Alright, I doubt that driving your tank back to base every 5 min to refuel would benefit the gameflow in any way. So no, I would not like that. However, I do like basic macro management in RTS games. That includes reeinforcement management and base buildings. Simplifying that already basic process hurts the game in my eyes. Let me ask you this: why not take this further and move units to a way point after being fully reeinforced? Or automatically search cover?
Btw, I was against adding the "manual reload" button in Coh2. I would have been fine to reset magazines after a short time when out of combat. That is tedious.
I understand the risk of oversimplification very well - but I am not sure if this is happening here.
The only objective criteria i could come up with to move this away from a preference discussion is "does the action have an impact on your tactic/strategy or is it simply a repetitive element".
I would say, re-inforcement, as its happening constantly and its needed, does not have this impact - particularly as you can chose to stay manual in the new system in the rare moments when it could have (saving MP for tech). By this option the tactical impact is maintained, but the repetitive action is reduced. Which I believe is great as it avoids oversimplifaction but increases QoL.
In this light, I also like the idea of fully reinforced units moving to a waypoint, as the tactical choice of unit positioning is still in players hands (by waypoint setting). But this is not given for "automatically search cover", as here the tactical choice/impact is taken away from the player (be in cover or plain sight).
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I really don't see the slightest reason to replace coh2 for coh3, this game was made with the widows of Coh1 in mind, there is nothing in the mechanics or the visual part that is an improved experience for anyone who likes coh2, absolutely nothing. You can bet, within two or three months after coh3 comes out, there will be more players online playing coh2 than coh3.
I believe CoH3 will be an improvement on almost every aspect of CoH2 - for the majority of players. Granted, not sure if 2-3 months after release though.
If I had to, my guess would be within a year CoH3 will be the most played of the franchise, followed by CoH1 |
Yes of course. I'd also like introduce that you have to inspect your troops regularly in order to make sure their shoes laces are tied.
I assume this would be the L-Key for "Laces"..
Feel like you are clouding my sarcasm with yours to avoid the argument |
I genuinely enjoy how you manage to channel your strong passions for the game into such an eloquent and constructive argument, using elaborate linguistic tools like repetition and pronounced punctuation, to create clarity and direction for us feeble minded.
Love & hugs |
Just replying to the original header insinuating CoH3 will fail massively. Given the state of the latest build, the decisive strategy of relic to improve on all aspects of the game while considering learnings from CoH1+2, and the strong vibe created after an excellent AoEIV with high sales numbers, no, I believe CoH3 will be a massive success, financially as well as in terms of gameplay.
We can reconvene end of the year for evaluation
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I understand where they are coming from, but for me personally I don't like this over-simplification. The little macro management CoH has has now been reduced even further. A sign of a decent player is not only how he manages combat, but also takes care of how fast reinforcements and replenished squads get back on the field. Also there is no reason to ever look at the base again apart from building the few structures a faction has to offer.
I understand where you are comming from, as you are also a very high-level player. But, taking your argument further, would you then favor also pressing respective keys for "reloading" rifles or "filling in gas" into tanks?
I believe the CoH series thrives when focused on the strong tactical RTS combat - this is enhanced by automizing elements distracting from the heart of the game. |
It's a good feature. 90% of the time you'd reinforce your squads anyway, the times when you need to save the MP to build your tank a bit earlier do exist, but are rather rare.
It reduces stupid and mindless clicking. There is nothing tactical or strategic about spamming the reinforce button. Instead, it frees time for actual micro management and unit positioning.
Well said. Great quality of life improvement. No impact on strategy, as it is also optional.
Not sure who actually enjoys starring at his/her base and pressing "r"... |
But again, is it a bad thing?
I don't know about you, but I tend to lose concentration if game takes too long.
I won't exactly miss seeing 3 tigers/churchills/whateversuperunitlategame in a span of a single game from a single player.
Hell, shorter games do fix a problem of skipping mid game, rushing for late game armor and spamming it.
CoH3 is definitely mid-game oriented compared to 2.
Fully agree. The pace of CoH3 seems much more action-packed and condensed, avoiding stalling and long drawn slug fests.
Really like the change. |
Well, in the beginning was planned to update only new units, such as Raid Section, Luftwaffe officer and AirGuards. But we also made several other units, who didn't get original design in the first place. Thanks to Relic, all of them made it to the game (even not used Jaeger officer skin, which was designed as squad leader for jaeger command squad)
We also wanted to create special skin for UKF weapon crew, but we found proper option after deadline was reached. Grenadiers were mentioned by community too, but they were left untouched, because they have their unique model and skin.
There is no news about future patches (and i doubt there will be any tbh), but if dream for a while, i would like to give a touch to this units:
1. Soviet Comissioner (there is unused model for 1943+ soviet army officer, fits better than NKVD guy).
2. Cavrifles. Rifleman model, imho, found to be not the best choice. Engineers model with backpacks for SMG mags fits better.
3. Grenadiers. If go futher, sturmpioneers model is good choice to start (remove backpack). Winter version can be taken from Ostruppen or ostheer weapon crew.
4. UKF weapon crew, because there is none atm. British engineers model is a good candidate for it.
5. Fusiliers winter model. IIRC they use same model as summer one, i think some ostheer model will be better (because it has additional stuff on it).
All of them with new skins of course.
Bonus, there are some broken assets for german tank crew (unusable in vehicles). If repair them, they will be good option for german tank commander.
Thank you for sharing this. |
Hello.
Since Day1 of CoH2 the Wehrmacht Ostheer Grenadier Skin is a mild joke on the eye, if not borderline historically questionable.
And now, I saw we have a beautiful Flecktarn skin for the Assault Grens - a sheer delight of artwork! Bravo to who ever made it.
Why, oh why would you not use this skin also for the vanilla Grens? Its been 10 years and my nerd heart is still bleeding at the yellow holy halo (?) on the Grens helmet.
Relic. (Or whoeverisinchargenow) Pls.
Am I the only one suffering?
Hanz |