Game would be more tactical and fun to play without infantry running wild killing tanks which is BTW ridiculous and unrealistic: infantry running at a TANK and shooting rockets, thats StarCraft, not a WW2 theme RTS.
.... No.
Removing hand-held AT would just make early vehicle rushes even better. A well micro'd stuart/Luchs/T70 would be literally unstoppable.
It would also drastically reduce the use of combined arms. If infantry no longer had hand-held AT, what would be the best counter? Vehicles. What counters vehicles the best now? Other vehicles. Goodbye infantry play, it's just going to be vehicle spam: which is arguably a LOT less tactical than the current infantry gameplay.
With that said, I DO think the prevalence of hand-held AT is a bit too much. Every squad having a zook/piat/shrek is just too much, and promotes blobbing. I'm not sure how you'd implement it, but if there was a way to keep the hand-held AT to squad ratio at around 1:1.5 or 1:1, that would improve the game a lot (2 zooks available per 3 squads on the field, for example). |
The problem is that this punishes both blobbers and any player who decides to place a squad in cover (i.e., micro) that is slightly too close to another friendly squad (especially when the debuff is triggered by a single stray model), which is especially nasty if you have to fight through a chokepoint.
While I can see that being a problem, fixing it wouldn't be too hard. Have a UI indicator over the squad icon that shows how many squads are 'too close', and possibly have the de-buff not apply to squads in green cover (this would allow for defensive play).
The stray model issue is definitely a harder problem to solve, and I really don't have a reliable solution for it.
This also hits any squad using a friendly vehicle for cover (rare as it might be).
The de-buff would only apply between infantry. A vehicle would not have a de-buff aura, nor would it receive a de-buff.
The reason players latch on to Volksgrenadier, Bazooka Riflemen, and PIAT blobs is because infantry are durable enough against medium vehicles that a few squads of AT infantry can completely prevent a Panzer IV, Cromwell, T-34/76, or Sherman from making any impact whatsoever. The way to remove this is simply to make infantry AT less common by increasing the price (see Panzergrenadiers), adding trade-offs (see Panzergrenadiers) or finding a way to discourage players from having too many AT squads at a time (see Panzergrenadiers).
This has already been done for Volksgrenadiers of course.
The problem is balancing it for both small and large sizes. If squad AT is nerfed to allow for larger blobs to not erase medium tanks, then light vehicles would be unstoppable in the early-game period.
Increasing the price means delaying AT arrival, giving early-game vehicles too much control, as well as making high MP-bleed factions incredibly weak (since now they'd have higher Muni-bleed as well).
I do agree that PGrens are probably the solution. Squad AT needs to be assigned to a single, specialized squad that is too costly to be used in the AI role, but cost effective in the AT role. The problem is, this would require a fairly large redesign, with things like bazookas, Piats and even the new Pio-Shreks being removed entirely, and replaced with specific AT-squads.
Of course this would have add-on problems, such as Rifles specializing purely into AI, making rifle blobs even more potent.
|
We've had the "Volks Blob w/ Shreks counter everything!" threads, we've had the "rifles w/ flamers counter everything!" threads, we've had the "Obers w/ LMGs just a-move to win" threads, etc. etc.
For some reason no one wants to address the core problem, which is that blobbing doesn't promote combined arms usage or micro. People always end up saying "blobbing isn't bad, just learn the counters", but there's always a thread later on where some sort of blob meta is incredibly powerful and it always ends up getting patched out, while the community says "yea, X-blobs are finally fixed!". Then the meta evolves and there's a new blob combo.
Let's just skip it and remove blobbing. Increase AOE suppression rates and add negative zeal. It worked in CoH1, and it will work here. |
Like this but with more options and BOs for all armies.
Pretty much. I don't see anything glaringly OP/UP in the patch notes that will throw one team under the bus or rocket another to the top.
I can see the OKW stats falling a bit due to the shreck change, at least for a little while. Really the only team that might end up "below average" is Ost, especially against USF, as MG usage won't be as effective due to the USF mortar.
Otherwise, you're going to see around 0.56 to 0.58 across the board. |
It seems alright?
I'll wait to see real gameplay before making a decision, gameplay trailers rarely show tactical depth (especially when they're SP focused), which is what's most important. Only real complaint so far is that it seems too bright and colorful to be a DoW game, but that's an easy fix even just using postFX.
Well, it wouldn't be acceptable if it didn't really clearly say at the beginning "Pre-Alpha Footage".
It'd be insane if there weren't any issues with a pre-alpha build.
While "pre-alpha" usually dismisses any technical issues, large frame-rate drops (I think it hits 15-20 at some points) in an official trailer just isn't good for advertising - especially when it has the "60fps" option available. While it might seem like cheating, there's nothing wrong with recording your (DEMO ONLY) gameplay using an internal fixed time step to ensure consistent frame-rate.
|
WRONG. Coh1 is the better game in almost every way. The stuff CoH2 does better is mostly stylistic. Vaunting for example is not necessarily an improvement.
Huh; so this whole opinion thing, right?
I've gone back to CoH1 since CoH2 released, and really missed the changes (one might say, improvements) that CoH2 added to the series. Some people might not like the changes, others (me) really can't go without them now.
I mean, seeing through walls/bushes/etc? That really wasn't great for tactical play.
but...but...the fucking tank decides to turn 180 degrees and dance around a tree when it reverses!
Honestly, I've never had this problem. A lot of people seem to have, but my vehicles always seem to do exactly what I want. It's the MGs that respond horribly for me.
CoH 1 is technicaly better than CoH 2, so I don't think, that it needs any remake.
Graphics, physics, effects and game mechanics in general in CoH 1 are obviously better than in CoH 2
Really curious on this. |
No.
CoH1 was a great game, but it had flaws. CoH2 improved on CoH1 in arguably every way. I don't want to go back to a game with no reverse button, no true-sight, no vaulting, etc.
Move on and make CoH3 in a few years. We had CoH1 from 2006 to 2013, CoH2 from 2013 to now... I'd expect around 2020 we'd see CoH3, and it would probably improve on CoH2 in many ways. |
It could work, but the number of rules, exceptions, and other restrictions would just become insane as people found more and more broken combinations of abilities.
A custom doc would end up being limited in a ton of ways:
1. No more than 2 call-ins total
1A. No more than 1 vehicle call in
2. No more than 1 resource modifier (no opel and supply drop)
3. No more than 1 movement modifier (no sprint + tactical + breakthrough)
Then you have specific combos that would be insane:
Spotting Scope + Command Tank + Tiger Ace
JagdTiger + HEAT + Panzer Commander
Improved Fortification + Advanced Assembly + Stand Fast + Advanced Cover
PPSH + Con Repair + IS2
By the time it was even vaguely balanced (to a point where certain combos didn't instantly win the game), you'd be left with such a large list of restrictions and limitations that you would essentially have a small selection of "hidden" commanders you could actually make.
/edit
It would be a lot of fun for custom games (i.e. no limits), but in auto-match, the possibility for insanely OP commanders is just too high.
|
Optimization is not going to happen.
It's simply not.
Yea, at this point people really need to lower the expectations of this ever happening. Look at what we know: performance is bad in late-game, large unit count situations and it utilizes only one core (mostly).
What's causing that? Well, it's not a multi-threaded application. Unlike a lot of other things (say, performance being bad on specific maps), this is a problem that comes from the core engine design. You don't really go around re-writting core engine systems (i.e. making it multi-threaded, which in itself is VERY hard) years after release. The chances of breaking something are just too high to warrant the risk, and the effort required will never be repaid via increased sales.
Seriously: They could pay 1 programmer for 1 year to fix the engine, and that would cost over $100k just in salary (note: it would require more than 1 guy). Even if the end result was "CoH2 now runs 1000x faster: 60fps on Pentium 3 & Geforce 4 systems", it would still not result in enough sales to justify the investment.
They could realistically improve the renderer, but that's only really going to improve FPS in GPU-bound situations, which are pretty rare in CoH2.
/edit
That said, they could easily fix the awful main-menu framerate problems by ditching (what I'm guessing) is some sort of flash/scaleform based UI. |
Using entirely existing abilities/costs:
[OST]Emplacement Removal Doc
Because sometimes I don't want to fight emplacements.
2 - MHT
3 - Opel Blitz (so you can get enough muni)
4 - Recon Flight
6 - Flame Stuka
12 - Stuka Dive
[OST] ???
Early-game rushing doc of some sort.
0 - Ost Troops
1 - Stun Nades
2 - MHT
3 - Supply Drop
5 - Puma
[OST] Stuka Party
Just all 5 stuka abilities. Might be a joke...
[Sov] ???
Basically the "meta" doc.
PPSH
Shocks
T34/85
M4C
IS-2
I can think of a few for USF, but they would just support the current "rifle blob" meta far too well. There's a few combos that could be a lot of fun (M1919/M5/Rockets/Easy8/Pershing), but the current balance just wouldn't allow it.
OKW has the same problem where any 'fun' combo of existing abilities results in an insanely overpowered 'cheese'.
|