What i Expected from a CoH3 would have been a natural Evolution.
When i played CoH1 for the first time, i was stunned, it was breathtaking. Stuff like Infantry hiding behind Cover. The Stug Machine gun Gunner as Entity that could be killed (i remember that from the Demo haha), The gameplay with the firing arcs and the cover system. It was so detailed and thought-out....
And Coh2 took it even further for me. Especially the lategame was more vivid, with all those explosions, Heavy and light tanks, Planes flying around, Infantry gameplay and Vet System.
The audiovisuals stun me to this day: The Jagdtiger firing. The Infantry shouts. The MG42 Sound. Zoom in and hear the Tanks with broken Engines. They have outdone themselves imo.
How i Imagined Coh3: More Details like: Immobilize a tank and see its Tracks break ingame and lay on ground. Maybe more contextual animations like Infantry press their shoulders on walls and sandbags. Maybe House gameplay: House roofs get transparent as you enter and you can play inside. More Skillshots like the Firefly-Tulip. E.g. Bunker bursting Grenade which you have to aim yourself ingame. That would also fit well to the Muni-Free Special abilities in CoH3, as you get a micro Tax with it (MoBas work well like this)
You can also expand this to infantry: E.G. Shock troop suppression: when you click on it The shock troop places his mg on ground and you get a small arc of fire to suppress. They should have thought about on how to further improve audiovisuals, small gameplay tweaks. Stuff like this
And then you would have whole playerbase screaming how non of these is real coh and how all of it adds needles complexity, not to mention how utterly imbalanced immobilizing vehicles is(guess what, well 3 CoH games had immobilization criticals/methods, they were left exclusively in 1st one, which never got balanced).
Innovation for the same of innovation does not bring new things, it just cripples the gameplay.
Starcraft 2 was not praised because it was different game to SC1, it was praised specifically because it was modernized SC1, adding literally 2 new mechanics to the game, vaulting for some units and sight blockers. |
CoH2 has incomparably higher skill ceiling and entry level then CoH1 and 3.
I find it hilarious you think its easier because of what? 1 less building to build per faction?
CoH2 is literally APM twitch RTS, akin to SC2, while CoH1 and 3 are actually approachable for slower player, I can't understand why you think CoH2 is more accessible to anyone, its not, it never was.
Also, not understanding faction design is not a very valid ground to ask for redesign. |
To be honest I've watched two streamers and three games total in a moment of unholy boredom. Again, why would I watch something so terrible, just to prove something to this rabble?
You should watch yourself though, all this talk about boring sex and little boys' asses and people are going to start drawing connections.
Because you clearly are so overly invested, you are just unable to stop talking about it? |
I can hardly be called an idiot for not spending money on the game.
You could be considered one when you keep talking like you know what you talk about.
Something tells me your "meta" problem originates from you watching the exact same small sample of streamers therefore not seeing how many different strats are actual viable for example.
Now your issues actually make all the sense.
Its like watching the same porn movie over and over again and complaining sex is boring and you are saying that from a position of a virgin. |
I would say that the player numbers being as low as they are points to some fundamental problem with the game.
The issues I can see are the following:
- Relic didn't settle on an audience to cater for (single player, co-op players, pvp players etc.) and delivered a half arsed product for all those audience, i.e. they developed a game that needed 30 million USD of budget but only had 10 million USD;
- The gameplay is too similar to CoH1 and CoH2 - those games offer a more mature offering;
- Content is lacking - not enough maps for starters and weak mod support; and
- The team game format does not give a good team play experience - 3v3 and 4v4 tends to devolve into multiple 1v1s with no natural co-operation or teamwork taking place.
1) I kind of disagree here, from the pre-release interviews and presentations, they have picked single player campaign players for their go-to target audience, leaving pretty much all of CoH2 multiplayer crowd behind.
2) I do not find that to be a disadvantage, if you alter gameplay completely, you end up with whole different game, if you don't, you need to put some weight on the new mechanics you introduce, gameplay-wise I find CoH3 superior enough to CoH2, its the amount of mp content and features(replays, observer, map variety) that I find lacking.
3) I'm indifferent to mod support, but I do agree, as just mentioned earlier about the content, specifically mp content.
4) True, but it wasn't really any different in earlier CoH games, players have ability to go from their "line" to support ally, but they never seem to do so and CoH isn't really feasable for team game meta-plays like in BAR for example. |
Game has to be fun at all levels. You can't just cater for the top 1% because you won't have a player base then.
While I agree its not all about the top players, there needs to be a line drawn for the bottom of the barrel players too.
Should we neuter all off-maps into impotent abilities, because they will not dodge it?
Should increase grenade throwing animation length and fuse timer, because they can't see it?
Should we lower costs of units, because they will just keep losing them and having to rebuild?
Balance should not be made for top 10 players, but it also should not cater to rank 5000 4v4 blobber who can't dodge longest off-maps or make simplest of decisions about not frontally attacking something that hardcounters him. |
In its current state, Company of Heroes 2 allows for a wide variety of units that can actually be a part of a winning strategy - Company of Heroes 3 has factions that are bloated with units that never see the light of day.
CoH2 meta is tighter then virgins ass, you either use very small amount of viable units, or you lose, low
skill levels are irrelevant.
CoH3 on release had more units viable at any time, than CoH2 across its whole lifespan. |
Shock troops did not have a snare... Did u even read the post u were responding too? He was talking about Xenarra saying they shoudlve kept the snare
We get it, u main DAK. Its okay Kat, calm down
When was last time you played CoH3?
March?
Must've been, because that's how long Gustas do NOT have snare.
And yeah, I've read that post. I didn't really took it into consideration, because gustas do not have snare and its unlikely they'll ever get it back, so its pointless to even discuss it.
They are tanky CQC specialists and are not even the best CQC specialists, Ghurkas are. |
Like I said higher TTK might not be a “problem” but it 100% lowers the skill ceiling of an RTS (Real Time Strategy). You are giving people more time to react to situations that are advantageous to your opponent and detrimental to you. It’s not subjective, its objective.
No, it does not as evidenced by leaderboards very clearly.
It does the opposite - it makes the game approachable for more people.
I dare you to try to explain how making the game approachable and friendly to more players is a bad thing. |
If we're going to have a CQC squad that's so retarded good at anti infantry that it can frontally decrew MGs, then I think it's more than fair that it shouldn't be able to go toe-to-toe with vehicles too.
Edit: To be fair, their snare was removed back before MGs were uberbuffed. Maybe now it's not so shrimple.
Shock troops could do that in CoH2.
Shock troops also could throw their own smoke much more often and had AI grenades.
They were not a problem.
Just like Gustas are not a problem here.
Sniper bleeds them to death.
Quad shreds them.
Humber walks over them.
Don't park ultra lights next to them, because they'll shred it, just like any other SMG inf will(combat engines shred 250 up close too, but at range are hardcountered by them if something is inside them)
If you think you should be able to use mainline inf against them, its like thinking you should be able to use generalist medium and light tanks against flak 88.
Long story short:
Skill issue. |