Thread: SNF23 Nov 2013, 22:07 PM
We've given our feedback for months and continue to. However, we've been called greedy, elitist, entitled, and a whole bunch of other fun things. This game is not being designed for us, unfortunately. |
Thread: SNF23 Nov 2013, 02:59 AM
Almost nobody who was involved in competitive vCoH is interested in competitive CoH2, so until the game receives major changes to encourage those players to become involved again or until the game manages to attract a different set of players willing to invest the time and effort necessary to cultivate a competitive community, you're going to see the current trend continue. |
They reduced the multipliers but didn't remove them entirely if I remember correctly. |
Yeah, every doctrine is pretty damn viable right now. Sure, Infantry is the best, but it's still situational, and you can still screw yourself over if you go infantry in a situation that doesn't warrant it (StuG spam, sometimes Volksspam, etc.). |
Except a vet 3 rifle would completely destroy any vet 3 Wehrmacht infantry squad.
Purchasable veterancy added immense strategic depth to vCoH. You could, for example, rush vet 2 infantry after two Grens, which was a huge investment in lategame that could backfire if your opponent was aggressive while you were upgrading the veterancy or teched to something like snipers. If he was passively teching as well, however, you would be at a massive advantage. Conversely, you could skip the vet and go for an extra Gren and maybe a Pak. If your opponent is aggressive now, you have the units you need to deal with him. If he's passively teching, however, you need to get something done with your units or he is going to outtech you.
That type of risk vs. reward decision-making is almost completely absent from CoH2. The only comparable decision to be made is when to advance to the next tech tier and build the next tech building. |
The problem with making significant changes to the Officer is you're going from extremely minor balance tweaks and bug fixes to extremely game-changing and potentially game-breaking modifications. If I understood correctly, the purpose of this mod is to fix those minor issues that Relic either screwed up (incorrect stats, data entry mistakes, etc.) or were unwilling to fix (misfire bug).
The more changes you make, the greater the chance of you screwing something up. I don't see why you'd want to risk that when you consider how well-balanced the current version of vCoH already is. |
I don't really think the LMG is a problem. It's an extremely situational weapon that has its limited uses. vCoH's midgame balance is pretty good right now; I'd hate to change anything that impacts that balance unnecessarily. |
It's actually always been attack-move, even before it was moved to Steam. If you issue a cap order, though, units move instead of attack-moving. |
This looks great, think I'll test it out in the future. |
That's why I said we should use be able to use fuel to open up more commander slots. Or abilities or something.
I'm not sure COH1 was all THAT strategic...Eventually the US meta revolved around being conservative with rifles until you had a howie or Calliope to devastate unreachable Wehrmakt positions. And as for micro, most COH games at the highest level revolved around who had the better counter-sniping micro, a rather intense and difficult process that is far harder than dodging nades. I quit playing 1v1 when it turned into this crap, because it was just stupid and games were won and lost on the countersnipe.
The games aren't that different. In either game if someone goes T3, you have to get a pak, if you can't pull off a flank you wait for him to hurt himself attacking you before you counter-attack, you have harassing units and shock units (Rangers are really quite similar to shock troops, with added anti-vehicle). Mostly I think it's the fuel upgrades and fuel usage choices that separate the games, as well as the also rather arcadey nade/dodge game. Bars capable of suppression was also a really big part of COH in the early years, though in the last tourneys you saw it used less and less, but was a powerful force multiplier that added more resource-usage decision-making to the game...But arty made bar suppression less useful for most players once they realized that it wasn't really helping kill the med bunker.
Actually, nobody really relied on coutersniping because it was so unreliable. You'd try to kill snipers with flanks, artillery, or vehicles, and use your own sniper against their infantry to balance out the damage done by his sniper to your infantry.
But you're right, vCoH wasn't an incredibly deep game strategically, especially when compared to other RTS games like BW/SC2. In my opinion, however, it had the perfect combination of strategy and tactics, and sufficient strategic depth to make it interesting and challenging to play, watch, and analyze. The fact that CoH2 is even less strategically diverse than the already relatively simple vCoH is the thing that is extremely disappointing to me. |