Please Relic:
Add a button for <auto-match with mod patch> on the auto-match screen. (Just below the regular auto-match button).
-This way testing of new patch would be a lot better.
-A little survey panel could popup at the end of a match to get some feedback.
-When no patch need testing, just gray out the button or better, add the option to select the a mod for auto-matching.
Thx. |
I want that patch ASAP !!!!
Thanks you mod team ! |
If Relic think that the same people that play COH2 will play DOW3, they are very wrong. Maybe some will, but the core who love the COH2 setting and the way it's played won't.
They should sell us new expansions instead of trying to lure us into a game we won't like.
Their is still a lot of money to be made with Coh2 if they want.
I'm ready to buy !
But i will never buy DO3 neither play any look a like Starcraft blobbing games. |
The Penal demo charge, is, actually the same as the sticky AT satchel people have been seeing throughout WBP.
I'know, but i feel the sticky AT snachel is not as good as the good old sticky bomb. It's why i'm asking for the same functionality as the conscripts have.
Thanks for the reply. |
The OKW Luchs and the Ost flamer half-track are the most game winner in 2vs2 (apart from the marvelous walking Stuka that is very powerful all the time).
Sov-T1 need at least a sticky bomb equivalent to fight or Sov build diversity will suffer like it is now. No dummy snatchels, plz add stickies plz.
Apart above, It's feel like a good patch, so get it out fast.
Thanks ! |
I think that the Company of Heroes 2 multiplayer is lacking in basic functionality. I don't mean game play, I'm talking about options. Things that are just the basics in other multiplayer games.
Kick players in game
I can't count the amount of times I've had a player AFK, or troll in my matches. Being able to kick players while playing the actual match would be awesome and help half of my issues with the multiplayer features. As the host I should either be able to instantly kick someone from the match, or initiate a vote kick. I can kick anyone while in the lobby, so why can't I in game? It'd be simple to implement as all Relic needs to do is add the option to kick players from the player list in game.
Rank requirement
As I play more and more of Company of Heroes 2, and improve my skill, I'm getting tired of having teammates with only 6.5 hours on the game in my match against expert bots. I also have Spearhead on which is a lot harder than vanilla. I don't want to kick these new players just for being new because I'd feel like a dick, so being able to set a level requirement to keep these new players out would be awesome. Having PvP matches would be funner for me as there is always that noob, or two that make the match super unbalanced.
Improved workshop support
Another thing that happens constantly is someone in my match not being able to download the mods I have enabled. The most prevalent one people can't download is a very small mod that increases the population limit to 150 and allows me to zoom the camera out more. It's probably less than a MB big. People not being able to download maps, stuff like that. One of the biggest issues for players with slow internet speeds are downloading skins. The best way I can think to fix this is to either A. Make it so workshop skins, victory strikes and decals aren't required to download to start the match, or B. Give players an option to to not have to download anything in the first place other than the map, tuning pack, and win condition. I can't tell you how many times I've gone from a full lobby to an empty lobby because someone couldn't download the map, or something.
Edit:
Some of you guys gave some good ideas I didn't even think of.
Reconnect to game matches
As someone who's crashes quite a bit after the winter patch... yes.
Create a custom server name
As you all know, the server name is just your username. It wasn't like this in CoH 1 and it was a cool thing that was there. I could finally let people know what mod I'm using and other stuff by just looking at my server.
Voice communication
As someone who uses a hotkey program to make my arrow keys WASD, it can make typing a little tricky. Voice communication would be pretty cool to have considering how many Russian's I get in my game.
Ability to close slots
Great ideas !! |
Balance team, first of all: keep up the good work! and now your favourite headache subject:
1- resistance to changes to penal batt. are based on FLAVOR (thx A_E)
- thematic flavor (penals with better guns, penals replacing mainline inf.)
- play style flavor (T1 should be risk reward, no AT etc.)
2 - The current changes make the penal battalions too multi role and complex with an internal
tech tree of their own.
suggested change
T1 soviets
- re-brands/replaces penal battalion to frontovik conscripts
- penal battalions get moved to the NKVD docrine as call-in unit
- unlocks PTRS upgrade for combat engineers (x2)
- optional rename HQ build conscripts to "fresh conscripts"
frontovik conscripts
equipment
- 3 bolt action rifles
- 3 SVT automatic rifles
(this allows for conscript upgrades to slot in)
or
- 6 SVT automatic rifles (just penals with different skin)
upgrades and abilities
- frontovik conscripts cannot merge
- optional - DP28 machine gun (x2) upgrade, possible unlocked with tech (owning 2 tech structures?).
- optional - regular grenade
doctrinal/tech upgrades
frontovik conscripts share the doctrinal & tech upgrades with regular HQ build (fresh) conscripts
- molotov and AT nades from tech upgrade
- ppsh (3x) from commanders
- PTRS from tank hunters doctrine
- conscript repair kits from doctrine
- hit the dirt
- etc
veterancy
- better veterency then regular "fresh conscripts"
Motivation
The 'elite' penal battalion will be changed/swapped with a better mainline infantry that shares the benefits of the HQ conscripts with tech and doctrinal upgrades. and provides the soviet player with a better AI mainline infantry with utility. regular conscripts are still useful for merge and support.
For stop-gap AT it is possible to upgrade PTRS on your combat engineers. This provides a tactical choice where the soviet player needs to weight in if he wants to forgo his minesweeper of flamer upgrade. There is also synergy with the scout car as PTRS engineers can ride them as mobile light AT (marcuscar).
The changes will open up less used commanders. Both commanders with abilities that that add utility and upgrades to the conscript archetype, and also to the forgotten NKVD commander.
I feel the changes would take away the resistance caused by flavor (I't would for me, and think alot of other players as well). Also the changes would match the original design intention from RELIC. The names and icons for fresh conscripts and frontovik conscripts are in the soviet campaign. The penal battalions where intended as elite (doctrinal) infantry in the first iterations.
The original T1 design intended to be a structure that gave you access to elite units; guards, shocks or penal troops. This changed during the development cycle (call-in units) and caused the awkward position of the T1 structure. by buffing penals to elite troop level you conflict with the original design and allowing the soviet player to have access to two different elite units.
The change also removes a flamer equipped spammable 6 man squad from the faction and moves the non-doctrinal stopgap AT to a more fragile 4 man squad.
There are models and voice files available for the suggested change.
That's a great post and a great idea.
But, it's just too much for the scope of the balance patch i think. ADD it on a new Soviet cmdr !
Just add the stickie bomb global upgrade to the version of penals we are currently playing with (without the mod) and that enough. The rest of the mod 1.5 is great.
Please get that patch out asap !!!!
P.S. i usually play Sov. in 4v4 automatch. |
The mortar will fire more accurately if a friendly unit is spotting for it (aka a friendly unit as a direct los to the the mortar's target).
It's why Axis combo : Ost's mortar supported by OkW units (Pios) are unstoppable by Hmgs outside buildings (or by nearly anything...). (on maps like red ball express, steppes and the like).
Thanks
|
Vetoes don't work at all.
I had steppes 4 time in row and i veto it.. (4vs4, team of 4.)
Happen since the bugged patch just before Christmas.
Before that, i never had to play on steppes.
Plz Relic fix it. |
If we go for the PTRS-flavoured Penals (especially the ones you've been seeing for 1.3-1.5), their PTRS will not bet gated behind the AT grenade upgrade. This is because:
- AT Grenade upgrade is rather expensive
- PTRS Penals are already a downgrade for most part, compared to guards; we don't want to make them any worse than that.
However, from v1.6, and for a few versions, we will be trialing a PTRS-free version of Penals.
The reason locking flamers behind molotovs makes sense is so that you can't rush flamer + scout car and murder everything (without very little consequences). We'll see, though.
I'm rather pro no-ptrs for penals but rather only stickies and flamers after theirs global (stickies/molotov) upgrades is bought.
Rather have penals very good vs inf squad with some def vs tanks. it also keep gards more uniquely flavored.
Good job ! and get that patch out asap !!!
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