Last night I observed a few live games and kept noticing that the US now appear to have units gated behind arbitrary building techs. Likewise, OkW tanks and the flak gun require an upgrade, meaning Obers are the only unit you can train by default.
I just wanted to ask why these measures were taken. It's not a criticism as much as simply an observation.
The US upgrades are quite cheap and so aren't going to delay for long, and I thought it odd that the pack howie requires a mechanized upgrade...
Finally, one of the many UI bugs I spotted was that Riflemen still have text saying they're elite and take longer to train, but this seems to be default text and from what I can see Elite Riflemen aren't in the game and haven't been for some years. Has no one else noticed this? It must have been in the game for years, unless there's some sort of new elite Rifleman mechanic I'm unaware of.
Thanks.
Profile of James Hale
General Information
Steam: 76561197998962082
Residence: United Kingdom
Nationality: United Kingdom
Timezone: Europe/London
Steam: 76561197998962082
Residence: United Kingdom
Nationality: United Kingdom
Timezone: Europe/London
Post History of James Hale
Thread: What is the rationale behind tier upgrades?20 Jun 2020, 08:36 AM
In: COH2 Balance |
Thread: Increasing weapon traverse via a modifier20 Jun 2020, 08:21 AM
Yeah, I came to this conclusion as I had tested other modifiers and they worked. In the end I opted for extra range and burst fire duration. Many thanks Aegion. |
Thread: Increasing weapon traverse via a modifier19 Jun 2020, 15:10 PM
I want to increase the M3's .50cal top gunner weapon traverse to 360' as part of an upgrade I have for the vehicle. I tried using a horizonal_weapon_traverse applied modifier with the value set to x2 multi, but it doesn't do anything and the M3 still has to turn to fire at targets not right in front of it. Do I need another modifier or have I just set it up incorrectly? If possible I'd like to do this via a modifier, and not having to change the weapon itself. |
Thread: Kubel idea19 Jun 2020, 12:10 PM
In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations19 Jun 2020, 12:02 PM
The main goal of the patches is to offer continued support to the game to keep it fresh and alive and to make it more fun and balanced as time goes by. UI and localization polish is definitely a concern, but not the top priority. Gameplay is. If the game didn't have these community patches it would've died out years ago, instead of being more popular than ever. Indeed, I appreciate that - I'm simply venting steam at the fact that, to me, the game looks unprofessional and all over the place. It's a bad first impression. That said, I understand that many of these issues stem from design decisions Relic made years ago. I'm not blaming anyone in particular (and I wouldn't know who to address blame at anyway), but I can tell you without hesitation that it's immediately obvious that the game is now being propped up by modders, because most modders I know are very much into the mechanics of modding but don't really care about UI or text and any kind of what you call 'flavour' or sense of absorption. This is a definite weakness that should be addressed going forward. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations19 Jun 2020, 11:54 AM
Fair's got nothing to do with it. If they don't have the time and resources to properly patch a game like this then they shouldn't bother doing so. Do it properly or don't do it at all. There are countless shitty mods on Steam for all manner of games, including of course CoH2. However, there are also quite a few very good ones; each to his or her own in terms of personal taste and what those mods endeavour to change or achieve, sure, but with regards to overall QA and a feeling of 'these guys care about what they're doing' some have clear advantages over the live game. I think an issue some of you may have is that you're in something of a bubble in terms of having been an active part of this community for such a long time, and so what you witness as gradual change (the evolution of the game) is not what I see; I've only just started playing again after a gap of 3-4 years, and so to me the differences are absolutely stark. You can very much see that Relic have to all intents and purposes stopped working on this game a long time ago, and the community (whoever they are) are not in the same league in certain - though not all - respects. This is to be expected though, and it's the same were I or many other long-time modders to do the same. Modders are not game designers, however much some may wish to feel they are. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations19 Jun 2020, 11:32 AM
I find this quite insulting to be honest. As is your right. It is, however, broadly accurate. Balance aside - that's a far more intricate discussion - the UI issues are ridiculous in how glaring they are; you don't release official patches with missing localization strings and various unit descriptions randomly being missing. The state of the game's localization approaches what I'd call abysmal - buildings do not correctly list all available units and sometimes refer to units no longer built there, and commander ability descriptions are often woeful. It really isn't much to ask that someone with a reasonably professional grasp of English does a QA pass on these half-baked modding concepts that get patched into a live game. I did see someone make a Blizzard comparison earlier, but it's a laughable one. Blizzard would never constantly redesign their factions and break abilities, nor make so many schoolboy errors with regards to basic localization and syntax. There used to be (andI assume still is) a running joke about CoH2 being designed as an e-sport, but there simply isn't the basis there for any kind of strict high-level competitive play. No serious RTS continuously redesigns factions/civs or core mechanics and expects the tournament crowd to take the game seriously. Numerous mods are more polished and cohesive than the live game; we can argue about faction design and unit balance, but in terms of a product looking professional and correctly informing the player what's going on or what something does, that is simply a statement of fact. In: COH2 Gameplay |
Thread: Mod Release, Design and Live Fixes and Issues18 Jun 2020, 22:41 PM
It's quite amusing to read a reply like this after having seen some of the stuff in the game nowadays. In: COH2 Balance |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 22:08 PM
Hi folks, Bryan! Truly, a blast from the past sir. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 10:18 AM
I used to be actually pretty ok at COH2. If you look at my stats, I had a few good years (or at least good 2v2 partners). Pretty crazy how easy it was. There was stuff to be exploited for sure, before they turned everything over to the community and now we inch, every patch. closer to mirror matches. Which is also ironic, because I always wanted to see mirrors in competition. Skin the units differently, it feels better I guess? It's really the only solution, because no one on in this community mod team, or Relic (whatever remains of Relic) has the big picture vision to understand asymmetric balance and strategic, vs, by-the-numbers, unit-vs-unit balance. This is an aside, but COH1 will be remembered 50 years from now for getting that. COH2 doesn't. Most other RTSes don't. I remember you well and certainly recognised the avatar! I just want to say that I well and truly echo your sentiments, and that's before we get onto the 'look at all the stuff they've managed to break' side of the debate. That said, if the majority are happy then it's probably for the best people like you and I shut up, as we're only going to annoy people. You will always get the 'balance has never been so good' arguments and the feeling that change - of any kind, good or ill - is considered progress. I disagree, but there you go. You know what they say about opinions. I was never a tournament player and so I won't pretend to share your experiences of beating some of the top players of the day (and of course I remember Symbiosis; I wonder, does Ir0nRoman still play too?) but I certainly share your general sense of confusion. A friend of mine who used to be in the Alpha with me years ago shared my astonishment at the idea that Panzergrenadiers are now trained at the Ostheer HQ, and we both find the inconsistency between units being called in off-map or trained at base simply baffling. I hate that units are now trained at base by default, something which .ORG folks strongly argued against during the original public Alpha. Vanilla, to me, is now a mixture of 'oh, that's interesting' and 'wait, seriously?' along with general disgust at the number of bugs and glaring UI issues/missing text. Whatever the merits of the current balance team - and I know nothing about them or who they are - they are evidently not people concerned with polish or professionalism. One of the things that irritates me is the fact that numerous abilities are incorrectly ordered on the commander UI - this is a very simple thing to fix in AE but apparently not something they bother with. I'm also at a loss as to why vehicle descriptions seem to have randomly disappeared; was that an intended visual change (if so, why?) or just another weird bug? *shrugs* In: COH2 Gameplay |
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