Keep in mind that CoH3 is based off of DoW3, which if I remember correctly didn't have a lot of the older normal features so they've had to port a lot of things from CoH2 which of course means that not everything made it for one reason or another.
But you would assume athat a newer Engine ist more flexible. Exactly for that reason to not have the same problems like older versions. So why it is so hard to implement something like a "give up" button with an newer Engine which should be aware of the features already existing |
Relics recent post stated that the people wanted more maps and battlegroups.
well guess what? 2 maps for a gamemode
do they really need a survey for that? serious question. what is the problem?
also why are features like surrender button missing that were present in coh2?
ist this some software development problem? Or management problem?
as a rookie i would assume:
sequel software = old software + new features
but more often the not
sequel software = old software with less features
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Casuals love this playstyle and will not think twice before paying to get it.
Why doesn't relic then make it Skirmish and Compstomp only? |
Have to agree. The whole reason I play CoH over shit like Starcraft 2 (or whatever its called) or Age of Empires is because I have more fun with the tactics part more than the "ooga booga me build worker to mine fart gas and unobtanium crystals to build 100 flying units and A move them to enemy" part.
thx for laugh man
MoBas suck too |
Completely subjective ofc but I think the teamgame experience in CoH3 still isn't fun, that's the big problem, and teamgames are about >90% of the CoH2 online playerbase.
Teamgame players want big tanks & explosions, not this light & medium tank spam
CoH3 is always Marder blob, Wirbelwind spam, P4 or P3 spam, Sherman & Hellcat spam, Crusader spam.... you name it. But apparently Relic's faction designers think that this is what teamgame players want, especially in 4v4
command and conquer works like this and is successful |
#1: Balance out the Multiplayer modes (especially maps). drop the 3v3 mode for healthier playerbase (allow 3v3 maps for custom matches)
#2: make custom commanders for the compstomp crowd (with crazy stuff like V2 strike or Tiger battlegroup callin or whatever)
#3: create a Dota or Tower defense mode for The Casual crowd
-->Profit |
#1: that i can't tilt the camera properly to do angles like this:
https://www.coh2.org/topic/111051/title/post/892917
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#2: the mg42 sound
compare pls:
https://youtu.be/0PPQwmXoITk?t=370
https://youtu.be/UkXbgxs-fvU?t=11
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#3: no native languages for the factions |
I just made an example of how to visualize gameplay elements with Animations and graphical effects, jesus christ... |
i alwys liked Sci-Fi Scenarios the most.
Unfortunately that s not what the masses want |
What i Expected from a CoH3 would have been a natural Evolution.
When i played CoH1 for the first time, i was stunned, it was breathtaking. Stuff like Infantry hiding behind Cover. The Stug Machine gun Gunner as Entity that could be killed (i remember that from the Demo haha), The gameplay with the firing arcs and the cover system. It was so detailed and thought-out....
And Coh2 took it even further for me. Especially the lategame was more vivid, with all those explosions, Heavy and light tanks, Planes flying around, Infantry gameplay and Vet System.
The audiovisuals stun me to this day: The Jagdtiger firing. The Infantry shouts. The MG42 Sound. Zoom in and hear the Tanks with broken Engines. They have outdone themselves imo.
How i Imagined Coh3: More Details like: Immobilize a tank and see its Tracks break ingame and lay on ground. Maybe more contextual animations like Infantry press their shoulders on walls and sandbags. Maybe House gameplay: House roofs get transparent as you enter and you can play inside. More Skillshots like the Firefly-Tulip. E.g. Bunker bursting Grenade which you have to aim yourself ingame. That would also fit well to the Muni-Free Special abilities in CoH3, as you get a micro Tax with it (MoBas work well like this)
You can also expand this to infantry: E.G. Shock troop suppression: when you click on it The shock troop places his mg on ground and you get a small arc of fire to suppress. They should have thought about on how to further improve audiovisuals, small gameplay tweaks. Stuff like this |