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Post History of ThoseDeafMutes
Thread: April 27th Balance Preview Mod Release Notes22 Apr 2016, 13:41 PM
Can someone explain to me the significance of the making units spawn from buildings change? I don't really follow why that supposed to be a good thing. In: COH2 Gameplay |
Thread: Upcoming Patch Buffs & Nerfs22 Apr 2016, 00:56 AM
There is no real world logic involved here, just game balance really. It's "stupid" that any armored vehicle with multiple mounted machineguns would be unable to cope with infantry, but that's the way it's kind of always been in CoH. Some vehicles get good MGs for no particular reason other than because it's "supposed" to be good at anti-infantry. The idea of a swarm of shrek armed infantry being a serious threat to a sherman tank at max range is implicitly absurd, not only because of its tank gun but because of the coaxial and top-mounted machineguns that would shred the charging infantry in a nanosecond. A stuart tank has THREE 30 cal machineguns on it, which would by any logic obliterate all infantry formations coming in range. The Panther is not in a bad spot. Somewhat better AT than the comet, significantly worse AI, 10 fuel cheaper. T4 is generally underwhelming but the Panther isn't the problem. In: COH2 Balance |
Thread: "Nice to have" changes22 Apr 2016, 00:51 AM
Oh fuck and another major one - the date sorting in replays is FUCKED. I'm not sure if it's just in non-American places that it's boned, but it seems to sort by the first category, like grouping all of the "30ths" together. I suspect it might be because in America the first column is months, but not in other parts of the world. In any case, proper Year/Month/Day organization when sorting by date would be GREATLY APPRECIATED. SECOND THING: Stop "forgetting" my vetos in automatch when I switch between 2v2 and 3v3. Keep a separate list of vetos by game mode and remember them. In: COH2 Gameplay |
Thread: "Nice to have" changes21 Apr 2016, 05:06 AM
For self analysis what I'd really like is a chart that would log each player's cumulative resource income in real time. Stuff like that would help you work out e.g. how much of a resource lead somebody got by holding certain points in a replay for a certain amount of time. In: COH2 Gameplay |
Thread: "Nice to have" changes21 Apr 2016, 00:29 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=511519937 https://steamcommunity.com/app/231430/discussions/0/530646080861777209/ Basically the video files playing at their fixed rate prevents the menu from going to higher framerates. When you take those files out it's unlocked and will match your monitor's refresh rate. In: COH2 Gameplay |
Thread: Is the pace of innovation slowing? 20 Apr 2016, 23:56 PM
CoH1 could be highly innovative because there were no expectations on it, it was a brand new series. When you make CoH2 you have to have a lot in common with the first game, otherwise you're not making CoH2, you're just making some other RTS with the same name. Once you've established that your series has a core DNA, you start variations on a theme. The core of the game is the leitmotif showing up in every entry and then you try to do something interesting with it each time. Too little and its repetitive, too much and its inconsistent. CoH2 featured a lot of ideas that sounded cool, but were ultimately not fun or hampered the experience. Cold tech was good and bad in equal measure, the blizzard blocking line of sight was tactically interesting, while having to make sure all your units were huddled around fires was NOT, it was just boring and slowed everything down. The death blow was that it tanked performance on some computers too, all these computer cycles dedicated to a mediocre gameplay variation overall. CoH2 does have unambiguously positive changes, reverse hotkey is great, grid hotkeys are good (but no rebinds WHY), vaulting over obstacles is good, lack of zombie bunkers and purchased global vet were good changes. There were also bad changes, like making alerts and UI messages harder to see, cancerous levels of DLC that actually impact game balance (Commanders should NEVER have been unavailble to anyone), redundant commanders / commander "hand" system being inferior to the old 3 trees system and so on. 2 steps forward one step back. In: COH2 Gameplay |
Thread: "Nice to have" changes20 Apr 2016, 23:31 PM
It would be nice to have menus that dont run at 15fps Disabling the videos helps iirc. Kind of funny really. In: COH2 Gameplay |
Thread: "Nice to have" changes20 Apr 2016, 09:43 AM
So I was just thinking about how nice it would be if the reverse hotkey was actually built into the game more casually - like Left mouse is select, Right mouse is move, and middle mouse is reverse move (for vehicles). Middle mouse is used for camera panning, but I think reverse move would probably be more useful. Adding custom keybinds for that kind of thing might be good (can we do this already? I couldn't see anything in the menu last time I looked but i might be remembering it wrong). The other thing would be making alerts more visible, as pointed out by this post: https://www.coh2.org/topic/51897/minimalistic-ui/post/521468 What other nice to have changes do you think you'd like in this or future CoH games? In: COH2 Gameplay |
Thread: Minimalistic UI20 Apr 2016, 03:51 AM
COH1 red alerts at the top were so much better than the bland ones in the bottom now. Easier to notice and were easier to click on. I rarely notice "mine detected" for example, you couldn't miss it in vcoh. You don't always hear the audio cue if you are in action or listening to music. +1,000,000 One of my biggest annoyances in Coh2 is not noticing units are under fire or something if another unit is already engaged in combat - I'm not sure if I genuinely don't get an alert or if it's just blending into other sounds but this would be a big part of it. For whatever reason, and I can't put my finger on it, it's harder to notice the alerts and shit when a battle is happening. In: Lobby |
Thread: A radical idea to rebalance T-34/7620 Apr 2016, 01:04 AM
Make it 100 fuel and give it a gun comparable to the Sherman (without HE and no MG upgrade) and the Cromwell (but it's not as fast as crom). In: COH2 Balance |
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