Assuming a 1 VP advantage, all games are a good 8 min shorter or, unsurprisingly, 25%.
There's no reason why the tick rate should matter only in stomps. It matters in all games, and all games will (from what we could see in the test) be shorter by roughly a quarter compared to CoH2
But again, is it a bad thing?
I don't know about you, but I tend to lose concentration if game takes too long.
I won't exactly miss seeing 3 tigers/churchills/whateversuperunitlategame in a span of a single game from a single player.
Hell, shorter games do fix a problem of skipping mid game, rushing for late game armor and spamming it.
CoH3 is definitely mid-game oriented compared to 2. |
I think the problem here is not the triple cap, but rather double cap. I myself, only got 20+mins games only few times. One which was basically a comeback from less then 100 points, second one where VPs were constantly switching hands or remained uncapped.
Assuming you hold 2vps and opponent holds 1 with no one contesting anything, that's 25 minutes until win.
Not that far off from ~30 mins in CoH2.
It really only matters in most passive games and 3-0 stomps. |
In terms of graphics, sound etc. it definitely had a "wow factor". Only the most rabid vCoh fanboys high on nostalgia would deny that. It still looks way better than any modern RTS I have seen including AoE4 and CoH3 so how is that not a wow factor for 2013? Yes, I know optimization was bad. No need to mention this again.
Have you changed settings to full screen, maxed everything high resolution?
Some shaders and shadows in general can be tweaked, but the game looks great.
You don't feel it looks that good, because of leap CoH2 had over CoH1 being significant, when graphics improved a LOT generation to generation and it really is not possible to go that far for CoH3 without forcing everyone to get 30xx GPUs to run it, modern graphical improvements are really just higher resolutions and more FPS, textures itself are pretty much at peak. |
I think auto-reinforce for the HQ is a good thing, but HTs are a bit too much. Makes it way too easy to keep up the front line. If it would at least cost some micro, but there is nothing to it except right-clicking next to the HT...
No one ever struggled to keep inf reinforced on field in coh2.
Hell, I did osttruppen spam and 251 endlessly reinforcing them in combat myself, it was not hard, it was not complicated, it was not strategical, it was all about "will they retreat before I lose more manpower then I plan to", literally nothing else, ever.
Its not spamming or not F button that kept easily units on field, it was abundance of MP and squishiness of enemy units.
You literally would not see a difference is autoreinforce was in coh2, so please, stop pretending it is anything else then controlling MP drain. |
I am a huge fan of the faster tick rate
+1
Equal games will drag anyway, but 3:0 will not anymore.
Not every single game has to devolve into endless end-game tank and arty spam regardless of how well you do.
|
I think HTs shouldn't have auto-reinforce and heal. Technically, HTs in CoH2 have the same capabilities (reinforce and heal), but it took some micro, which is fair, I think. Having all of this automatically, is a bit too much imo.
What does it bring?
What does it improve if you have to input couple more actions?
All it does it make you spam additional button.
There is no skill involved in that.
There is no micro involved in that.
There is no planning involved in that.
There is no immersion involved in that.
It does not improve combat, it does not improve overall experience, it does not make you better at the game.
You just mash one more button every X seconds.
This is like complaining that in SC2 you could control more then 12 units in the same control group and arguing it was somehow less skill involving. |
Thread: I'm sad17 Jan 2023, 10:49 AM
Gonna be a long month.
Such a tease. |
yes i enjoy doing user control reinforcement and vaulting over walls
it is part of the command and control.
it's no different from controlling the tanks to face the front or when to disengage auto fire.
your examples of reloading ammo and fuel is just fantasy and never in coh.
its all about having the right amount of user involvement.
again why not ask for an auto retreat? you can set from your base, a global %hp when to retreat. what you think of this?
how about all tanks have access to crew repairs
all factions can build repair bunkers
will this help you to focus better flanking and attacking?
in fact why bother about designing map resources layout? just give both teams 50-50 mirror access to fuel and ammo.
so it comes down to your build order choices and how you control the units in battle.
You're just shitposting at this point and the core of your problem seems to be disappointment that enemies at your level will no longer forget to reinforce their squads when things get more intense.
If it is such a fun and micro adventure making you feel like the 1337 pro your momma always wanted you to be, but skill circumstances prevented it before, then turn it off, but I don't want to check your replay in the future and see it on. |
i argue with more automations, players with high apm gets even stronger...
as i said, vaulting and reinforcement helps to moderate the pace, asking for more user inputs. video games= user input, traditional rts =user inputs.
this is unlike say grinding to unlock features
Bads will always be bad, regardless how many QOL features will be in and high APM players will always have high APM, bit it does not matter if you have 10 or 100 APM when you don't have muni for nades and have to sit behind that cover anyway.
Difference is, this is not micro/macro intensive game like AoE or SC or even CnC, you get diminishing returns on your APM, because its irrelevant how fast you can click on the sandbag, when opponent clicks once to hide behind it it will be equally effective and efficient.
Units do not die as fast as they did in CoH2 here, that means APM ceiling separating average from good players got lowered and that is a good thing, means more competitive games, more decision making on long-term planning and what to build instead of hyper focusing on micro of light tank because it'll blow up if you blink, no, that is no longer here.
Also, DoW2 was extremely high APM game compared to any CoH, it always had auto reinforce and it never was a problem. |
I don't like it, you loose the control when to spend your manpower on what, maybe i want to safe for a tank and want to stall my infantry for a moment
So turn it off. |