Conscript merge would function a whole lot better if it reduced the squad to 1 man instead of completely removing the squad.
Also, i have made some variants for handbrake abillity, it connect with small green shield, which appears, when handbrake "On". And imo it looks more seamlessly, than current one.
1. Why colors?
It is only for forum post to show, how this rule was released in vCoH minimap style. Let's take rule 1 for example. With shadows was shown,that here is slope. And i marked this shadows with red color. You will see this method on non-edited minimap. I don't mean to add colored areas on the minimap.
2. What is the difference between WFA and EFA style?
First one have dashed offmap territory, and iirc use different base color* (edited)
3. Why showing destructable fences and big covers?
Because it is important for first part of the game, untill vehicle enter the battlefield. It helps to see, where and how you can move your infantry. Or at leastto show fences, which can be destroyed only sith medium or bigger crash.
About cover - i suggest to add only undestructable covers like shell craters, undestructable trees and other objects, which are on the map from the start. Sorry, i shoulded explain it more clear.
4. Do you know, that bring all maps to common design reqire a lot of work?
Of course i do. But it is possible at least hold common design for new maps in the maps list, which will be (maybe) added later.
5. Have you watched a guide how produce tactical map?
Nope, just spreading my opinion about minimaps. But thank you for the link! I will read it with pleasure, because i have a plans to learn, how to make minimaps and, maybe, do this work by myself.
6. Third one variant does not appear in the game and forth has no difference with first one.
Third variant has Minsk Pocket, Rails and Metal, Crossroads, Road to Kharkov and some other maps.
Fourth variant looks different due to darker colors. EFA minimaps looks like old paper with roads and houses on it, and MB minimap looks like grey paper with added non-road areas on it, and offmap territory take a lot of space on the minimap sometimes.
I want to talk about situation with minimaps in the game at the moment. In my opinion they need some love.
The main problems with minimaps: 1. They to minimalistic. Biggest part of the minimaps shows only road, houses and water. Don't forget, minimap is also a tactical map. It should give more information about battlefield. 2. They don't have a common design. It is ok for custom maps, but even official minimaps have different design of minimaps. I have mentioned it in QoL thread some mounth ago:
I have made a try and accumulated some rules how to make minimaps in term of design and usabillity. For example i have taken minimap from vCoH Montargis Region. Variant with marks (connected with rules)
Variant without marks
Variant from CoH 2
Rule 1 – Show elevation changes. For now player can’t see them, because of that some areas looks like plain. On minimap example they marked red.
Rule 2 – Show fences. This is very important due to help players to see, where they can’t go. It makes a real impact on the game. They marked blue.
Rule 3 – Show insuperable areas on the minimap. It also help to better planning and see, from where you don’t need to wait attack, or where you can easily close the flank. They marked green.
Rule 4 – Show big covers. It help better to see, where player can place his units. They marked orange.
Rule 5 – Try to make minimaps in one common design. At the moment exist 4 or 5 variants of minimaps designs. It looks inaccurate and fail in beauty.
This thread works like all other my threads - i am open to your suggestions! If you think, that minimap need something else to include - say about it. The most interesting and usefull variants i will add to the first post!
In vCoH you had small, medium and large fuel and ammunition points, in CoH2 there are only one size while every neutral point gives fuel and mun as well.
On bigger maps in vCoH there were a lot of small points, so that the ressources could be easily balanced. Also there were a lot of neutral points that gave nothing but a tiny amount of MP. In CoH2 the bigger maps have more neutral sectors which allow you to have up to 30 fuel per minute without even holding a single fuel sector.
Added comparison of my favorite 4v4 map from vCoH and CoH 2. In vCoH this map was mainly fine, maybe the best 4v4 map in comparison with hochwald gap. But in CoH 2, because of new locations of points, it plays awful for bottom side
also please revert the command panther changes in 1.1 its useless now
Everytime, when i see your nickname, i know, about what you will write. Everytime Axis are weak, and Allies are OP. Every nerf to Axis is bad or unnecessary, but every nerf for Allies is welcomed.
If you want to give feedback, try to follow these steps:
- Play with other players at least 5-10 games with GCS mod.
- Stick replay (or pack of them) to your post, where balance team can see the problem.
- Give playercard (hello DonnieChan ) to understand lever of your skill.
Without them you looks like a typical fanboy. No offence
I got this recommendation from someone in the official forums. So, let's put that on the tab:
As addition to this suggestion - general sound standartisation for guns and vehicles engines. At the moment they can be separated on Eastern and Western systems of sounds.
For example will be cool to give all heavy vehicles loud engine sound in the fog of war, like Royal Tiger or Churchill have. Here is, actually, big field of work
IMO, this thread a little bit to early. Untill the end of the April, when Balance team can concentrate on making new general patch.
At the moment all this conversations about inconsistencies are out of scope of the current patch (GCS patch).