more units do not equal more vet, in fact, they equal LESS vet, since the experience you gain is distributed over more units. the fuel caches he can safely build close to his base ensure him of enough income to comfortably tech, even with a lot less map control.
coh 2 does reward turtling game styles way more than coh did. |
wow kolaris... insightful and well thought out... as always :-) post on the official forums pls! |
well, actually, the current replay system is even worse... since they got rid of x6 and x8 speed, and x4 speed doesn't do anything... so, if you want to fast forward, you're stuck with x2. |
from what ive read most posts containm common sense issues , not l2p issues .
the problem is that it's not necessarily "common sense" issues... but we perceive them as such, since we get absolutely 0 feedback from the devs as to WHY they change stuff. if we knew WHY they changed all the stuff that they did, what the reasoning was behind the decision, we might have an easier time understanding the thought process behind it. we might still not agree with the decision, but it's always easier to accept something if you can see the reasoning behind it. |
Agreed with everything Inverse said but honestly I am really worried now about the UI, especially after seeing a post on the SEGA forums. A guy made a comment about the horizontal resource bar on the complete other side to the minimap and the lead UI designer made a response.
Response. 'This is probably the biggest change we put in, I am really hoping that the ability to quickly compare the costs of a unit/ability vs what's available will make up for the behavioral adaption required from Coh1. Give it more time.'
Does that literally mean they are leaving the resource system this way and telling us to get used to it? I can't get used to it after 50 games, whilst I learn't gridkeys very quickly and they are now confusing my CoH1 hotkeys. I just don't understand why they would split the two most basic game information sources in the game away from one another. I am honestly given up all hope on them producing a decent UI that is even comparable to the perfect UI in CoH1.
I can barely play the game for 1-2hrs because of the amount of eye strain in which I receive, due to multiple factors including colours, mini map and blizzards. Love CoH2 as a game, but the UI at this point is killing it for me beyond belief. They better fix it or I am hoping someone will eventually make a mod for it.
dude, post that in the beta forums, preferably in the thread about UI feedback...
i was telling the UI designer the same thing, but he told me that people "use it all the time [to compare the cost vs. available resources]". i have not seen a single person say "yay, the change is good" but universally a "it was better before"... the more voices the better, or we might actually really have to learn to live with it.... |
PLS DONT NERF MY BRUMMBÄRSSSS!!!!11111oneoneoneeleven
they already nerfbuffed them enough from alpha... (nerfing penetration, buffing damage, yay!)
in alpha, brummbär and panther had same damage and penetration :-) now panther has more pen but less dmg... :-/ |
One Relic dev has said that the resources need to be horizontal instead of vertical so that players can compare the costs of things to their res (because when you hover over a unit/building/etc. it pops up right over the resource display).
cr4wler pointed out that almost ever player memorizes what things cost after a little while of playing, so there's no reason to change to the new CoH 2 horizontal resources, which makes it super annoying to check your resources, which is something you do all the time, and the dev responded that you have to check the cost of things vs. your current resources all the time (which misses the point because most people just memorize the cost and thus only have to check their current resources).
haha, yeah that was funny... but even funnier was his quoting my message, which read something like this:
it was mentioned that the reason for the horizontal layout is that it becomes easier to compare the cost of a given unit with the amount of resources you actually do have in the bank.
and then answering with this:
You're missing the crucial point of this system, which is being able to easily & quickly compare the cost of a unit or ability against the resources you currently have.
i was like... isn't that exactly what i wrote? |
i'm confident that at least some of the issues can be resolved via simple patches (like for example the often critized "lack of an early game").
i am worried though about the amount of indirect fire weapons, and all the changes to the game that make it more static (not just the maps, but also stuff like blizzards and deep snow) or more luck dependent (like a 100% health, first hit immobilizing critical, stuff breaking through ice etc.) |
I got the feeling that performance increased slightly Atleast it did for me.
oddly enough, i had the same feeling.. i just played one game though, and not being able to untick maps sucks donkeyballs... my first game was on blowlands with T17s selected also, because i am stupid and did not untick all the ToV units ^^ |
I would copy this text on this forum if I were you. Maybe NuclearKangaroo will not follow us here
haha, problem is, i linked pictures, which would not be allowed, and i can't be arsed to remove those pictures and search for one that is not on NDA.... |