I think people underestimate how useful some of the vet abilities are (mainly because you tend to forget they are there at all!).
Incendiary Rounds are VERY good, the medkits tends to save you when you want to save yourself a retreat or don't have a medic bunker, Tripwire flares can save you from a flank, concentrated barrages are insanely powerful, etc.
On the topic of HTD... it doesnt need to go, we need to adapt to it. It is very powerful, and perhaps some tweaking is in order (such as forcing you to stay down longer and removing retreat for that time). Its a powerful ability in the Soviet arsenal, but the Axis have powerful abilities as well. |
I'm surprised by how conservative some people are around here. To me:
- There is nothing wrong with digital (Less plastic stuff to be thrown in the garbage in a few years, less money going to big distributors and more money directly to the devs.).
- Nothing wrong with pre-orders (Many of the people who complain about big publishers such as ''EA'' will also complain about pre-orders; which is contradicting considering how this is all about giving money to the devs for a product that you want even though it is not finished. Devs don't have much money of their own, it allows us the players to become the ''publisher'' and to have an influence on how they will be making the game.
This is not necessarily true. A lot of the times, this is only the case if there is no "publisher" at all. For instance: Bohemia Interactive and their store. They publish their own games, so a digital download saves them on Steam, Gamestop, or whatever.
In the case of a game like CoH2, where Relic does have a publisher (Sega), what sometimes happens is: The developer gets paid depending on certain conditions set by the publisher (AAA game quality, a certain rating to measure "success" and so on) as well as a cut off the number of copies sold. The digital distribution is probably only saving money for Sega, who was going to dish out the cash for the discs and stuff, not Relic.
So... most likely, you are not giving more money to the Devs, but to the Publisher. |
Selling maps segments the community, because you can't play on a map unless you buy it. Selling commanders doesn't segment the community, because you can play against other players regardless of the DLC the two of you have bought.
Maps only segment the community if you include them in automatch. If you create coop maps, scenarios, etc, you can cash in on the true business demographic of CoH: Single Player and ComStomp. Its the whole idea behind Theatre of War.
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Imagine a world where Relic allows mapmakers to publish their work in the worksho or somethingp for moneyz.
Then run a contest every 6 months to see which maps made by the community are the best, and include them in the automatch rotation.
Sega Relic keeps a 30% comission of the maps, mapmaker takes the rest.
Hello money. Bye bye unbalanced DLCs.
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+1.
Seriously - they broke the game by essentially making the commanders useless so it didn't effect game play - just so they can get an extra $2.99??
Are you kidding me?
I'm really lost here - I gladly paid the $30 or whatever it was for the EXPANSIONS to COH1 - why isn't this model of income generation viable today? What changed?
I really don't understand that to be perfectly honest - the gamers out there all happily paid for OF, hell, even TOV - but they felt the DLC model was "where it's at"?
And in doing so - they nerfed one of the greatest things of COH - the individuality of the doctrines and the impact of it on gameplay.
No matter how many patches they release - I don't think they can fix that.
DLC is more viable because it is cheaper to develop them, and widely available to just about anyone with the purchased game. Low income is not a problem. Also, expansion packs can be pirated, DLCs are less pirated simply for the fact that people say "fuck it, its only 2.99".
Take zynga for instance. Even when only like 3% of FarmVille players actually purchased in game assets, that still represented like $300k a day for 'em.
Right now, CoH2 is listed as one of Steam's top selling games, that alone tells you how much money they'll do off these DLC's. |
Stuka Dive Bomb is not meant to destroy the enemy's army, no matter what the real stuka dive bomber was for. Its meant to cause serious damage to the enemy forces (it does very good damage to tanks). I have destroyed many tanks that didn't move away form it, but its also very useful to make gaps in AT walls, strong well-defended buildings, etc.
Munitions are very important for the Ostheer, but not all abilities are supposed to be powerful because they "kill". I would rather earn map control thanks to an ability, and strafing run allows for just that. If you cut the Soviet's mobility, their army is as good as dead.
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I like that idea.
Wehr phases could be extended so it takes about a 20-30% time increase to escalate.
The only thing I'd disagree is locking out the Soviet ATG from a vanilla building, reason being, they should have some sort of Hard AT available to them earlier, free of upgrades. What I would do is include a global uppgrade in T2 that allowed both the ZiS and the SU-75 to do their barrage abilities.
Another upgrade could be crew-centric: reduce the Soviet crew sizes from 6 to 3. Upgrade crews from 3 to 6 with it, useful if the German is focusing on anti infantry. |
Perhaps not a Supply Yard, per se (it requires new art content) but global upgrades.
I dont like OF's design, but the PE upgrades make sense to me. Get to fast T3, want those T-34's? need a small upgrade to purchase them. Same, perhaps with SU-85. These, along with perhaps a slight buff if necessary can help slow down the game's escalation.
Not sure if this would work with the Axis, since their escalation is more structured by phases, but we do need something to promote extended early games and branching.
EDIT: Plus, putting this into the game only requires the creation of a couple of icons in the UI for the upgrades, as far as assets go. |
I made no broad assumption, I asked if you were suggesting that: you assumed everyone whining was bunching up their units. You also assumed I am whining because I lost to it. I am mainly an Axis player, so wrong there again (you assumed).
I am not saying it is breaking the game apart. I am simply stating that it gives the ostheer too much bang for its buck, way too early.
Its not impossible to deal with: pintle machine guns and the AA Halftrack will bring it down no problem, but it has very powerful mechanics right now.
*Its the earliest offensive off map call-in in the game, if I'm not mistaken.
*It is only 120 munitions. The Stuka Bomber, which is much easier to predict and dodge is 160 munis (not to mention, is the last doctrinal ability).
What I was saying is: Its imbalanced. Not "OMG THIS GAME IS UNPLAYABLE NOW!", but OP. Push the CP's up a little, and make it cost 180-200 munis. |
I never liked the idea of DLC Commanders.
I'd be all for a Commander expansion, which includes new commanders, units and stuff in a bundle, the reason being expansion packs tend to be better planned and thought out (exception: OF).
With DLCs,s you run the very high risk that your product is shenannigans, built on the get go, and nerfed so bad in the near future that your money is wasted. |