the time of fixing. Think about the invincible zis, mortars not reacting, mg arc changing, wrong commanders, engineers getting trapped by their own barbed wire, etc.
IMO, non-bugs / intended features (not that Relic can't do anything about it, like they should with ghost sandbags for example):
- Not being able to pick up dropped weapons: Look closely, he just didn't click on it correctly: the grabbing icon was there. Zoom in and click directly on the weapon. The grabbing radius could probably be made a bit larger.
- Tanks going through each other: intended for pathing. Maybe the game engine could make an exception for enemy vehicles.
- Tanks sinking on shore sand: ice is a shitty feature, but this is not a bug. Ice should just be a texture IMO.
- Constructing inside buildings: I don't consider this a problem, even though it looks a bit gamey.
- Units not retreating after a follow-up command: if you want your unit to retreat, don't tell it to vault over a sandbag immediately after. (Units getting stuck on retreat is a problem though.)
Bugs that probably can't be fixed or aren't worth fixing:
- T-posing models on death and models spinning when dying: game engine problems that don't really harm the gameplay. You could always turn off physics if it distracts you.
- Pink textures and bugsplat: the memory leak issue is a big game engine problem that has always been a problem with CoH. It's not something that can be solved 1-2-3 and will probably only be tackled with CoH3. If you care about losses, just restart the game every 2-3 matches and you will likely not encounter this issue.
Bugs that could probably easily be fixed:
- Unit stuck beyond boundary and unit stuck after vaulting: probably minor map design issues.
Also, many of the bugs shown are long known, but I wouldn't - like some comments do - account that to relic not caring, considering the game has had continued updates and support for over 5 years (something which would put many AAA companies to shame). It's just that the fixes haven't been found yet.
Anyway, 9/10 of my matches are bug-free, which is a lot better than at the game's release. You eventually start playing around minor nuisances like the dancing squad bug and engineers getting stuck by their own barbed wire. In my opinion Relic is on the right track, altough I'd highly encourage them to invest more time into bugfixing before they move on to any other projects (whether those projects are CoH related or not). It would show that they truly care about turning this game into a classic. |
Do you need any tips/resources for playing this game? I've played CoH since 2008, so just send me a pm if you need help with anything else. |
Immobilise would be to strong even if it only effects light vehicles. It wouldn't really be used if the mine would only be useful against light vehicles either as you have to reduce the damage which again weakens the performance against all targets.
Another way would be some timed crit like a few second stun or timed immobilisation but that would weaken offensive mines which are easier to sweep anyway.
It would still be weaker than a OHK and require the Ostheer player to spend another 25 munition on a faust or risk rushing a scout car / pak.
It would be an indirect buff to scout cars, mobile defense and light vehicles with more hp tho.
Damage against heavier tanks would only be slightly lower like 40-80hp less |
This would make Tellers essentially Reigel mines.
It could be a possibility to switch functionality of reigels and tellers. Reigels, being doctrinal, could be the big bad OHK, and tellers could be a reliable disabler.
I dunno though. There's already a lot of snares in this game.
Tellers would still light engine damage medium and heavy tanks, but immobilise light vehicles. Your suggestion sounds interesting too, altough it would make Ostheer much stronger in the late game. |
How about slightly reducing damage and having it immobilise light vehicles? (but not heavier vehicles)
That will reduce the effectiveness of (very) agressively placed tellers, while almost certainly securing a kill with defensively placed tellers |
Can something be done about booby traps (urban defense doctrine) being insta-placable everywhere on the map? It should be done by engineers IMO, there is barely any counterplay this way. |
-snip-
Wow, please do more overviews like this. Good food for thought. |
Can the price of the forward observation post price be adjusted? Currently it's 60 fuel compared to the 10 fuel upgrade at the forward assembly. (only read the 1.6 changelog so not sure if it has been changed already).
Btw, grats to the balance team, seems like lots of great improvements in 1.6!  |
You haven't play Coh1 to say that. Imo this ability is just something that shouldn't been design first hand as stupid it is and completely going against the game generic rules.
+1 |
It can be disabled with mine detector, isnt it? It's hardly worth more than a normal mine
Plus trap itself is set up by engineers, you can give it Partisans too and rework them as well
Saving your cut-off for 90 seconds is not worth it? And what about ruining your opponents cut-off? Your opponent pushed you back and wants to cap the fuel? Nope, he's stalled for 90 seconds while you can reinforce for a counterattack. It's a resource denial tool and an extra thing for Axis players to worry about. If that doesn't seem worth it to you for 35 munitions, then don't use it.
Yeah, sweepers can counter it, but the enemy pios would have to be at the right place at the right time and not be placing mines / repairing vehicles / building at base / fighting. |