Watch it be a mobile game. |
I am concerned that this sequel will be dumbed down and simplified, or taken in an awful direction like CoH3... but I sure do hope that Lelic have learned from their mistakes, and this new game will be as good as it ought to be.
Waiting with bated breath
|
Yeah texture modding would be the single greatest change for this game, especially since we had it before it was taken away.
Model/mesh modding would also be absolutely fantastic, but rather less likely. |
Snip
Texture modding support alone would REALLY help the Balance Team, since they would be able to create "new" units merely through changing their camouflage.
That said, I am happy we got THIS update. |
A friend of mine has this issue as Ostheer.
For him, at least, it's caused by his insistence on spamming Rifle Grenades, despite my constant pleading not to. He seems to think that firing a rifle grenade at a squad of shock troopers advancing towards him is ever going to be a good trade.
Spoiler: It isnt. He keeps losing squads because he insists that "It's OK it'll only take a sec" and fails to dodge the return grenade/gets cut down by PPSH.
Anyway this is rather a tangent: The point is this; Don't place mines/grenades unless you expect a reasonable return on your investment. Grenadiers MUST receive their LMG42s at the earliest opportunity to be able to function efficiently, barring the use of non-gren strategies, and so you need to be cognizant of your spending. You also, obviously, need your Medical Bunker. This is more important than geeking two conscript models with a Grenade. |
What kind of clown rank games you play for that to be a thing or actually work?
Why wouldn't it work? Even at high levels/ranks vehicles still trip mines occasionally, especially USF vehicles if they lose their RE early on.
Whether or not it's reliable enough for the cost/risk involved is another question. |
Bulletins would be better being replaced entirely. They should not involve straight percentage increases to anything, nor should they be stackable.
Bulletins would be better served being "micro-commander" slots, providing alternate abilities/upgrades for certain units, or even providing alternate units entirely.
Example: (Not specifically being suggested, but being provided as an example of what bulletins might do.)
A bulletin might replace a player's Volksgrenadiers with Panzerfusiliers.
A bulletin might replace a player's Conscripts with Penal infantry.
A bulletin might replace an UKF player's Bren weapon rack with a Vickers k weapon rack.
A bulletin might replace USF rifleman's grenade with a Molotov.
Alternately: They could provide bonuses to certain statistics (accuracy, for example) while giving a malus to another statistic (RA, perhaps), this may be better than the current system, and might allow larger numbers... but is open to the same issues the current one has, namely that there will likely be certain Bulletins that are simply "superior" to all others, and will be taken consistently.
This isnt going to happen, but I would hope that Lelic consider a different system for CoH3 to the terrible system implemented in CoH2.
|
Rather than removing suppression from artillery, I'd instead suggest improving their suppression abilities, while actually becoming less damaging. Additionally; grant each artillery piece unique support abilites on top of this. Smoke, WP barrages, the ability to place that yellow-cover granting smoke that UKF have in a doctrine, etc.
Make them all /significantly/ less vulnerable to callins on top of this, and potentially reduce their population cost, due to their reduced lethality.
I think they'd be more interesting as utility units, rather than the terribly binary "Obliterate infantry unopposed (no callins)/ Laughable waste of resources (you have a callin)". |
1) I paid attention during collage, my masters degree thesis was all about statistics.
Was it? Would you like to link it?
2) Actual years of job experience as a fucking game designer(that's why it pisses me off when a buffoon like vippers says bs like "from design perspective" while having no slightest idea how things actually work).
"Game Designer" is kind of a vague job description.
|
Some people should understand this....
Less then 5% deviation from 50% means faction -IS- balanced.
Its really not.
Its exactly how healthy balance should look like(except for underperforming brits).
Did all you people pretended to be sick or run from school when statistical analysis was being served on lectures?
Differences between 4 of 5 factions are within error margin, given obviously not all players have equal skill.
You'll never see perfect 50% in a game with less then 7 digit population and anyone who knows a single shit about statistics will tell you that that 5% deviation is perfectly fine balance.
If you don't believe me, get a coin and start tossing it.
Tell me what results you've got fter 20 tosses and then after 200.
How exactly have you arrived at the specific figure of 5% as the acceptable margin of error? I mean, other than the fact it supports your argument, obviously. |