Elite is a thing, it just doesn't do much. IIRC all it allows them to do is fire lmgs on the move. (Obers, commandos, paratroopers? I think those are the only ones.)
It is something in between as far as I know. It is just a toggle to fire lmg on the move, that some people call elite. But there are plenty of definitions of "elite" in the game. For example a few years ago people called elite the squads that had body armour. |
Yet some weapon are different depending on who is using it.
Bren on Commandos is for an "elite" unit, while tommies get another versions and Ro.E. used to get a third version.
Yeah, there are. But you have to change it for every unit. That is why it is such a mess. |
The current implementation of Weapons that one can pick is complicated with different solution for different weapons and problematic.
A unified solution should be implemented where these weapons performed according to the "type" of unit that pick them up with "auxiliary" troops using a lesser version, "mainline" the "normal" version and elite a better version.
Except, there is no such thing as type of squad in coh2. There was in coh1 though and it was widely used in accurancy tables. In coh2, the squads differ only with there stats, so you can say that squads with less recieved accurancy are more "elite", but you can't label them as "elite". |
as i said, using caps could be your solution. i use it aswel, just caps on when i play caps of when i type. this is my solution to that.
type this under coh2myactive shiet
~CapsLock:uspend, % GetKeyState("CapsLock","t") ? "Off" : "On"
nvm i read things from ferwiner and it's way better i never took so much time in to ahk that i found that thx aswel ferwiner
I'm glad to help
Btw, the CapsLock solution has the advantage of giving a clear indicator showing whether your key bindings are on or off. To get the best of both worlds, while keeping the ability to write caps, use ScrollLock for state instead of a variable and either SetScrollLockState or Send {ScrollLock} under the Enter binding to change the state when you enter the chat. I prefer scroll lock over caps lock becouse it doesn't have a function in coh2.
Something like this:
#ifWinActive Company Of Heroes 2
;#this should run only once when you run the whole script
;#the state of "first" variable is reversed, but I didn't come up with a better name
if(!first){
SetScrollLockState, On
first := !first
}
Enter::
Send {Enter}
Send {ScrollLock}
Return
$a::
if(GetKeyState("ScrollLock", "T")) {
Send b
} else {
Send a
}
Return
Now you can see that hotkeys are on when the light is on. You can also spare the numpad9 button for something else couse you can switch the wrong state with the scroll lock button. |
Then explain it to OP! Because i got no Idea how to!
Sure thing. Here is a simple example showing how to replace a with b, that should not be active during in-game chat:
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
#ifWinActive Company Of Heroes 2
Enter::
chatMode := !chatMode
Send {Enter}
Return
Numpad9:: ;Just so you can change the state if it goes wrong
chatMode := !chatMode
Return
$a::
if(chatMode) {
Send a
} else {
Send b
}
Return
@OP I used numpad9 as additional switch in case it starts to work the other way round, couse enter always opens a chat window. It might be needed if you hide the chat window with some other key like escape. |
Do you know the Program Celo? It can create a full autohotkey script for you! Company of Elo on Google, you should find a link to this website where it's linked.
it must be
UP::w
DOWN:
LEFT::a
RIGHT:d
then you need to use those replacements to write!
When i used AHK you could deactivate the script, but doing that ingame is too much time, so i would just get used to use up as w etc.
You should be able to use a variable in your script to disable key bindings between one press of enter key and another. |
None of them look suited for 1v1, too large. I worry about shoehorning in maps for the sake of having more.
We still have a bunch of maps that need to seriously reworked or removed.
The problem with current map pool is not connected with individual maps. The problem lies in the fact that there is a big group of maps that play the same from strategic perspective. What I mean is that if some build and commander works well on one of them, it is going to be a go to choice on all of them.
This feature of map pool leads to boring metas that frustrate people to the point that they agree on any changes that will shake up the meta. It also makes people struggle on few maps that require different approach, leading to negative reception of these maps. In effect some of these maps are being removed from the pool, amplifying the root couse of the problem. The veto system doesn't help either, couse it lets players avoid most of the different maps and stay with their brainless single build.
What we really need is more maps that play different than the core ones, to make playerbase more used to the obvious thing of choosing the strategy depending on the map. |
What I'd like to see in a future Relic game would be a separation between "Normal" automatch and "Ranked" automatch, like in some MOBA games. The normal mode could have a large variety of maps that aren't necessarily the most balanced, while the ranked mode could have something like only the top 4 least vetoed maps. That way the competitive people can play only the most balanced maps, while people who just want to have casual fun can enjoy a greater variety of maps.
I agree, although both of them should keep the rank under the hood. Otherwise automatching makes no sense. |
Having done my fair share of compstomps in my time, I find it funny that the community would want to simultaneously remove so many maps from the game, and then add these ones instead. They're far from balanced and would be an endless source of tears.
Your mistake is treating community as one. It is very divided when it comes to maps. There are some players who would wish to play the same map every time. There are some who would like as much variety as they can get. And there is plenty of steps in between, players who hate some particular maps, players who are biased towards certain factions, players who like different types of maps.
So yeah, when the map discussion comes along, for each map, there is always going to be a vocal group of people who will want to remove it or change it completely. But it does not yet mean the average community member would like it to be removed. |
I fully support this. The 1v1 map pool has already become too repetitive. And if we play on them in automatch, maybe some of them will even find their way into tourneys |