From Relic:
I wanted to clarify a couple things about this survey. This will be the first of many over the coming years. So a lot of the questions in it are essentially baseline questions for us to track how answers, sentiment or requests shift over time. I've raised the issue of some of the survey logic blocking people (Ex: "I didn't play campaign - so I can't answer questions about it"), so I'm hoping that gets fixed down the line. Our team is very aware of what the top community priorities and requests are right now, and much of what we're working on is aligned with that. Surveys are another tool in our toolbelt to reach a wider audience that does not engage on our community platforms to help validate what we already know and are working on. This survey is not a "hey, what should we do now?" This is more about tracking sentiment and requests over the long term (6 months, 1-year, 2-years, 3-years, etc.) and seeing how those trends change or shift. Hope that helps answer any concerns or questions.
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Why? I don't follow your logic.
Because they dont asked anything gameplay related. They only asked about general things like campaign, balance or the UI.
And all these things are heavily negative reviewed by the commnunity.
So, this survey will help Relic if they need to invest more in CoH or not. My bet is not, they will drop the support like DoW3.
Like I said, I hope Im wrong. |
So Relic send a survey for everyone in the email. My prediction:
90% chances for Relic drop CoH3 after the survey. I hope Im wrong.
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Latest Update 5/5/23
GENERAL
- Standardize ultra light vehicle camo detection range
Increase Dingo’s range to 4 from 1
Decrease Kettenkard’s range to 4 from 15
Decrease 221’s range to 4 from 15
- Increase Scout and Pioneer squad sizes to 4 from 3 to increase survivability, offensive power increase is minimal
- Decrease target size of Snipers back to 1.33 from 1.5
- Remove deflection damage to Boys and Panzerbuchse 39, but increased ROF, and increased max penetration by 10% to compensate for decreased DPS due to change
- Fix typos and missing effectiveness info for call in abilities descriptions for the M4A3E8 Sherman Combat Group, Panzer IV Command Tank SD.KFZ. 161/1, Fragmentation Bombs, Commando Section Paradrop, Guastatori Squad, Fallschirmjager Squad Paradrop, Fallschirmpioneer Squad Paradrop, and Luftwaffe Combat Group
US Forces
- Add sprint to Scouts to improve unit effectiveness and late game utility
- Increase SSF Commandos health to 110 to keep in line with elite infantry health
- Increase Sherman Bulldozer base range to 40 from 35 to kite AT Infantry more effectively
British Forces
- Gated Boys and Bren upgrades behind T2
- Decrease cost of Bren LMG to 75 from 100
- Increase Centaur base range to 40 from 35 to kite AT Infantry more effectively
DAK
- Add fast capture to Bersaglieri to replace Vet 1 ability
Wehrmacht
- Decrease reload time of Stummel from 5 to 4 to improve upgrade desirability
- Increase Stoßtruppen’s STGs ready aim time from 0.5 to 0.25 to improve upgrade desirability
- Revert fuel costs of Panzer IV to 90 from 100 to match medium tank price to performance ratio
- Increase Brummbar base range to 40 from 30 to kite AT Infantry more effectively
POTENTIAL FUTURE CHANGES
- Add breach ability to all units armed with grenades to increase utility and usage
- Add gun traversal to assault guns and TDs so they’re flankable
- Fix AOE damage to HMGs when occupying a building as it destroys the weapon earlier than the crew
- Fix Flare duration to match the lifetime of the flare model and sight
- Remove on the move repair with the USF Field Repairs ability
- Fix pintle MGs firing beyond their set range |
Imo this is much deeper that that.
Firstly TTK out of cover, is more then alright, for me it works even better then in CoH2. Because in CoH2 cover really mattered only if your opponent was in cover in most cases, having it is really good, but lack of it was usually not a as big of deal. In most cases at least, busted LMGs\MGs of CoH2 forced to used cover, but all other small arms not really. Not saying cover was pointless in 2, but rather less important when you compare it to vCoH\3.
Units in CoH2 were significantly more tanky out of cover then in CoH3, maybe due to RNG based received accuracy. In 2 you basically had understanding of how fight should go, but it was still fully RNG based. Like Stumpios dropping 0 models charging rifles and winning or dropping 2 models against combat engis for example. In 3 inf fights are very predictable, you in most cases just know when you can and cant win, there is almost no middle ground or gambling.
And wise versa TTK in cover was faster in CoH2 for the same reasons basically. In CoH3 frontally fighting cover to cover is basically a stalemate, where you have to find better angle or flank. I would say, I like this system much more, tho small TTK increase could be done for sure.
Secondly, if you watch vCoH top play its pretty much the same as in CoH3 (but actually even slower), with a difference being that vCoH is much less forgiving then 2\3, with call ins on the base, instant wipes and much less friendly gameplay. So fun in vCoH basically comes from occasional money shots and really bold moves.
Also you should take into a consideration, that CoH2 basically was a meat grinder for a VPs. Maps across the board were much smaller, resources distribution was basically uncontested, aside from cut-offs and occasional de-caps (in 1v1 that is), but over-all harassment of the economy and map control played much lesser role in CoH2 then in 1\3, so all focus was on the action. In teamgames, it was either the same meatgrinder for VPs (if fuel\muni points were safely placed) or the same meat grinder for both VP\res points, because they were located close to each other, creating constant unit concentration in small areas.
As for retreat TTK, its a double edge sword. Units having like 40% damage reduction during retreats, make them super hard to kill\damage during retreats, but at the same time, loosing units in CoH3 is much more punishing then in 1\2 because of how fast passed games can be. Meaning that you most likely then not, wont even have spare resources to recover from losses, because your opponent will be snowballing like crazy and VP drain is insane. This is mitigated a bit in late game, but in early-mid game its super brutal. So this alone kinda forces players to play much safer then in 1\2 and at the same time much dumber sometimes, because they know, that unless its a major fuck up, they can easily retreat. I also believe that in vCoH retreating units were also very hard to kill, but it was mitigated by instant wipes with everything else.
Lastly you shouldn't disregard technical problems of the game. Pathing is unit responsiveness especially, its mediocre to put it lightly. So vehicle play is much more stale because of it.
+1
TTK is perfect in CoH3. |
update:
reBALANCE Tuning Pack updated after the last balance patch.
They reverted most changes that have been affected by 1.1.14 Balance Patch, but mantain other balance changes.
https://steamcommunity.com/sharedfiles/filedetails/?id=2958174636 |
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Live servisse keeps killing modestly successful multiplayer games, and it doesn't have to be this way
https://www.pcgamer.com/live-service-keeps-killing-modestly-successful-multiplayer-games-and-it-doesnt-have-to-be-this-way/
...
To compete in a post-Fortnite world, your game had to release cosmetics weekly, develop limited-time events that'd make headlines, create a 100-tier battle pass, and above all else, be free-to-play. The 12-week season became the six-week season with an extra "midseason" content drop. In-game events became out-of-game opportunities to sell double-priced skins that can't be earned with in-game currency. Fortnite is everywhere in everything, and not even pre-Fortnite games are immune. Those older games listed above? They all have battle passes now and all went free.
...
...The problem is live service only really works for always games, because it requires that people are always spending Money.
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CLAP CLAP CLAP bravo AE |
They used CHATGPT to generate the answers. |