Have you reached out to Relic in any way? Perhaps at least gotten their blessing to try? I just think it would be a shame to put a lot of work into this project only for Relic to say no at the end. |
the offical line for no fully open modding is for security reasons so that people can't make hacks as easily.
If you're a bit more cynical, well you know what they are really preventing people from doing.
If people wanted to make hacks to the game, I'd assume that they would be able to do it anyway. My point is, I don't think there is much reason to 'protect DLC sales' by banning full mods. |
Anyone who doesn't allow open modding of their products in the games industry is backwards and guided by perverse incentives and will receive less profit due to it, no matter what DLC model is used.
SO SAY I, ARMCHAIR BUSINESSMAN
Exaggeration aside, it would be better for the whole of the industry, producers and consumers alike.
Edit: to the question, it is about DLC models. It was because people were using mods to essentially give themselves commanders (only in custom games with a custom tuning back, though, obviously). I'm too lazy to find the actual blog post. Either way, they ought allow us to modify the .sga files.
Honestly I just want modders to be allowed to add new models and infantry skins. What motivated me to write this post now even though I've been thinking this for a while is the Warspoils patch and the news that Relic is moving on to new games. People can already buy commanders through their raw play time (supply) and they can use any and all units in game already through custom games. There is no reason why modders shouldn't be allowed to add in a Marder III or a SU-122 to their mods. |
I just got back into company of heroes with two geriatric friends. After a couple of months playing we are now reasonably competitive winning a little less than half the matches we play.
Now we're totally bias, we play exclusively as allies. In fact we each play just one faction and only 2v2 or 3v3. So we have a pretty narrow view of this balance patch.
Being old people we really don't mind losing, we'd rather lose and have a competitive game than win easily. I'd say we're our win/lose ratio is about the same since the balance patch. So what's the issue?
The game is utterly boring now, it's all about trying to control marauding blobs of infantry, because that seems to be the most valid strategy to win. At least at whatever level we're playing at. It sounds like axis players face the same issue which must be equally boring.
Recall piospam back in coh1? Correct me if I'm wrong, but didn't fixing issue by penalizing pio squads in close proximity to each other.
To me this seems like something that would fix blobbing for both axis and allies and ultimately force players to use a wider variety of units.
The current balance seems to have had the opposite effect, it's just a blob-off. (type of map seems to effect how bad this is) It was like that before the patch, but before the patch we found we could force players to abandon blobbing. Not now.
I seem to remember some proposed changes from some community members that I found quite interesting and would certainly deter blobbing. One was an ability for an infantry squad to 'follow' a tank (like the British officers from vCOH) while the tank advanced with slower, so that it would provide yellow or green cover for the infantry and encourage combined arms. Another proposed change was to penalize more than two squads fighting next to each other. In general, I agree that just controlling a vetted blob and attacking around the battlefield is not enjoyable. I'd be open to changes that discourage it. |
I've posted this thread in the lobby instead of modding discussion as I am talking about the game in general instead of a specific mod/asking for help with modding.
Anyway, the point of this thread is in the title. I can understand why in the earlier years of the game, full modding tools may have been a problem. Why should relic spend man hours making a new commander DLC with a KV-2 for example when modders have added that and many more for free on the workshop? However, at this point in the game's life, I think it is doubtful that mods can really damage sales or somehow hamper the game. In fact, I think that the potential for new mods like a fully fleshed out Spearhead mod or Japanese faction mod with new units and the like could actually bring more people to the game.
Furthermore, I think it will answer a lot of people's complaints. Everyone playing the game has a different perspective about what should be included and what should not. For example, if someone says that [insert faction] needs [this unit] to be balanced or we need [this new faction/theater], guess what, there is a mod for that now. People can play the game they want, be it Vanilla which will still be home to competitive events, or any mod they choose. We've already seen how much progress users can make with the existing tools, I wonder how much can be done with full access to the game. If Relic has commented on this issue (ideally at least semi-recently), feel free to post below along with any opinions. |
The thing that peeves me with Ostheer is that, by the start of the game, I can already perfectly predict my army composition/build-order until T3/T4.
The biggest culprit are some units that are so powerful, that they have become a no-brainer:
- Is there ever any reason not to build the Sniper?
- With that pricetag/versatility, is there ever any reason not to build at least one 222?
(This leads to sniper + 222, and some fluff units around it).
However, a nascent culprit is that OST lacks sidegrades:
- Their cost is integrated into the teching cost.
- However, lack of sidegrade options takes decision-making away from the player.
The only real decision an OST player can make is between T3/T4:
- Do I forego T4 and stick with T3?
- Do I skip T3 and jump to T4 (only on certain modes)
- Do I completely skip teching, since I have Stug-E's in my loadout?
USF can choose among:
- Faster teching
- Nades
- Racks
- Healing
UKF can choose among:
- Faster tech
- Racks
- 5-th man
- Bofors
- AEC
OKW can choose among:
- Healing
- Puma or Luchs
Soviets can choose among:
- Cheese
- Cheese
- Cheese
- GTFO
Try using an unupgraded halftrack on the field. It works wonders to maintain your field presence. No, it's not as good as mashing the T-key WFA-style, but it works just fine for capping/recrewing team weapons.
Halftracks are, literally, the only advantage EFA factions have over the others when it comes to this. I am not sure why people don't use them.
What kind of sidegrades did you have in mind for Ostheer? Personally, I think that Ostheer should have a 5th man upgrade available in T3 or T4 as I've stated in another thread whereby this 5th man would have an MP 40 instead of a rifle so as not to upset the squad's delicate balance. As for Ostheer needing a counter to T-70s, AECs, and Stuarts that they won't simply run around, perhaps an upgrade for the 251 for a short-barreled 75 mm? |
It would be interesting if someone could put this in the balance mod to see how it would play/affect the game. |
Well i will remind you that grens cannot be build in tier 0 either. But if you are worried about early game infantry balance the move the + 1 man upgrade to the ostheer tier 3. At that point scripts will always lose to grens anyway because of weapon upgrades unless they received ppsh upgrades themselves.
The upgrade is in Ostheer's T3, I put it in the description. |
I'm going to write what I've written to the last few "Extra Gren Model" threads: adding a model to Grens is a band-aid solution.
Late-game squad-wipes are an issue for all infantry squads. Adding an extra man to Grens in late-game won't help Obersoldaten, pre-upgrade Grens, Pioneers, Combat Engineers etc.
Address the problem, not the symptoms. Adjust explosive weapons so they can't one-shot infantry or change received accuracy modifiers to received damage modifiers.
They would cost more if the upgrade didn't discount them. Relic probably did this because 350mp IS and 262mp Sappers are a bit expensive for their performance, even with five models.
I'd look at the stats before declaring UKF "ridiculous". Infantry Sections have very clear and easy to exploit weaknesses (out-of-cover penalty, poor close-range accuracy, terrible moving accuracy, expensive to buy and reinforce).
In my experience, upgrading with bolster infantry squads is critical late game, because in the games I don't, I simply lose too many squads to wipes. I doubt there would be anyway to change explosives to still be useful and yet won't one shot a squad. |
Your idea of adding an NCO unit model that has MP40, grants 5% experience, sounds more than just merely adding a fifth guy. This is an overall buff, period.
MP 40 is overall useless in most combat situations. 5% exp was an idea to distinguish the upgrade from the British, can be removed. More men is more MP bleed on already expensive infantry. Upgrade costs something of course. |