Thread: Mortars21 Aug 2017, 12:22 PM
If mortars were only useful in barrage mode, that's just adding an unnecessary Micro Tax that certainly only adds to the stress in an intense game. You are paying the cost of a squad to get it so it better be worth it!
And infantry squads should micro themselves on the field - you have already paid for them, so the additional micro tax is unacceptable! Less taxes! More freedom for the market! Sad! @TheRealDonaldTrump |
Halbe: too open, too much red cover for already fragile infantry. All action focuses on the central road, with little left for behind the frontline.
Bryansk Forest: Too large for meaningful engagements - the longitudinal distance between VPs is so long that a few engagements can decide possession of VPs and adjacent resources for long spells during the game, instead of being constantly contested. |
My votes:
Gelsenkirchen: Too big for cooperative gameplay in 2v2 in my view. A scaled-down version would be nice.
Duesseldorf: Again, too large to allow teamplay more than occasionally. The right side also looks very random and generic instead of interspersing ruins with something to diversify the look and gameplay there.
Pripyat: Only 2VPs mean there is no incentive for constant movement and activity for the two sides if they can take one VP and entrench themselves. |
My reasoning for voting for Lorch, Steppe and Red Ball:
Lorch: Approximately half of the map is just wasted in design that does not accommodate any space for tactical gameplay: the south VP is just one long lane seeing the opponents clash head-on repeatedly, which is just not fun. Plus the castle remains in the middle are one huge labyrinth that is not conductive to maneuvers and flanking, plus one side can lock it down easily with barbed wire and units. Not fun.
Steppe: The south always turns into a huge clusterfuck of head-bashing, area-lockdown, arty-fest silliness, while the middle can be dominated in late game by long-range supertanks. Again, not fun.
Red Ball: Again, the lanes on the flanks serve lockdown gameplay instead of flanking, especially the northern part where there are not enough sight blockers to allow for infantry flanking without constantly getting into HMG fire. Could become a decent map with redesign, but this version was not fun in vCoH and it is not fun in CoH2. |
Definitely positive changes, however I must have missed things - I thought the community patch mod was supposed to become official once testing was done, like the Winter Balance Patch.
Anyway, good to see better balance coming up. |
I would definitely like it to stick to WW2 - that iconic link between Band of Brothers and CoH is one of the most unique associations in video games and should be preserved.
I thought about voting for the Italian front but still ended up picking Normandy. Either would be nice to have. |
When does the team expect to finish testing these changes and be ready to push them to live? Would be interesting to know in terms of knowing how soon can the game expect better balance = better player retention. |
I agree with this - cases of this kind of ability progression/unlocking in CoH history have shown they were much more inspiring and tactically interesting than the linear, repetitive one we have in CoH2. |
I saw nothing that would make me think A_E was biased with the decision, and I have never seen anything from him that would make me think he would be biased in any such case, while organising/judging any CoH 2 tournament.
I do not know why this could even be disputed (had Twitch chat closed at that moment), but I guess the chat went its usual way of shitting over everyone and anyone, flooding the stream with abuse and immature tantrums of all kinds. It can become quite a disgusting place to read at times, and I am sorry for all organisers/casters who have to endure that. |
So finally, after five years of the game's potential being completely and ridiculously wasted in the hands of Lelic, it is starting to look like a sensible, balanced, tactical RTS after half a year in the hands of its community.
At least I hope this will serve as a case for learning things for developers and game communities in the future.
(The first paragraph was my feedback on changes, so not OT). |