Well, yesterday I bought Rome II in Steam's autumn sales, so CoH2 can rest in peace now.
It's too sad this game have left me that bitter feeling, as I really loved vCoH.
But breaking the balance to sell DLC's and then delay a fix nearly a month is just too much. Relic has made me an unhappy customer, and that will be the last game I bought from them.
I will reinstall the game next year though, but probably it won't have players anymore.
Don't get your hopes up. I have uninstalled ROme 2. Even at patch 7 it is only pretty to look at and not a challenge to play and things in it are still pretty broken.
I am a HUGE fan of Total War games from the past (Didn't play past Kingdoms though as the mods on that were awesome) and this one is a huge disappointment. So I buoght Shogun Fall of the Samurai this W/E and am enjoying that, plus it has a Darth Mod available, which Rome 2 won't since they chased Darth away.
I still prefer COH1 though lately all the games have hackers trolling for noobs. Sync Hackers, lobby hackers, level hackers. Except on Weekends on when I see "friends" on it is impossible to find a fair game. |
We're looking into that. This is why we do betas, to find out this stuff.
Especially with CoH it's a smaller QA team than we normally have, so the community and this beta is important for us to find any issues before we release it to the wider public.
I found a different problem.
On Steam I opted into the Beta, then chose to "opt out" of the beta, but now I can't opt back in! There is no longer a choice to "opt in" under properties-betas. |
Well they don't provide smoke.
But also they don't stay revealed, they have a much more immediate effect and so can't be dodged. They retreat the moment you click the button. So both units need care and some babying, but the sniper at least rewards your commands with instant results where the mortar doesn't shoot, hit, move or retreat at the press of a button. |
Because it's true that it's somewhat an issue that mortars are so vulnerable. Oth you can protect them by putting behind buildings or other shot blocking objects.
But don't we all know which parts of each map are out of range?
Mortars are useful. Really useful. So why aren't more produced? Because of the vulnerability of being a 2 man squad where the weapon can be wiped, something from which no other crewed weapon suffers; and you pay 40mp more for the privilege. (MGs are 3 man crews and Howies, 88s, and ATs can be recrewed and/or repaired).
They become a unit that needs micro managing. Repositioning after shots, making sure the enemy doesn't get near, careful location. I am not opposed to that, in fact I do it quite a bit. But they are arguably less survivable than a sniper and for not much less cost.
On the other hand I will capture them and /or use Supply Drop mortars in a second because of the low cost. |
Mortars suffer from a few other problems. If you lose one man on the crew then they are one death away from a squad wipe. And if the squad wipe comes during retreat the weapon is lost too.
While this same mechanic exists for ATs there are some differences: First, the AT crew has its own built-in green cover. Second, since there is no retreat, the AT gun will stay on the field meaning you still potentially have that 280mp investment (Edit: And it can be repaired). This mortar crew vulnerability also means that US mortars are pretty vulnerable to the outranging Wehr mortar so many just aren't that keen on getting them, especially for 280mp.
MGs are cheaper at 240mp and much more survivable because they can survive the loss of two men in the crew (despite also being a crew served weapon).
I have no idea if the mortar mechanic can be changed, but certainly its cost can. |
Well he is right on the money. Doubt Relic will listen though...
Nullist and Thrill did you even read the last part? No you didnt. You do know that Your comments are 100 times lamer than thread starters, right?
I doubt Relic CAN listen.
He starts right off by explaining that much of the problem stems from the engine. Right there you can see why this can't be constructive because the company is probably not capable of redoing the game on the engine level and clearly made a decision long ago not to use the old engine. besides, using the old enginge to make a game that feels different than COH2 means you are making a new game that isn't COH2 but COH1.5. (To really make a new COH1 into a COH2 you need more than new factions and units, you would need to incorporate something new, but probably not much more than the LOS and/or the blizzards. In fact, I would think that the old factions on the old maps but with the new LOS you would end up with a very different and new game.)
So really this is more one of those "what if..." types of discussions about a different reality we won't get to see. That is unless someone wants to buy the old engine and use it to make a new game.
And for all of you who love the "What if..." questions... No, Germany had not a prayer of invading England in 1940. |
The HQ model (and other base buildings, but the HQ more than any others by a long shot) contains several entities (sprites, images, windows etc) which the game registers as target entities. Hence when an ability such as strafe is used which leans heavily on incremental accuracy to calculate total dps, one squad next to a HQ can be interpreted by the game as several squads.
I did not know that. Thanks!
Sounds like multiple squads between multiple base buildings would be at an even greater disadvantage.
I need to incorporate that more into my vCOH games. |
Can someone tell me what the HQ base strafe bug is? In this thread is the first time I have read about it (And I though I knew everything about CoH, except of course how to play above level 9). |
1)The officer, one of the most unused unit of the game. What if he could oversee support weapons like mortars, mg's and nebels, one at a time, giving them buffs like faster reload, cooldown or more accuracy. One more thing, that mortar barage deserves a muni reduction.
2)Also, when is the last time you saw a LMG42 used? There's something wrong with that gun, too expensive for how little damage it deals, furthermore if u lose it to some vetted rifles you're in a world of hurt.
3) Tactical map: It appears that when you order a unit to move using the tac map an attack-move order will be issued instead of just move. That's frustrating especially when you're trying to build a multiple directions flank, because some of the rifles are stopping to engage irelevant targets, like OP's pioners, bunkers etc.
I don't think a lot needs to be done to the Officer to make him more usefull. Reduce the muni cost (even down to 20-25) on the "retreat 1 unit" but with a decent enough cool down. Maybe play with the range. If the officer is still not used play with the cost to purchase.
I am not sure why it currently isn't used more. Wouldn't an officer give blitzkrieg the ability to do some Registered Arty? |
Letting Engis/Pios upgrade with both Flamers and Minesweepers would be pretty drastic, but successful.
Or you could increase the Mine detection range. Or make detected mines permanently visible.
My first reaction was don't touch the mine portion. It is one of those things that distinguishes noob/spam play from a modicum of skill.
But when I saw the above suggestions I thought "oohh. I like those ideas." Though I am more partial to the first than the second.
Regarding vehicle damage... Not sure about damage itself but high chance to crit the mobility should definitely be maintained. A bomb going off under your track or your tire is going to slow you down or stop you, even if it doesn't do a ton of damage. And it is one of the very few things you can use to stop/slow a spam of vetted Wehr tanks without having created a swarm of AT guns. |