Thread: RIP TFN3 Feb 2014, 20:18 PM
your quitting coh because relic hasnt made observer mode? okay.. i guess?
There's a lot more reasons than that. The vCoH competitive scene is smaller since CoH2 came out, and you can't be a good caster if you don't enjoy the game you're casting. |
Why? |
Purlictor in semi-finals, YOU READ IT HERE FIRST! |
If you had three riflesquads grouped up close enough to all die to a goliath as it was driving toward you and you were shooting at it, I'd hazard to guess it was your own damn fault. That's like running three squads straight into an MG and then bitching about how bullshit MGs are. They're only bullshit if you don't know how to handle them.
Goliaths were slow and did barely anything to retreating infantry. All you had to do was pay attention enough to split your squads and retreat the one the goliath chased while focusing it with the others. |
Goliaths were pretty rarely used in vCoH, and they produced some of the most exciting moments in competitive play. |
Can't play would love to cast some games though if I have time, we shall see. |
I don't think the base game should be free, I think the add-ons that affect multiplayer gameplay should be free, or at least accessible somehow through gameplay instead of only available on the store.
I'm just trying to be realistic here. There's a close to zero percent chance that the core game is going to receive major content changes. That would require a major redesign, and that's just too much work to do to a 6-month-old game. Commanders, however, are being constantly developed, constantly released, and can very easily be changed.
What you're saying is you think CoH2 commanders should function like vCoH commanders. They should supplement a strategy, not define it. I think that works excellently when your base game offers a lot of strategic variety and depth. But CoH2 doesn't offer that. If you had vCoH-style commanders in CoH2, you'd have an extremely boring game.
Luckily, CoH2 has a modified commander structure that could, in theory, make up for this lack of depth. In order to do that, however, they need to be over the top. They need to drastically change how you can play the game. And they need to be available to everyone, because you need to give everyone the same options if you want a healthy competitive scene.
Personally, I would've liked to see a deep base game with low-impact commanders. But CoH2 doesn't really have a deep base game, and the best hope for that depth right now is the constantly evolving commander system. |
I really don't think that commanders should become a crutch for the lack of strategic depth in this game (free or not). COH2 as a tactics/strategy game should be primarily about that. If it's lacking in that field, then Relic should strive to improve it, not cover it up with commander variety.
The thing is, no matter how many commanders you add, once you get past the wow factor of discovering a new ability, you're left with a bland strategy game (not that I think it's bland, but I would like to see more depth).
Commanders should not be that integral to COH. They are supplements to a playstyle and you should not be required to "have 'em all". That model has worked for MOBA games because the hero unit and its abilities are all you have. In COH, every base unit is important and each one should have a specific and meaningful role.
I agree, it's a bad solution, but the only way to fix the base game would be a major redesign, and that just isn't going to happen until an expansion, and even then it's pretty doubtful. But with the recent change to increase the number of CPs, I think Relic could make commanders a lot more complex and give them a lot of abilities and upgrades that could approximate the kind of strategic options that made vCoH so much fun. If they lock those additions behind a paywall, however, it just makes the situation worse. |
Honestly, the best thing for the game competitively would be if Relic just went all-out with commanders and made them extremely diverse and game-changing, but made them available to everyone somehow. There are a lot of ways to monetize commanders while still giving players the option to unlock them over time (timed releases, experience unlocks, etc.). Unless an expansion comes and adds factions that drastically change how the game is played, commanders are the only things that are going to add interesting variety to the game, because the base game is really lacking variety from a strategy point of view.
This is really the best hope for competitive CoH2 play I feel. Make commanders integral and give them abilities that drastically change how the game has been played, but make those commanders available to everyone so they can actually be used in competition and properly balanced. |
Paid DLC is necessary. Paid DLC that affects gameplay is not. The game has no hope of being popular competitively if all commanders aren't available to everyone eventually.
There are so many ways to do it and still make money. You can sell faceplates, unit skins, interface skins, XP boosters. You can sell commanders to those who don't want to grind but have them be unlockable as well at certain levels. You can have a rotating list of new commanders that you can pay to use, and make those commanders free when new ones come out. There are a lot of ways to make money post-release that don't involve locking game-changing units and abilities behind a paywall. |