Well the bad news is Relic obviously feels there was an issue with the vCoH Pop Cap/Upkeep system since they aren't addressing this one. They must want games to be faster so they inject a ton of Manpower into the early game, and they want to close the skill gap between players so they add this rubber-banding upkeep system to encourage "comebacks", which are really just out-matched players staying alive far longer than they should.
That's not true. They are aware that the upkeep system is still flawed, however what worries me is that they might not have the same take on how to mend it.
Atm, the game is super frustrating, because no matter how large the disparity between to opposing teams, a game will last a minimum of 35-40min. |
It's awful IMO. It punishes a player for good squad preservation. A winning player can get +99 income while a losing player that is playing poorly and losing all his mens can get +250 to +300? That's quite ridiculous, and a cop-out version of a "comeback mechanic."
Couple that with vet that is gained through damage dealt and taken, and you've got a recipe for disaster. Relic has to focus on glaring issues like this, rather than releasing balance overhauls before a meta-game has even evolved... |
My biggest concern is that each arty piece doesn't have a clearly defined role. In vcoh each arty unit had a specific purpose and felt very well-thought out. Ie. Nebels had longer range, better suppression values, but did less damage and weren't as mobile as stukas. This sort of design philosophy is largely missing in coh2. |
I presume Relic is trying to homogenize vehicles/tanks so that they can collect comparative data on each match-up. It allows them to analyze more clearly what each faction is lacking- and abundant in, which will, in turn, facilitate more systematic and precise balance adjustments.
I'm pretty sure that this approach to balance is only preliminary, as it would rob the game of most of its flavor. Having the following just wouldn't be fun: Elephant=ISU152, Tiger=IS2, StugIII=SU85, PIV=T34, and etc. |
Great stuff! Thanks for all the work you put into this.
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Remember you haven't seen the finished game. There may be a lot of audio and video assets still missing, for the sake of size. Its unlikely, but its possible.
I've still heard some really good lines, though, like:
"I hear those americans always complain about the strength of our pioneers!" and a couple of others
The lines are good, but some of the voice actors aren't. I find the voice actor of the Grenadiers to be the worst of the lot. To be honest, though, I haven't payed close attention to all of them. |
Cool, I'm excited! I also hope this will open Relic's eye to what needs improving. |
CoH2 feels like DoW2 only because of the engine! Engine is basically the same, a bit updated but feels the same as in dow2. Anything other than that doesnt feel like dow2.
How so? If anything vcoh's and dow2's engines share more in common than coh2's and dow2's.
Atleast, that's the impression I got from playing and reading about the games. |
And although you can be cut off in CoH 2, the maps we have (especially that crappy one with the river) aren't as cutoff-prone as most good CoH maps.
True, but I doubt coh2 gameplay will ever be as prone to cut-offs as vcoh's, no matter the map... |
Hopefully this was fixed. I find it strange how patches aren't delivered more frequently. So far we have not had a proper balance patch from the beta.
Well, why would Relic want to balance the game based on the feedback of inexperienced players? Players have to understand the ins and outs of the soviet/ostheer matchup before they can make calculated balance suggestions.
As of now, most of the balance feedback is just a compilation of diary excerpts written by frustrated newbies. |