General Information
Register Time: 4 Feb 2016, 00:49 AM
Last Visit Time: 4 Feb 2023, 19:18 PM
Steam: 76561198091955715
Residence: United States
Nationality: United States Minor Outlying Islands
Timezone: America/New_York
Game Name: _ZimZam
It looks good, but is one of the worst mechanical components of vCoh. Having one of your squad members bolt around the sandbags to the wrong side or having them randomly scatter is just a huge pain.
That has been fixed in COH2. In a interview before release one of the devs mentioned that they fixed that, though I forgot what video that was. Only trenches have that issue as they aren't set as directional cover.
Do you think it makes the experience better, watching your men execute moves and use combat-tactics that make it feel like they actually have training, or is it a buggy, annoying mess that isn't worth the hassle.
Squad-AI has been removed from COH2, even in the campaign. So to compare it requires watching a engagement in COH1, then going to COH2. Just give two infantry units of opposing sides a attack-move order, and notice the difference.
Post a comment below detailing what you think are the pro's and con's of the system/mechanic!
You would have to disable the hold function. There might be a way to do that with Scar if you want it to be map specific. Try to send a message to a Scar expert, like Janne.
That is all controlled by squad-ai, something they removed from the game during the western front forces. Coh-1 still has it, and while it looks great it was a bit clunky at times.
In Coh-2 squad-ai has actually been improved, with more entries for different encounters. Units are also able to choose what side of the cover is best (if it is flagged as directional cover). Units only seem to dance/glitch during weapon cooldown (it is very rare), but thats more of an animation issue than a squad-ai one. Other bugs include units running out of a trench because there is a cover spot at the other side (trenches have a very wide cover box on both sides, so in some positions it creates cover at both ends), and since it is closer to the enemy, the ai thinks that is a better spot (it isn't). I still think its sad Relic decided to remove it, along with a bunch of other little touches like infantry formations (all infantry now only use the same 4 formations, before/during beta each unit had its own formation). It made battles feel much more alive, with men diving away from explosions, a few men advancing towards the enemy at a time (bounding overwatch)while their comrades give covering fire, etc.