I came back from work, opened Steam and saw a coupon for a 50% discount on the purchase of DoW3. No Relic you can't force to buy me this... Make a new material for CoH (I'm ready to buy Italians)
Half of current steam price is what DoW3 should have costed on release, actually. Even if it was much better than it is. |
It's a question of modding tool platform limitations. There's a crapload of super-important files that have been locked down from being modified.
Even if we found a way to modify those files, there's no way to distribute the changes for people to test the changes, give feedback and adjust. Thus, for as long as those files remain locked, Relic has to act as the middle-man. This means that we are bound by pauses between patch cycles, etc.
The question is whether or not these super important files can be delivered with a mod. If so, then relic should update their platform to allow you to pack your changes in the preview. If not, then how do we test relic changes before going live? |
Basically, what you want to, is:
- Your units to instantly fire the moment you want them to
- Your units to disperse over time, so that they are not easy pickings for indirect fire
What you want to is a better squad-ai plan than the one we were forced to use for ages.
The good news is that all of this is configurable. The bad news is that the final oomph has to be undertaken by relic, due to modding tools being locked.
As you guys make another succesful ballance preview for relic, they should really give the ballance team access to full version of tools. |
Eh, this isn't totally the case. Sure, in some crazy circumstance, a grenade could kill you at 100m, but a lot depends of the situation. 5m is a realistic figure and even that isn't a guarantee.
If you want to make it more realistic, grenade tosses into buildings or trenches should be far more devastating than those in the open... And cover should only mitigate damage if it's between the grenade and the models, not based on the throw path as it is now.
That is exactly the definition of safe range
As for realism - no, I don't want such realism in coh2. That would break a game like nothing ever did before. |
Muh ELITE isn't much ELITE as I want it to be.
Dude, you won't like realism if you'll face real fragmentation effect of ML-20 or B-4. Like... infantry die in radius of full screen away from explosion.
While we are at realism of explosions: What I always found funny in video games is how granades work there. Compared to throwing range of about 30 meters, real ww2 granade death range (aoe near) is between 5-15 meters and safe range (aoe far) is around 100 meters. Yes, over 3 times the throwing range if you have no cover. Imagine that in coh2 |
Without territory, or with territory cutoff, you are left with 5 fuel per minute and no munitions at all. The first one means that you can build one medium per over 20 minutes of a match, the second that you can't upgrade your infantry, which makes a huge difference. Not to mention the fact that if you are tripple capped on vp, you are not even going to last 10 minutes.
On the other hand, the player with smaller standing army pays less upkeep and thus has more manpower to spend. This is an intentional comeback mechanic. It means, that you cant just sit back once you get an advantage, but you have to actively press the advantage for the win - for example by gaining vet, teching, mining and so on. |
This topic brings to mind the old days of CoH1. Didn't vehicle units in that game use Lights during the night? Why was this removed in CoH2? Optimization?
As for the actually topic, I see nothing wrong with adding the mechanic IF it can be switched off like Cold Tech. I'd love it but not everyone feels the same.
The problem with switching on and off is that you still need some gold standard for automatch. If the feature is going to be active in automatch then most of the players will be forced to used just becouse they want ballanced matchups. If not, then barely anybody is going to use it and there is no point in implementing it. |
damn my english is horrible in that post.
But anyway, yea you can faust bldgs and bunkers with faust. Does very little damage and i really only see ai do it. Ive done it once when a fighting position had 5%hp left and i had to fall back.
Faust can be useful against caches, though. It is often good idea to speed up cache destruction with faust, especially if the cache is on the cutoff just in front of enemy base and you suspect the blob is coming to push your troops off it before the kill. |
Wait, how do I change my hotkey setup?
I think I remember some weird grid key option or whatever but I never bothered since I was used to CoH's vanilla key setup.
You can change to grid with a toggle somewhere in the options in main menu. It's not very hard to find as far as I remember. Grid keys means that 12 keys on the left of your keyboard (Q-V) are mapped exactly like the position of the button in the UI (plus keys T,G,B are mapped to weapon upgrades). This is helpful becouse you can use all the keys without moving your hand and if you forget some hotkey, you can always look it up at the UI. |
I think he ment that classic hotkeys overlap. Some people do use them for their strange reasons. |