Last night I observed a few live games and kept noticing that the US now appear to have units gated behind arbitrary building techs. Likewise, OkW tanks and the flak gun require an upgrade, meaning Obers are the only unit you can train by default.
I just wanted to ask why these measures were taken. It's not a criticism as much as simply an observation.
The US upgrades are quite cheap and so aren't going to delay for long, and I thought it odd that the pack howie requires a mechanized upgrade...
Finally, one of the many UI bugs I spotted was that Riflemen still have text saying they're elite and take longer to train, but this seems to be default text and from what I can see Elite Riflemen aren't in the game and haven't been for some years. Has no one else noticed this? It must have been in the game for years, unless there's some sort of new elite Rifleman mechanic I'm unaware of.
Thanks. |
Yeah, I came to this conclusion as I had tested other modifiers and they worked. In the end I opted for extra range and burst fire duration.
Many thanks Aegion. |
I want to increase the M3's .50cal top gunner weapon traverse to 360' as part of an upgrade I have for the vehicle. I tried using a horizonal_weapon_traverse applied modifier with the value set to x2 multi, but it doesn't do anything and the M3 still has to turn to fire at targets not right in front of it.
Do I need another modifier or have I just set it up incorrectly?
If possible I'd like to do this via a modifier, and not having to change the weapon itself. |
2. Give it a ram ability
You'd love my mod. |
The main goal of the patches is to offer continued support to the game to keep it fresh and alive and to make it more fun and balanced as time goes by. UI and localization polish is definitely a concern, but not the top priority. Gameplay is. If the game didn't have these community patches it would've died out years ago, instead of being more popular than ever.
Indeed, I appreciate that - I'm simply venting steam at the fact that, to me, the game looks unprofessional and all over the place. It's a bad first impression.
That said, I understand that many of these issues stem from design decisions Relic made years ago. I'm not blaming anyone in particular (and I wouldn't know who to address blame at anyway), but I can tell you without hesitation that it's immediately obvious that the game is now being propped up by modders, because most modders I know are very much into the mechanics of modding but don't really care about UI or text and any kind of what you call 'flavour' or sense of absorption. This is a definite weakness that should be addressed going forward. |
I don't think this is fair at all. The game contains 97429 lines of text and supports 8 languages. How can you are say that mods are better because they changed a dozen of bugged references for mostly one language.
As Sander said, "report them so the team can become aware of them and try to fix them".
I can confirm that the patch team is cooperating with other community members to fix many bugs.
Fair's got nothing to do with it. If they don't have the time and resources to properly patch a game like this then they shouldn't bother doing so. Do it properly or don't do it at all.
There are countless shitty mods on Steam for all manner of games, including of course CoH2. However, there are also quite a few very good ones; each to his or her own in terms of personal taste and what those mods endeavour to change or achieve, sure, but with regards to overall QA and a feeling of 'these guys care about what they're doing' some have clear advantages over the live game.
I think an issue some of you may have is that you're in something of a bubble in terms of having been an active part of this community for such a long time, and so what you witness as gradual change (the evolution of the game) is not what I see; I've only just started playing again after a gap of 3-4 years, and so to me the differences are absolutely stark. You can very much see that Relic have to all intents and purposes stopped working on this game a long time ago, and the community (whoever they are) are not in the same league in certain - though not all - respects. This is to be expected though, and it's the same were I or many other long-time modders to do the same. Modders are not game designers, however much some may wish to feel they are. |
I find this quite insulting to be honest.
As is your right.
It is, however, broadly accurate. Balance aside - that's a far more intricate discussion - the UI issues are ridiculous in how glaring they are; you don't release official patches with missing localization strings and various unit descriptions randomly being missing. The state of the game's localization approaches what I'd call abysmal - buildings do not correctly list all available units and sometimes refer to units no longer built there, and commander ability descriptions are often woeful. It really isn't much to ask that someone with a reasonably professional grasp of English does a QA pass on these half-baked modding concepts that get patched into a live game.
I did see someone make a Blizzard comparison earlier, but it's a laughable one. Blizzard would never constantly redesign their factions and break abilities, nor make so many schoolboy errors with regards to basic localization and syntax. There used to be (andI assume still is) a running joke about CoH2 being designed as an e-sport, but there simply isn't the basis there for any kind of strict high-level competitive play. No serious RTS continuously redesigns factions/civs or core mechanics and expects the tournament crowd to take the game seriously.
Numerous mods are more polished and cohesive than the live game; we can argue about faction design and unit balance, but in terms of a product looking professional and correctly informing the player what's going on or what something does, that is simply a statement of fact. |
No, because its a complete overhaul of the game that could have beyond catastrophic effect on the game.
It doesn't take a lot to understand that.
If you like it, sub and play it, but there is a higher chance that your grandkids will live on Mars then this getting in game.
It's quite amusing to read a reply like this after having seen some of the stuff in the game nowadays. |
Hi folks,
With Covid-19 in swing I started playing again after a decent few years out of the loop. Game is changed but I still enjoy it for the most part bar that it still has a memory leak and the odd bug splat. Still not a massive fan of the USF, OKW or Brits designs as I think they were inherently flawed from the get go.
Soviets and Ost feel like nice rounded factions and the map pool for 1v1 has improved.
I don’t expect to be thrashing people anymore as my game time is limited as I’m no longer a student but I do find with correct positioning and some tactical sense you can get around having an average micro ability. The top players tend to play a ton of hours so I don’t expect to be reaching that level.
In any case relic won’t be doing any major changes at this point. DOW2 is my favourite RTS but for games still with life, COH2 is good fun (most of the time).
Bryan!
Truly, a blast from the past sir. |
I used to be actually pretty ok at COH2. If you look at my stats, I had a few good years (or at least good 2v2 partners). Pretty crazy how easy it was. There was stuff to be exploited for sure, before they turned everything over to the community and now we inch, every patch. closer to mirror matches. Which is also ironic, because I always wanted to see mirrors in competition. Skin the units differently, it feels better I guess? It's really the only solution, because no one on in this community mod team, or Relic (whatever remains of Relic) has the big picture vision to understand asymmetric balance and strategic, vs, by-the-numbers, unit-vs-unit balance. This is an aside, but COH1 will be remembered 50 years from now for getting that. COH2 doesn't. Most other RTSes don't.
Then came the patches, most particularly the patch, I think, in 2016, that increased lethality a lot, making manpower about 5x more valuable than fuel or ammo, whereas before I'd say it was 2-3x more valuable. Before that, I beat Symbiosis (old schoolers will know who that was) in 1v1 once (see my Twitch). This isn't really widely remembered , but that patch turned the game, finally, and irrevocably, in favor of two types of players: 1) people with fast reflexes and 2) ultra-cautious tacticians who are still fast enough with multitasking to react to situations across the map (Luvnest is your hero and guide here).
That's when I really started sucking. It destroyed me, because my age was starting to show. Just don't have that CPM or multitasking. Just couldn't deal with the changes. And it was about this time when even sub-intermediate rank 500 players started chasing retreating units. I think there might have been another patch that encouraged this, by reducing the damage reduction to retreating units? That REALLY started ruining the game for me. Just the lamest fucking gameplay ever, 2v2s turned into a battle where the players were basically just jockeying for position to get retreat wipes after the initial engagement. If you're still a noob and are looking for a winning 2v2 strat, just do this - cap what you can, then go help your mate by flanking from behind. Even top 100 you don't always see this, but it's the easiest way to win a 2v2. Wipe all that stuff, win game. It really is that simple and that stupid a game now.
I guess this is just to say, it was a good time. But the combination of the lack of strategic gameplay plus the total emphasis in the last 3 years on reaction time has meant I just can't play anymore, not seriously. Maybe I'll pop in once in a while to screw around but I know I can't do what I used to, because I'm not at that level really anymore, and the game has definitely made it harder to play at that level. But always remember, the level of competition we've gotten to is ONLY tactical, not strategic. And that's not the fault of the players, that's the fault of the game.
GGs everyone.
Noise of Carpet
I remember you well and certainly recognised the avatar! I just want to say that I well and truly echo your sentiments, and that's before we get onto the 'look at all the stuff they've managed to break' side of the debate. That said, if the majority are happy then it's probably for the best people like you and I shut up, as we're only going to annoy people. You will always get the 'balance has never been so good' arguments and the feeling that change - of any kind, good or ill - is considered progress. I disagree, but there you go. You know what they say about opinions.
I was never a tournament player and so I won't pretend to share your experiences of beating some of the top players of the day (and of course I remember Symbiosis; I wonder, does Ir0nRoman still play too?) but I certainly share your general sense of confusion. A friend of mine who used to be in the Alpha with me years ago shared my astonishment at the idea that Panzergrenadiers are now trained at the Ostheer HQ, and we both find the inconsistency between units being called in off-map or trained at base simply baffling. I hate that units are now trained at base by default, something which .ORG folks strongly argued against during the original public Alpha.
Vanilla, to me, is now a mixture of 'oh, that's interesting' and 'wait, seriously?' along with general disgust at the number of bugs and glaring UI issues/missing text. Whatever the merits of the current balance team - and I know nothing about them or who they are - they are evidently not people concerned with polish or professionalism. One of the things that irritates me is the fact that numerous abilities are incorrectly ordered on the commander UI - this is a very simple thing to fix in AE but apparently not something they bother with. I'm also at a loss as to why vehicle descriptions seem to have randomly disappeared; was that an intended visual change (if so, why?) or just another weird bug?
*shrugs*
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