I'd like to see better in-game comms, including the ability to chat with your teammates (and your opponents) while the game is loading. Being able to send messages to individual players, team, or all by typing @playername, @team, etc. would be nice.
I'd also like to see better stats and post-match info. Would be great to see something like an NBA shot chart or MLB spray chart overlayed on the map showing where kills happened. Kills/damage dealt should also go on the chart at the end. I'd also like the ability to track stats for individual squads rather than just by unit type.
It would also be cool if you could join matches in progress, particularly vs. AI. I think it needs to be easier to casually play with friends.
Key rebinds would be nice. As would the ability to minimize the in-match UI - it's a nice looking game and a shame that the UI takes up like a third of the screen. The ability to zoom out a bit more would also be nice.
You mean like, heatmaps? Weren't some heatmaps/data included in the replay files of vCoH? Is that still the case for CoH2? Heatmaps can be very helpful, so you can have extra polished high traffic areas on maps.
I personally dislike that the out-of-bounds map area is included in the tactical / minimap. I doubt that it was included so players can see the map entry points, because that is the only real benefit to it and sounds too reasonable to be true. Why include something useless that shrinks the minimap?
My suggestion would be that HUDs should be treated like faceplates or like custom huds in dota2. When I saw the faceplate design for the first time, I immediately got excited for custom HUDs, but got disappointed quickly. When you give them the faceplate treatment, you can sell them, streamers can show them off on their streams and the tryhards can make their own competitive and minimal HUDs in the workshop = everyone wins.
I also dislike how the resources are shown. Not so much their position, but the fact that they are horizontally aligned, this takes away from the usefulness of showing current status as a number and income as "+123". When hovering over the unit icons in tech structures, their costs show right above and you can tell easily if you can afford them, sure that's nice and all, but you shouldn't need this to tell. Besides, there is another way in the hud to tell you if you can afford a unit..
The last thing I want to mention is that HUD elements keep blinking and animating and it is irritating sometimes. Units in combat? Animated blinking crosshair. Unit surpressed? Animated and blinking exclamation mark. Anything happening ever on the minimap? Better have some circles flash and hypnotitize the players. Seriously, take a step back and look at a busy minimap, where units enter combat and resource points get capped a lot. Most of these things are being displayed in the event cue additionally. Sure, those things are important and all that, but when everything is important and starts to catch the players' attention so badly at once, nothing really is important and the only result is that the players lose focus.
Of course, you can get used to many things, but then why bother changing anything ever?
just my 2 cents
Thanks a lot, I underestimated the shock value of my p4 and sensed a lot of presence in the east, which was only periodically somewhat true. The sniper also bothered me, but not too much. I simply waited him to pounce but why would he. Instead it was on me to make the move. I tend to forget that aspect when playing ost. I greatly appreciate the time you have put in to help me out here.
Hey there, this is the first replay I'm posting.
I want to know how I can improve based on this replay.
I was tired and all, but I felt like I played ok for my standards.
Beware it is an hour long. Early and mid game went good, I wonder if I didn't close it soon enough. I felt like I was too conservative and turtled too much. Please have a look and give me some tips, because it felt like it was my game to lose.
Have a nice day!
What about splitting all the "freebies" into side tech, but meanwhile subtracting the side tech cost from the base tier price. Ultimately, the result would be the same, without difference in resources, but the time of arrival the features that are currently "free" is later. This would make repairs on t2 for example skippable, so a luchs could come earlier fuel wise. But what if the luchs was unlocked by the repairs? This would result in the luchs being a little later than normal. Of course, there are many subtle ways to tinker with fuel costs, side tech splitting/unlocking and building times, but I doubt that relic has enough patience and long term consistency/commitment towards these kinds of major (imo) design changes. Those take thorough evaluation, planning and observation. I don't claim to be super savvy of the balance meta right now, I haven't played enough at all to claim a said change in this or that direction might be good or bad for the game, I'm merely interested in the designing and balancing process and like to think of ways to manipulate tech trees/build orders and costs and to observe the result.
It wouldn't have helped. This was caused because they were attempting to fix the vet bug that was found only a couple of days before the patch. Also mods don't change the technical bug stuff, so those patch mods are only good for testing balance