again, my post was not about the pushing mechanic, but about micro not contributing anything to the outcome of a battle. in coh2, if you have about 30 APM, there is pretty much nothing you could do better with 60, 90, or 120 APM.
my first post pretty much sums up WHY we hate it (you basically send your units to fight, have nothing to do but watch the fight, and then you either win, or you don't. no amount of additional micro will increase your chances, as opposed to vCoH where there was a lot of stuff you could do to increase your chances to win an engagement). |
i think there is another thing that is worth mentioning:
in vCoH, the MG/Bike combo was relatively popular among higher skilled players. the reason for that is that you were able to scout for the MG, and push units around if they tried to flank it.
similarly, the jeep could be used to push volks out of cover when trying to flank, to gain an advantage in the ensuing engagement.
this mechanic, that is enabling players to effectively out-micro opponents, is, at least in my opinion, completely absent from CoH2.
there is no more pushing units around to win an engagement you would otherwise not have a chance in. neither in early, nor in late game.
while the circle strafing mechanic might still work to some extent, it has been notably toned down (reverse button making it easier to simply get out, tanks moving erraticly off roads/when giving multiple movement orders etc.).
i just feel that CoH2 is even less about micro than CoH was.
(mind you, i am not saying "bring pushing units around back"... i simply want to see that i can win an engagement with better micro, rather than sending my units in, watching the fight, and then retreat) |
i rather he didnt |
nice job! |
I'm a coder. This website you're using? Yeah I helped code it.
Changing a hotkey from "T" to "R" or a custom key picked by the user couldn't be easier, no matter how you slice it. But thx for portraying me to be some kinda coder n00b!
i code for a living... changing a hotkey is very, very, VERY different from making it customizable. changing it in pre-written code that was not written to incorporate that is even more difficult than it would be when writing new code.
just compare coh's way of recording and playing replays to sc2's way. i can tell you i wouldn't want to be the person who was to rewrite that code... and if i was, i would probably start from scratch rather than using the existing code.
implementing customizable hotkeys IS a piece of cake if you compare it to writing a piece of software like, say AutoHotKey... still, it's not as easy as you probably think it is. |
well... easy to code when you think of it when you start coding :-P
like with most features:
even when you don't plan on implementing it right away, if you got it on your "To Do-List", you will code the rest of the game accordingly. If you don't, that might make it a helluva lot harder to implement it later on. |
or you can simply copy&paste the whole steam folder, delete all the files except for the steam.exe, redownload the steam files and just go from there...
thats actually the exact way that is described on the steam page for moving steam. |
well, tbh, since we won't get obs mode or a good replay viewer at release, we should rather ask what their ideas for obs mode/replays are, what is planned etc. and then comment on that. given relics information policy though, the chances for that happening are pretty much 0.
i don't quite get that though, instead of saying "we have obs mode planned for post release", you could just add "... with the following features: ..." (using the MoSCoW-Method)
people can then see what is coming and maybe comment on features that might have been forgotten.
in a perfect world...
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hehe, i guess you could say that i do like numbers ;-)
and the krebs youtube comment part made me laugh :-P |
i've played probably five to ten games in coh2 after alpha... dozens of patches and months of not playing later i could still name a rough range (price wise) for every unit in the game. i MIGHT be an exception, but honestly, i'm not that good ;-) i can't be the only one that has the unit prices memorized (at least for the units you regularly build) after a few games at the latest.
as for having the information next to the resources... ever thought about the coh1 resource layout and having the info pop up to the right of that? the so called "bridge" in coh2 is incredibly huge and contains close to 0 useful information... taking a bit of that space away and reserving it for that OnMouseOver effect would be a piece of cake and would satisfy both casual (who can still access the information easily) and hardcore players (who can still easily check their resources).
this is not a either or thing (catering to casuals/pros), you can actually do both. my problem with coh2 is that relic never really bothered to check/ask what the more experienced players would have liked to see and how that could be incorporated into what they envisioned coh2 to be like. (sorry for going on a not strictly UI only tangent here) |