Because despite what you may think, CoH1 Lobbies are another actually just as half-assed and deceptively unintuitive, and it also helped contribute to the downfall of that game.
Exacty how did it "contribute to the downfall of the game". The game still has impressive numbers for its age, especially considering all the problems shifting to steam has caused, an last time I played I had no problems getting a game running quite fast. Fact is, a lot of people enjoy setting up theire own games, deciding gametype and maps, and avoiding players that are certain to lagg. If you preffer not to be given those options, just play automatch and enjoy. How would others having fun hurt you? |
I'm not saying who is to blame or not.
I'm saying that these half arsed workarounds exist only because of this vocal minority and aren't even used by them.
Remember that this wasn't even supposed to be in game in the first place.
Fans of lobbies of noob stomps conveniently always forget about that.
If they wanted to please the players that wanted lobbies they should make lobbies, not workarrounds that nobody uses. You can hardly blame the people that wanted lobbies for the failed workarrounds.
As you said, this lobbies wasnt supposed to be in the game in the first place, Noun and Relic just cleverly avoided clarifying this before they sold the game, and later "forgot" to clarify wether they would be included after release. |
Probably because of reasons they have explained on average once per month and these workarounds are:
-implemented only because community was bitching for them(and by community I mean like 10 persons who periodically recreate the thread about it)
-not used by these 'big fans of the mode' even thou they perfectly know about it and while the channels are not completely empty, they still aren't used
So the community is to blame that they failed to implement some of the most basic multiplayerfeatures, and that poor workarrounds arent working proprerly? Dosent sound quite right. |
We're looking into ways to make it easier to find people to play custom games against. There are the chat lobbies but posts like this show that people aren't using them the way we had hoped.
VP games have always been the focus of CoH and have always been the focus our Automatch.
You had a feature in vCOH that made it really easy to find custom games. I dont understand why you are wasting time and resources with all these workarrounds. |
I guess the problem would be solved if they just added something as basic as public lobbies. |
Rifles also very quickly recovered as soon as you stopped shooting at them.
Cons shake in horror for 20 more seconds.
Cover was more important only because we didn't had automatic weapons in 3rd minute of the game, which both factions now have and still the one in better cover wins.
Wether conscripts stay supressed is totally irrelevant concerning wether or not his example was "extremely similar to vCoH". I find your response verry revealing though.
We have discussed the damage received by small arms several times on this forum and though I dont have the stats at hand im quite sure that the reason for the less importance of cower isnt the time at wich automatic weapons are introduced, but the overal tuning and design of the game. |
That looks extremely similar to vCoH wehr vs ami BAR rifle matchup that was fine for past 7 years...
Not really. Riflesquads were verry quickly supressed by MGs and cower was more important, so running arround in the open was at least a bit more costly.
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I had a lot of great battles on Vire River Valley where the battle raged back and forth for a long time. I really liked that periode where both sides had dug in, and started prodding the enemy lines for weaknesess and coordinating your attack in order to breach the enemy defences. Too bad those days are over. |
My biggest complaint regarding the clowncar isnt the imbalance per se, but that I find it a cheap and booring game mechanic. Snipers/flamers/guards driving arround in a car, does anyone think that is fun or tactically challenging? Its the kind of mechanic that, in my oppinion, ruins much of the good COH combat centered arround smart manoueverin. I always did hate roos. |
I get the argument that the absence of upgrades removes some of the strategiv depth, but in my oppinion there are other important adjustments and missing features that reduce the tactical and strategic depth.
One such aspect is that the core factions are lacking certain important abilities, like FHQs, tanktraps and viable mines, sandbags and bunkers depending on choice of faction. Adding these in commanders, in stead of to the core factions, makes the commanders even more awkward as you need specific commanders to access what you would expect to be basic abilities, thus limiting strategic options a lot.
A more subtle, yet verry noticable, aspect is how they changed the entire infantry dynamic, resulting in slow firefights and the importance of cower drasticly reduced. This again reduces the importance of positioning and turns the game into more of a clickfest that it had to be.
Lastly, I would like to mention that I feel like COH2 rewards spamming more in some ways. The MGs are nothing like they were in vCOH, and they never really seemed to know what do do with them. Cower is less important, so overrunning well positioned units isnt an issue anymore. AT-Guns arent that effective anymore, and the absence of tanktraps and decent mines for the germans does little of what could even out the battle between man and machine. This all makes spamming masses of tanks or infantry more of a viable tactic, wich of course is a dumbing down tacticly and strategicly. |