i started playing the coh franchise right before the closed beta for coh2 started. the way the game works was very new to me so i started with playing compstomps for hundreds of hours and watched danes casts to get accostumed to the game mechanics (i played some automatches in the beginning but i sucked terribly). when i felt "prepared", i moved on to multiplayer and stopped playing compstomps altogether.
a couple of people i play with started the same way (all of them never really knew about the franchise before coh2 was released). i just felt like i wasnt learning anything by getting stomped by players who had way more experience than i had (besides not having any fun at all, being base pinned after ~10 mins)
anyways just my 2cents
True. I don't know why the hell some people have so much hate for CompStomping. How the hell did they learn how to play? I think many of these people have forgot their old newbie days in vCoH.
I think the game actually needs more "options" in player VS AI. Options like detailed tool-tips, unit details and tutorials and other stuff so-as you said- new players get "prepared" for the real action.
I persuaded a two of my friends to by CoH2, they did and they have only played it until level 20 or so. Even with me trying to "couch" them, they could not get the hang of it. Since CoH2 campaign is completely another thing and you can't learn anything from it for MP, Relic should focus more on Player VS AI. |
These are all cool ideas, but for the 100th time, they are not gonna change the whole game. Keep these things in mind for CoH3. |
Too many awesome Aircraft drawings. It's a shame we don't get to see them in game (Balme Kluge?)
Way to go guys. |
That is a horrible idea. Most "free" to play games becomes riddled with "pay-to-win" DLC and in reality are far from free. We are many people who charged a lot of money for this game, are you saying that when they finally fix all the bugs and balance and make this game enjoyable, they will make it free, basically making us paying customers beta-testers?
That's the challenge I was talking about. Turning a game into a real F2P and not P2W is hard. I've said that you can't compare this RTS with other game titles, but look at LoL, TF2, WoT, WT etc. They some how managed to make true F2P games.
The fact that we have paid for this game is true, but so did TF2 players. I my self think that if making the game F2P means more content and support for many years, constant updates, bigger player base, ESL partnership and big tournaments with huge prize pool, that would be great. Although I have paid for this game, I've had enjoyable 600 hrs so far for around 60 bucks and I would rather play it for many more years instead of it going into my good ol' days archive.
Either way, your points are valid, and it's not like they are gonna make it F2P because of some post on this site. I was just pointing out one possible (although debatable) decision that they could make. |
Big competitions are good for the game and keeps people pumped. Also I would appreciate bug fixes and also looking into the current meta.
This. The thing that got my attention was Greg saying: CoH2 is accessible for most players in ways of understanding what is happening". I have never thought about this. He is right, when you observe a MOBA game you have to first master the game to understand what the hell is happening. But as he said, when you see a tank attacking infantry you can understand what is going on and who is gonna win.
They have to use this to their advantage, start big competitions with reasonable prize pool and keep this game alive. Making the game F2P in a year or so, despite having a lot of challenges, would be a good move IMO. I remember they once said that they have a five year plan for CoH2.
RTS games are challenging and hard to master compared to games like LoL and they become boring for many players. But blizzard could keep SC franchise alive and going. I know we can't compare Relic with blizzard and CoH2 with SC2, but they can learn from them (I'm sure they do study other companies' policies). |
Unnecessary realism and complexity which will harm gameplay. People want to play pew-pew, not Transport Tycoon.
This. Your idea is cool but CoH2 is not a simulator. You can play Men Of War. |
No, no, no, no, no.... nonononononono *head explodes*
Please don't bring back the Panzer Elite.
Panzer elite? No. Units from Panzer elite? Yes. |
STOP BEING EXCITED ABOUT STUFF YOU CAN'T TELL US!
I'm personally fed up with it and can't be excited anymore even thou I will be when I'll see it.
Came here to say this. Greg is still very excited... |
Not a bad idea. I do not have problem with another "German" faction as long as they have new units and abilities. There are a lot of things to add, like PzIII, Hetzer, Jagdpanther, Hummel, Wespe, FLAK88 (I would sell my soul to Satan to see Flak88 in game), an other non-Wunderwaffe units. |
@ austerlitz and RMMLz, Yeah I feel ya's on where your coming from, the MG42 starts off lackluster due to a poor traverse speed and then jumps in performance at vet 2. Where for example, the Maxim starts off good and pretty much continues in the same vein. The MG42 with vet is better imo, but the Maxim is better at vet 0.
Personally think the MG42 could be tweaked to be a bit better from the start, but gain a bit less then it currently does with vet.
Alternatively, just make it so suppressed units can't throw nades for all factions. Would help allot and remove a bit of daftness from the game imo (crawl into nade range!)
Pgrens are good for their manpower cost, but will vary in effectiveness depending on the map/situation. I like that design tbh, unlike LMG grens/Obers/LMG paras, they require a bit more thought. Pity the new factions weren't designed with a similar mindset.
Scout car is a bitch to micro, turns like a truck and the acceleration rate is a bit meh for a glass cannon. Fix that and it'll be grand imo. Currently it is usable, but micro intensive and annoying.
I believe Ostheer get a discount on their LMG/Rifle nades as the tech is effectively built into the cost of tier one. But your paying for it in one lump sum effectively in the early game, which delays the t1 units and is a big investment in tech that you require munitions to use, which in the early game for Ostheer, is a bit light on the ground due to less map control and Ostheer requiring munitions for healing etc.
I prefer my original solution then a complete overhaul of the above, as I think incremental changes are easier to implement and judge. You have to consider, if you break it down so Ostheer can tech the LMG/Rifle nade etc individually, then t1 will cost less and Pgrens/scout cars/Pak will come much faster, which will present new balance considerations/challenges.
In regard to normal tech beyond t1, yeah, t4 is too expensive currently, again I like the common suggestion of adjusting the tech costs, so they are similar, but the buildings cost more and the tier tech less, so skipping a tier beyond t1 saves more resources.
But I feel that is another topic as Soviet tech would have to be adjusted at the same time
Good points, specially about nades. Drastic changes in game and faction overhauls are unlikely, so I would say stick with simple nerfs and buffs. Grenade tweaks would be great for all factions. I would say reduce grenade range by half when the unit is suppressed. This would also prevent Grens to wipe maxims from max range with rifle grenade. HMG42 and to some extent HMG34 need huge suppression increase, but as you said receive less buffs with vet. |