Oh, look, a post completely irrelevant to the discussion that completely and utterly avoids the argument!
Would you like to contribute something actually useful in the future, or you are content with just increasing post count with some words?
I have already expressed my position, but I will repeat it especially for you: auto-replenishment and auto-building are elements of simplification that are needed for noobs - the player must also be able to correctly manage his base: strengthen troops in time and correctly, decide when to use engineers to build a base, choose prioritize either map control at the beginning, or support. Right now with the builder magic gnomes, there is no need for engineers at the start. |
DoW2 always had auto reinforce.
It was much more micro intensive game then coh2 and especially coh3.
Literally no one felt like a bad player, because you didn't had to mash additional button like a trained monkey and you still could easily tell who was good and who sucked.
Its a QoL feature.
Its baffling to equalize it with any kind of skill, planning, micro or macro.
You're not better then me, because you mashed F button 5 times 10 seconds faster then I did, if you do feel like that, you're playing wrong game.
CoH series was never about macro in any way outside of planning ahead so you don't end up with army that can be easily hardcountered by 1 unit.
Oh yes, great example. A game that averages 700 people a day at its best. DoW2 was a boring, super simplified CoH. I would not be surprised that most players preferred the Last Stand mode, which is still played today. |
Publisher being broke does not mean developer being broke.
That's why THQ went bankrupt and not Relic itself.
You don't just rush development when you hear your publisher run out of money nor it can just end payments to developer out of sudden. CoH2 already got delayed so Relic could work on it more, it was transitioned to Sega in that period as well, but I guarantee you, it had zero impact on relics financing, THQ HAD to pay them due to contractual agreements, they simply went into deficit they were not able to recover from and had to field for bankrupcy and to sell their IPs/studios.
Have fun arguing with me about it further, please, pretend I didn't worked as developer on publisher level and I don't have first hand inside knowledge of how these things work as well.
Sega bought Relic as well as the rights to the game. But it was not transferred. The game, like the studio, belonged to THQ, the fact that Sega postponed the release for several months did not give anything at all, the game was already ready, all that this delay gave was a little more than those technical readiness. Relic couldn't do anything on own, THQ owned the franchise, budgeted for the development, and led the development. THQ had financial problems much earlier than the release of CoH2. You can continue to brag about how cool you are, that's just clearly visible that the development of the game from a publisher who was losing money and the development of the game under the leadership of a multi-billion dollar company they are different conditions. This is a comparison of an apple and an orange. And the game that got out of control by Sega looks like a CoH2 mod, and with a very poor technical component. To justify what bullshit CoH3 is right now, with different development conditions and say: -well, you know, CoH2 was also not the best at the start. It's just a pathetic. |
That's not how it works.
That's not how any of it works.
This is how it works. THQ was the copyright holder, as well as with THQ money. So a game created very quickly and cheaply in order to be a lifebuoy for a drowning company looks more interesting than the project under Sega. |
It is also worth remembering that CoH2 was made when THQ was bankrupt. CoH2 simply had no money, in the single player campaign everything is clearly visible how the game was made cheaply and simply. And even in this form, I have a much more positive perception. Graphics, gameplay, abandoned machine guns(unlike the first part when the machine gun could only be captured if it was deployed), abandoned tanks, blizzards, factions (unlike the third part where you need to play the third time in the same USA, Britain, Germany) and much more just aroused delight compared to the first part. The third part was not "wow effect" although the developers had to create a game in a more relaxed environment when your publisher is not bankrupt. |
At the end of the day, if you played coh2 because you wanted realism, there's actually a franchise for you: it's called Men of War, and the newest installment, Gates of Hell: Ostfront, is awesome. Also, Men of War 2 is on the way, so you could even play that. Hell, if you love realism so much, you could even play Spearhead or Wikinger mod. That'll really get your motor running.
However, if you played CoH because you liked CoH, then I really don't see what the massive outcry is about. Yeah the sounds are borked, supposedly it's getting fixed before release. But as for the gameplay, it's all there. And, in fact, relic proved me wrong, they actually made a light tank focused faction (granted they gave it a tiger call in so they kinda shit the bed there.) And somehow shermans are actually awesome.
Because all these changes are a over simplification of tactics.
Auto-construction of buildings, auto-reinforce of units - all this is an element of tactics that was simply thrown away. Why now engineers at the start of the game? If the buildings are built independently. Start the game simply with an infantry unit. Now there is no choice, either you choose more control over the map because you dont build support or vice versa. |
The only hope for release is that they are showing an old build on purpose. So there is more pop and excitement when it finally releases.
I have not played it, but downloaded it to examine the graphics. The image histogram shows that every map is using a dense fog. So all colors are being pulled to the fog color. In a bright day scene there is not a color anywhere over 150 brightness generically. This has to be intentional because every picture on the Steam page looks amazing.
The weird green text on point flags looks like someones kid did the graphics for them. No longer are we seeing nice white/black contrasted UI sprites. But these bland horrible colored garbage. This has to be on purpose. There is no way this got out the door unless it was done on purpose to lessen the pop.
My guess is a good many things will be fixed upon release. If they are not, I would not even bother buying this game because Relic are so disconnected from reality they dont deserve a dime.
Sadly, that has been my fear all along with my few workings with them. They live in a "Relic is cool bubble" and cant see that we are throwing them a life raft to save them.
This is the final release. We are well aware that a month before the release, there will be no real changes. Let's remember BF2042, its disgusting test and assurances: - don't worry, this is just an early build, everything will be great on release. And then what game came to release - disgusting. The purpose of such a demonstration a month before the release is to show the product in person and so that people would buy it. But I think only naive people will buy the game in this condition. |
I'm wondering what people will say about the restoration of enemy tanks. People whined about how unfairly abandoned tanks were when you broke through to the enemy and were abandoned there. Now imagine a common situation in CoH when a team makes a big tank attack and dies in the rear. And all these tanks will then return to pump you up. Remember kids - abandoned tanks are RNG and bad. And restored tanks are good. |
I see a ton of simplifications for the sake of who (?) - automatic building, automatic reinforce. All this makes the game so super-casual and kills the elements of strategy. |
Thread: Smoke4 Jan 2023, 16:52 PM
I am pretty sure that in real life a smoke screen from ML-20 is match more effective in concealing movement from smoke screen from a hand held grenade...
Different types of smoke already exist in game like the commando grenade smoke and the USF grenade smoke, so the current system is already complicated. The suggestion would rather simplify the system and make it more complicated.
Main point here is that current implementation in COH2 make smoke a mechanism that a big impact and little counter play. That result in overuse in game.
I'll give you a hint of what else 152mm smoke shells should do, they should cause damage. Such projectiles are called fragmentation-smoke. Unlike hand grenades, which are just a case for a smoke-generating composition. Artillery shells must explode in order to work, and upon contact with air, yellow phosphorus will begin to smoke. |