I believe fuel costs on call-ins is a problem, because right now it forces you to go Tier units or doctrine units, in CoH1 you could get Tiger in late game for 800 MP and that was fair and you could get some other tanks too from tiers, CoH2 is one sided in terms of tiers, call-ins or tiers, never both (talking about small matches like 1v1)
This is the problem, tbh.
In CoH2, you have to decide whether you go for doctrinal units or "regular" units, because both of them cost fuel. So obviously, everybody will take the stronger, more cost efficient unit over the weaker one.
By lowering / removing the fuel cost on the call-ins, and in return increasing the manpower cost, you could get your regular units while also calling in a doctrinal one.
I guess the call-in units need some power adjustment then, but in general, this is the easiest way of achieving a variation of doctrinal and non-doctrinal units while maintaining a healthy game flow.
The only problem is that you are then even more forced into using the doctrines that have these call-ins, as you are otherwise probably at a disadvantage. |
Well, before this balance patch it was ok to fight against, now it's harder and it is design problem, or balance matter too?
In a hand of a good player, the M3 will not be killed by OKW Tier 1 (unless you go panzerwerfer.. which would be an overkill i guess). Making a unit (in this case the Sturm Pio) so strong that it can fight off a unit that it is not supposed to fight off is NOT a way to achieve balance, it is simply a bad way of fixing design mistakes.
Ofc, the M3 will be stronger if you nerf the only unit that could stand up to it, but the main problem lies within soviet T1 being able to field sth that OKW has no counter for. |
So what happens when after m3 sniper hits the field, or god forbid he puts flamers in a m3? Before u could out micro it and destroy it fast with some luck with two sturmpios. M3 will be first unit to get in battle if he goes that strat and that it makes very hard to prepare for it, because u will need everything that u have to deal with it, if he used a little micro on it. If m3 flanks a kubel he will die so fast it wont matter that even u have a pak mounted on Kubel.
If at all, this would be a design flaw in soviet teching and has nothing to do with balancing. |
It would be fun, but not really competitive. The problem is that balance between the factions would not be achieved. Instead you basically support unit usage that is less valuable in a certain situation, because it is much cheaper. Factions needed to be designed for this. OKW has no chioce but going Volks early, so that would be a huge setback already, since Soviets at least havea choice between Maxims and Conscripts.
It sounds really interesting, but I would not want it to be playecd competitively. |
This game is not supposed to be realistic, it has to make sense in a gameplay perspective. |
Maybe you got me wrong ?
I was talking to Inverse (OP).
I a still think that Inverse was one the the greatest vcoh player, i was talking of him having a great influence in the present community. When a person of such influence make comments like he did (even if it is how he really feel) it hurt the game and indirectly us all the fans. We need that game to grow strong, because it is our favorite game. I also still honestly think that performance is a non issue here. They are good enough) Maps and balance are more important for now.
I also think that inverse can still be the top Coh2 player, if he can put aside the not having 60-70 fps issue.
What really matter in COH2 is the man behind the machine, that what make that game great to people with some intellectual power.
Thank you all for your comments. Just try to make it in a way that make the game's fanbase grow, so the automatch queue is not empty and there is more than 2000 people playing on an eastern time evening.
As you say : Kappa. (lol)
The fact that Inverse addresses an issue does not hurt the game. The fact that this issue exists, that is what hurts the game.
So instead of talking things down and trying to ignore the obvious problems of CoH2, I personally prefer a clear and honest post about. This way the problem can get addressed by Relic, potentially improved or fixed and everybody benefits from it.
On top of that, it is especially important that players that have as much influence as Inverse had and has are pointing out these issues, this way even more players and devs might think about this issue. |
Meh
I wish Relic would do sth about this, it is really not had to create a decent UI, but they didn't even really try it feels.
Thx for the answers tho |
wall of text
This must be coincidence.. I played CoH2 again last week, and I actually really enjoyed it. I really did not think this game would be changed in such a drastic way when I last played somewhere in August 2013. But I am really positively surprised.
One thing I am still really sad about is the horrible UI, though. It's insanely easy to fix, imo. Just take a look at CoH1 UI and there we go. It's maybe not perfect but a million times better than this.
Apart from that, I actually think I'll keep playing.
Also made a threat in modding section to see if it was possible to change it "manually".., sadly the answer is no. |
Hey guys,
I was wondering if it is possible to change the UI of the game? Since the beginning I feel like my eyes hurt after a while, because of all that stuff that distracts you from the actual game. For example the borders around the taskbar, the completely unnecessary picture of the unit, etc. I really think the CoH1 UI is much better, cuz it has a really plain design that lays the focus on the important things.
On top of that, I wonder if it is possible to implement "unit stats" like in CoH1, where you had unit strength vs inf, light vehicles, tanks and buildings from 1 to 9 (below the picture of the unit) and if a squad picked up a shrek, for example, it would add a +3 to it. That makes clear if a unit has a shrek or not, even if that unit picked up another weapon afterwards.
Sadly I have no clue about modding and, if somebody feels the same way I do, I would be very happy if somebody tries to create such a mod ^.^ |
Seems risky tho, if you don't win early game (for whatever reason, enemy stalling in buildings etc.) you have only 2 volks. The other units do not scale as well (Kubel does not scale at all basically, Sturms are rather fragile). But I will give it a try and see for myself^^ |