This is actually true, however that "new stuff" was the first wave of OP DLC commanders, then very soon after that we got the original assault grenadiers/StugE and soviet urban defense doc with mega busted FHQs and booby traps. Which was even more OP.
Only to be followed by the top 5 most OP pay2win DLCs in gaming history (Tiger Ace, Soviet industry, For Mother Russia and B4 Howitzers). This turned so many people away from the game back then
I keep seeing this constantly but you gotta realize that Relic has to make profit in the end. Imagine if CoH3 modding tools were as powerful as the CoH1 tools, and now someone is recreating a fully fleshed out version of the CoH1 Eastern Front Mod while Relic is secretly working on an Eastern Front Armies multiplayer DLC, and now that mod has 500,000 subs when the DLC launches.
Would be a complete disaster. Mods are "horrible" if they directly compete with Relic's content, and it's the reason why powerful modding tools are very rare in the first year of pretty much any game.
Agree though it would be beyond awesome if the modding tools would become very powerful down the line, I have my doubts about that though given what the trend was with CoH2's modding tools since 2013...
Still, at least it was some type of new content rather than just rehashed old commanders. Even if it was a sort of cash-grab.
And well that's the thing, an almost limitless modding scene is profit because people will buy the game to play the mods, especially if they're overhauls that transform it into a favorite theme of theirs like Star Wars or Warhammer for example, and it also allows the game developers to look at community ideas and talent like is the case right now with CoH3 as well with it's mappers and large amount of people that were fans of CoH2.
A personal example I can show is how our mod MACE for Gates of Hell (https://steamcommunity.com/sharedfiles/filedetails/?id=2905667604) started off as a simple idea of just adding some additional units to Germany and the Soviets such as the Hummel and Wespe that we felt were missing but ballooned into a community expansion of sorts which did that and also introduced the US as an almost vanilla-like faction because we aimed at making it feel and look like a natural part of the game. The only real parts we were missing were some maps and perhaps a campaign but that's about it really.
The point is however, there were people like DevilDogGamer that showed it off on Twitch and it received a lot of positive feedback with many people (mostly from the US because obviously they want to play as their own nation) stating that they bought the game because of the mod, which is in turn profit for the game's developers which wouldn't be possible if we weren't allowed the level of freedom to even make our own factions. It's also the same case with the original CoH and DoW with many people buying them to play the mods.
Do Relic have a problem of listening to only a few "top dogs" within the community? Most definitely, a few streamers do not at all reflect the majority of the game's community which if one takes a glance is mostly 3v3 and 4v4 team game casual players.
Was it a mistake to launch the game with so much content right at the get go? Not at all, it's what pushed it beyond what was done before and I don't think it's fair to say that it's balanced worse than how the original or CoH2 released.
In my opinion the problems here lay in rather absent transparency on what were and are the current goals and what's actually being worked on as well as actual post-launch support in terms of content because from what I remember CoH2 had new stuff released a month after it's release while this game has been in a perpetual state of damage control from the looks of things by comparison for a few good months now.
As a modder I will also mention and keep on hammering about the again rather lackluster modding support, big hype was generated before the game's release about the tools but a few of us knew that we shouldn't really give our hopes up and that's what really happened. Currently we're being fed table-spoon sized updates for modding when so much more could be done if we at least had the same capabilities as CoH2 if not the original game. Franchises such as Men of War were literally built on the backs of modders and their workshops are full of great mods, some of which even went on to become games on their own such as Gates of Hell and further attract people to the series. So I wholeheartedly believe that unlocking the game's modding potential will reduce the amount of negative reviews about the game and increase sales as well, if only Relic would actually listen and also be willing to implement ideas and fixes from the community.
COh2 had it. Especially at launch. When everthing died to to everything in mere seconds. One mortar round? Kills half a squad. Blizzard. Kills the last guy on retreat. Vision? Zero. Katyscha and Pwerfer BArrage. Army gone.
That was dark.
No, this was -
Refer to 29:25 time mark as one example, there's also a few more during that video alone if we're to not mention the rest of the cutscenes.
The game's story telling, cinematics and graphics themselves were realistic, dark and gritty and neither CoH2 nor CoH3's cartoony by comparison visuals have anything on them. Both games are more colorful and full of sunshine, they cannot replicate the artificial dread that went through your bones the first time you played the original game.
There's a MoW spinoff series called Call to Arms, and while that game is a bit of a F2P/P2W mess Ostfront, it's WW2 "DLC" that's also a form of spiritual successor to Assault Squad 2 is pretty good and really reminds me of the original CoH with it's dark and grim atmosphere and feeling.
We also made a mod called MACE for it which adds additional units for Germany and soon for the Soviets as well as the US as a new faction, which they are coincidentally also adding in another DLC expansion to the game so I can recommend it to everyone here to try it out.
CoH2's Soviet campaign was pretty bad, I think we can all agree on that.
But CoH3's campaigns had, and perhaps still have, the potential to be great if other routes were taken in terms of decision making for them.
In my own personal opinion the DAK campaign missions themselves weren't bad, they were pretty standard but short as was the whole 7 mission "Operation". However the whole problem with them was the disconnected main story, you were playing as the Germans but the whole thing was told from the perspective of a civilian who fought, unwillingly from what I remember, with the British against you and we didn't really get to learn a lot about the overall war effort. What could have been done here differently was for them to have taken the original CoH's approach towards the German campaigns and told a soldier's story of tragedy and sacrifice in service to their Fatherland and commentary could have been made similar to the Tiger Ace campaign at the end towards how Rommel was mistreated later in his career which ultimately ended his life. Speaking of which, Africa could have served as an excellent side-story to the main Tiger Ace one about a different crew or maybe one of the original crew members before they were transferred over to the Eastern Front or Normandy.
As far as the Italian theater goes, I think it was too boxed in and limited with forced humor in the form of the bickering generals in place of the more serious and real tone of the other campaigns. It's really upgraded from CoH2's Ardennes Assault but something more akin to Total War's open ended and free dynamic campaign would have been preferable where you could even fight as Germany for example, or with just an Italian partisan force, or the Italian Army itself for instance, plus the Canadians played a pretty big part in real life but there's little to no mention of them from what I noticed. Overall like I said with a few improvements here and there I think that it would have probably been the biggest and longest most fun campaign in the entire series.
However all in all the original game's campaigns still remain the best and I continue to recommend them to everybody I know as probably some of the best story telling in RTS history, everything just clicked so well together from the dialog to the cutscenes, gameplay and music.
Someone called you Chief in the comments, so you know its good! Thanks!
THE MORE YOU KNOW PSA with Donkey Rosbone
Textures/Images in video games are usually a power of 2. This is done to speed up drawing repeating patterns using a boolean AND function to reset the pattern. Computers work in BINARY. Which is a number system based on 2.
Example to draw a repeating 8 pixel texture:
Normal way to increment and repeat a pattern:
Xpos = Xpos + 1
if (7 < Xpos) Xpos = 0
Faster way to do it:
Xpos = (Xpos + 1) AND 7
The Inner Loop
Both ways create a pattern of:
01234567 01234567 01234567 01234567
But the AND version is faster to do on a microprocessor. And this code is run more than any other code when drawing graphics. So any tiny improvement in speed is huge because this will be done millions of times per frame of video.
To render a texture to the screen there are several nested for/loops used and this is the one that is inside all the others, gets run the most, and is known as the inner loop. The faster your inner loop, the faster your game will render.
When 3D graphics first appeared this was necessary to get graphics to run smooth on a CPU based rendering engine. With modern video cards (GPU) doing the work on multiple dedicated pipelined processors, the power of 2 limit is not necessarily needed any more for speed. But still a requirement most of the time.
I hope some of that made sense. Since I am clearly insane, it probably did not.
And thank you for your explanation but I was more hoping for something concerning CoH3's modding and/or the guide itself.
I think I recall Relic answering this question before, and basically it was "Because we want the icons to look familiar if players are coming from CoH2, so they immediately get a feeling about what those abilities are doing".
Too bad when there is abilities in CoH3 that drastically slow down your vehicles but use the Blitzkrieg icon
Literally, there's an unused upgrade in the files for the M8 Greyhound that gives it sandbags but it has the icon of a Tiger getting bombed or something similar to the mine-laying one.
In general you are saying you have been happy with the sound effects and graphics and how they impact your enjoyment. Thank you for posting.
No, it's the opposite.
I find enjoyment out of the gameplay mechanics because of the design of the factions and units like I said since they're similar to the original game's ones, but then again that might be just nostalgia speaking. However even then, I still like the new features, but definitely not the direction they're going in with the graphics, effects, audio and DLC store like I already mentioned.