Thread: COH HD?30 Aug 2013, 13:57 PM
@ Noun -
First of all thanks for the involvement here. 2nd, loved hearing that SEGA has a long term outlook. A young company like THQ that hits it out of the park on the first try starts to think that that is the only model, when in fact it is a low probability way to do business.
A different question - what is the percentage of people who buy the game and then try playing online either co-op comp-stomps or vs. other players? In theory you must have some access to these stats from the game-keys. Do 95% just play campaign and move on? |
Well if you want that kind of realism then you should also be using munitions every time your soldiers shoot, and lose fuel when you're tank is driving
I do think there is the kernel for a new game in this idea. Give units a loadout of fuel and munitions and they have to either retreat to resupply or have it brought up to them at the front. |
XSCUM MVGame
Said with love I presume. MVGame
(FWIW that is the first time I ever used that expression. I think I just scared myself.) |
CoH1 = Faster engagements, more engagements, slower teching.
CoH2 = Slow engagements, fewer engagements, faster teching.
Do others see it this way? Because I want to play the first game, I don't want to play the second as much. And my micro isn't the best. |
Just to be clear, we're not really doing any balance changes. This is just to bring the game up to where it was on our previous servers and fix any issues.
i think this will go a good way towards increasing usage. A lot of former die-hards complain too much about the broken ladder system. Add a few players and fixing ladders would fix automatch.
Though I still think vCOH contains the kernel of a truly superior new game that is less different from it than COH2 turned out to be (less coding = cheaper to do?) |
I don't think we would want to change that. The two factions are very different and play differently yet are balanced. I would change bought vet to a bought/unit (much cheaper though) because it has a tendency to break the late game and multiplayer.
Let's get back to BIG ideas folks. Or real bugs. |
Is there a like doctrine in Wehr that needs fixing? I just don't think so. Each has some special abilities, tanks, infantry. Each allows for a well rounded force. You can't say the same about US. |
I always man my mortars and MG's. One of the benefits of AB is to get those without T2 (so long as you can do without a sniper) but that means only mid-game at best. But the other benefit was supposed to be a bomb run that would obliterate whatever was in its path. But it is broken. At the level of damage it does and with the warning it gives it should either be cheaper (150), give no warning just like strafe, or be buffed back to the area obliteration ability it used to be. Possibly 2 of those 3 since AB has no (ok, very limited) artillery options. By the time it comes into the game strafe is close to useless anyway.
Or add a small artillery piece because.... it would be cool. |
Is the game suffering from lack of the old rank system? In CoH1, even with the broken drophacked ranks, you can usually find a game with people of like ranking. It isn't hard to figure out whose rank is fake and whose is real. |
It should be. Mortar has always being seen as one kind of artillery, isn't it?
Area denial and fortification/base bombard? Surely it can do that though not as effective as other arty. Still can help you bombard units, bunkers, 88 mm, flak 20 mm, and/or draw enemy arty from your other units.
yes to all.... doesn't change the fact that the US gets a 61mm mortar, the Axis the 81mm (greater range, AOE, etc,) but nothing as compared to the Nebel or Stuka. To make up for that they get doctrinal artillery. More effective but takes a while to get and is expensive. ... Except of course Airborne! (See, this will go around in circles since you don't accept that a mortar and the bomb-run does not constitute "real" artillery.) |