I'd say, even if there is no place for retreats via waypoints, it would over-all have been much better, if the units chose path according to the closest friendly territory rather then closest possible way to the player base.
And if for some reason base sector is actually closer then the friendly sector, then squads should retreat just like in coh1\coh2.
In this case it would at least give players ability to understand where and how squads will retreat based on the map controll they have.
This is also a good suggestion. It could even be a hard, and a soft retreat. A soft retreat goes to the nearest friendly territory (would be good for nades), and a full retreat is back to base. |
The problem isn't "pathing", in the way most people understand it. Its the precision map and proximity to objects that causes all the issues. This is why vehicles spin, and take odd routes. That and the way they navigate pathing with shift queuing as I've explained and show previously.
As Sib said, pathing in general is a problem, not retreat paths, and it is because of the way the engine handles collision and objects near one another, again as I demonstrated and showed literally years ago.
The above suggestion, especially number two, would impede the game and player choice more than solve anything. Especially since people would just sit on way points for retreats. The variety, though sometimes aggravating and annoying in retreats also causes a bit of unpredictability, rewarding players that react to that with kills or wipes.
And number one is already in the game if you pay attention to the minimap / enable the option. Since you are moving from the base sector it literally draws where your unit will move and the path they will take, this is also true for the retreat path. The only change to this pathing is areas opening up via crush or player built objects, such as barbed wire or sandbags.
So not really sure how either of this solutions solve the actual problem, and that is the precision map, pathing in general, and how units navigate within it.
EDIT: Since I didn't offer a solution.
You could have a player be able to set their own retreat way points that the unit would follow, much like shift clicking and the queuing of orders. Limit it to 1-3 markets that they would navigate to on retreat. Gives the player a bit more micro intensive freedom to make decisions and now you can retreat around things instead of through. Rewarding for the person retreating when it works, and rewarding for the opponent when they predict it and get a wipe on retreat.
This would be the simplest thing to implement, though doing it for large numbers of squads could be tedious and intrusive overall to the player experience. Though that is not for me how to decide how it should be implemented or what limitations should or should not be enforced, that is up to Relic. This would allow you to see the same pathing draw on the minimap as you see points, knowing where your unit is going to retreat and what path they will take, short of another player blocking you with sandbags/wire.
Edit 2:
Another way is from the main HQ you can set 3 retreat paths, like rally points. Then you can have a hotkey for each.
R+1 = 1 -> Base
R+2 = 2 -> Base
R+3 = 3 -> Base
R+4 = 1 -> 2 -> 3 -> Base
Or something similar. Then you can have quick retreats to sides, to base, or to the middle down then down a side to base, ect;.
Which would give more flexibility, couple that with the soft retreat that was suggested below, where you can soft retreat to friendly territory. There are a multitude of ways that would be interesting and offer a better dynamic than what is currently implemented.
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That's what I meant by "extremely buggy water-downed version".
It could be any multitude of things they haven't fixed. Like variable states, or water, ect;
Other than what I suggested above I don't know exactly what would work besides some scar shenanigans. |
You can do it via transitions, and they have a timer for transitions entirely. This used to be the work around to have a 1 second transition at the start of a match to turn on lights.
So you can do it this way and set a timer.
However I remember this being an extremely buggy and water-downed version of what was available in vcoh. |
Thanks Rosbone!
Thanks Tric; would this object be something that someone has already done or is there a folder somewhere in WB with a handful of objects that can have fx files linked to them?
There is none in the WB natively. You should open a map that already exists and stamp an object like that to then import to other maps. |
Take a tree or anything similar to that, that has fx files tied to it properly, that you like. And assign that object the one you want to be on fire.
This used to be the workaround when they broke doing it properly and I'd have to assume it is still broken. |
No comments on this picture?
Maybe focus on the menu?
Maybe the sword icon?
It has an A hotkey. So I guess WASD movement is out the window?
Programmable keys maybe?
Programmable keys? There's no way. The technology just isn't there yet. |
There is something wrong for sure, the windmill should not be occupiable after destruction, anyway.
As for the destruction animation, I've made a comparison video about it here:
Windmill destruction animation comparison - COH1 vs. COH2
Ha. So I was right, it was nostalgia. And this makes it even worse, its just a failed copy paste and not even updated. There are a lot of these buildings in the builder that are entirely bugged, there's a few that even have campaign hardcoded units tied to them.
But again, this isn't related to the 64 bit patch. This has been broken/bugged since CoH 2 launched. |
There is a destruction animation. When the Windmill health reaches zero, all the upper parts will fall into the main structure, right inside it.
It is not the correct one from vcoh is what I am saying. It has been bugged since day 1 of CoH 2. In-fact it was one of the bits of feedback for maps in the 2v2 map making contest. It is why they are in the OOB for Poltawa.
However I could be a bit nostalgic and mis-remember coh 1 days, but I remember the windmill(s) on the map "Best", I remember how cool it was to see their destruction animations back then.
Either way, its irrelevant. This should have been caught in testing, not sure why it wasn't since it has never worked properly for CoH 2. |
Mill Road map bugs
- Map description is missing
- Windmill doorway is obstructed by the map border and other obstacles
- Windmill is invulnerable and never destroys.
https://steamcommunity.com/sharedfiles/filedetails/?id=2371260113
This is why the Windmill is only meant to be OOB, it has been like this forever, and the only way to "potentially" make it work would be via unique scar code, and even then there is no destruction animation for it being destroyed, and most likely a slew of other problems. This is a shame since it is a vcoh asset.
All textures become black when victory screens shows (happened once only).
Please note what maps this is on, as it could be over usage of tiles and might be an easy fix if it is the same maps over and over.
I would be extremely annoyed but am generically surprised that the xbox game-pass version hasnt been updated since the first hotfix.
Multiplayer dosent seem compatible with steam version and you cannot view how many players are online.
Way to cuck anyone who wanted to play or worse payed for the gamepass version who have waited forever for the 64bit update.
Iv been patient enought to think this would be fixed, seriously thought better.
I would like to wager a guess that this will never be fixed, considering how everything works, and there has never been cross compatibility even between Mac and Windows users for the game. |