Men of War has realistic mechanics, not a realistic atmosphere (at all). I like the game, but MoW is highly stylized (in some cases, not intended): The colors, animations and voices are downright taken from a Teletubbies episode.
Everyone has their taste though, and it is to be respected.
What's ironic is that lately, games that used to have grittier/realistic artistic approaches such as Diablo, Starcraft, Simcity, Bioshock: Infinite, etc., have gotten flak for becoming stylized or oversaturated...
Now we have a game set in World War II, where a vast majority of enthusiasts of the setting like their realistic atmosphere and look, is getting opinions in the opposite direction
I have no real knowledge on web design, but tbh, recently, the site has gotten slower and slower (earlier today I simply closed the site simply because I was having a very slow repsonse time)
When the game ships, there's the possibility that forum population and traffic will boom... just saying.
When a game is under a testing phase, there are NO cheats in the traditional sense.
God mode, noclips, etc, are all purposely placed into the game, NOT for fun, but to speed up testing processes. This exploit CAN be used to speed up testing. There is no ladder, there is no competitive scene.
I am sure as hell not waiting to kill 15000000 tigers to start testing a stupid bulletin. I'd rather test it now, and save Relic money later.
When the game comes out, stuff like this needs to go. But right now, during Beta? I could care less what another player has unlocked.
In fact, if having more commanders or bulletins IS affecting the gameplay that much, then it is just proof that unlocks were a bad idea to begin with.
Hacks, OTOH, such as trainers, maphacks, aimbots, and dll injectors... are a different matter.
you can't dodge AT nade, sometimes when you are far away from cons throwing AT nade it will hit you but deal 0 damage
Then this, i would change, tbh. you should be able to waste miscalculated projectiles, especially those derived from munitions.
Veterancy abilities that help cause damage do. Satchels and incendiary ammo can. Molotovs, bundled grenades, even sticky bombs in the original vcoh could. AT's should, as well.
Clearly, the fact that there are differences of opinion on speed, and the fact that the engine already supports speed changes (see the script I posted) means that speed _should_ be an option. Giving other people the option to play fast does not take away anyone's option to play slow... just like people playing speed chess doesn't stop anyone from using the same equipment to play month-long chess games.
Its by all means a possibility to include it as an option, but I don't think it should be a priority.
Also, just because there's a difference of opinion, doesn't mean an option has to be implemented. Almost every single player in the world will give you different accounts as to what their ideal changes to a game would be. You cant please everyone, sometimes standards must be set.
APM is a hard term, for an abstract concept. Yes, APM in games like SC2 usually mean the player can respond to a situation much faster, and considering the variables in starcraft are almost non existing (no randomness), this works.
Then again, I could be a player with 1000 APM, and suck. The point being, its what those actions are directed towards that truly count. In the hands of a pro, high APM is amazing. In the hands of a n00b with parkinons repeatedly clicking commands... not so much.
Skill ceiling and skill caps are inaccurate terms, too, in my opinion. Instead of skill ceiling, they should call it a skill standard, or a curve. As you approach the highest pro levels, your progress slows, but never stops. If, on the other hand, a guy came out of nowhere and completely destroyed the consensus on pro gameplay, then pro players would adapt, and the "skill ceiling" would rise again. If it rises, its not a true ceiling.
WTF does this have to do with CoH?
Well, CoH is a game that depends 60-70% on micro. Yet, the micro is different than the one found in other strategy games, because it depends on environmental factors a LOT more than on numbers. in SC2, true micro superiority only comes into play if two players have similar macro. In CoH, an outnumbered player can wreak havoc if his micro is superior. Positioning plays an incredibly bigger role than in ANY other strategy game.
This means speed is secondary to everything else. you still need speed, and the faster you are, the better, but a player with good situational awareness in CoH, can be a VERY slow clicker and very slow dodger... and still win. He wont need to dodge a grenade that never reached him, because he set up a proper killbox to protect his flank.
TL;DR: CoH is like playing Blues. You don't need to be fast, you just need to have a good feel for the game and its mechanics.
Wouldn't that 10-15% on a heavy vehicle become too much of a gamble when the cost is increased?
Depends. You'd have to test it to see if it is. You always get the 40% engine damage, but there's also a 10-15% chance to completely immobilize it instead of just causing engine damage (essentially "critical hitting it") If its too high, then perhaps something like 5-10% chance.
Im not even sure if it is possible, its just an approximation of how I'd like them to work.
AT Nades shouldn't be a true AT measure, just a support or soft alternative to help your true AT. A tank should be dealt with AT Guns or your own tank, IF you must use a soft counter to kill it, then it should either take you more time (repeated use of STV-40's), or more resources (satchels, AT nade spam).