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Company of Heroes 3 with WhiteFlash

23 Aug 2018, 12:32 PM
#82
avatar of DoggieBalloon

Posts: 64

I doubt Relic would care about Modding Support. Look at what's happened to CoH2 Modding - They tried promising a full modding experience, but then left the Mod Tools to be bare bones.

CoH1 Modding - The tools were community-created. All important features were implemented - The ability to change Sounds/SFX, 3D Models, Textures, VFX, etc. That's how we got Modern Combat.

CoH2 Modding has none of those important features. I would guess that it's either they just don't have enough time to commit to delivering the Tools properly, or they just don't like Modding in general.

Just look at that CoH 2 Star Wars mod. Technically the units are based on Star Wars designs (Clone Troopers, Storm Troopers, etc), but the Mod itself automatically suffers because it's limited (stuck) to using the game's in-game Vanilla WW2 Models, and especially VFXs, because VFX is important when it's supposed to be a Sci-Fi content with lasers shooting everywhere.

If Relic really cared, we wouldn't be waiting for a full Mod Tools for years.
23 Aug 2018, 12:43 PM
#83
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5055 | Subs: 19

I doubt Relic would care about Modding Support. Look at what's happened to CoH2 Modding - They tried promising a full modding experience, but then left the Mod Tools to be bare bones.

CoH1 Modding - The tools were community-created. All important features were implemented - The ability to change Sounds/SFX, 3D Models, Textures, VFX, etc. That's how we got Modern Combat.

CoH2 Modding has none of those important features. I would guess that it's either they just don't have enough time to commit to delivering the Tools properly, or they just don't like Modding in general.

Just look at that CoH 2 Star Wars mod. Technically the units are based on Star Wars designs (Clone Troopers, Storm Troopers, etc), but the Mod itself automatically suffers because it's limited (stuck) to using the game's in-game Vanilla WW2 Models, and especially VFXs, because VFX is important when it's supposed to be a Sci-Fi content with lasers shooting everywhere.

If Relic really cared, we wouldn't be waiting for a full Mod Tools for years.

Link from this star wars mod pls
23 Aug 2018, 12:57 PM
#84
avatar of DoggieBalloon

Posts: 64


Link from this star wars mod pls


It's been gone for a long time, sadly.

23 Aug 2018, 14:04 PM
#85
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5055 | Subs: 19



It's been gone for a long time, sadly.


... Na only play Coh2.
Thx for the answer
23 Aug 2018, 14:08 PM
#86
avatar of DoggieBalloon

Posts: 64


... Na only play Coh2.
Thx for the answer


Exactly one of the reasons why CoH2's lackluster (and pitiful) Mod Tools is detrimental to the game's lifespan and replayability.
29 Aug 2018, 10:01 AM
#87
avatar of kurtattacks

Posts: 1

Hey WhiteFlash!

I really appreciate your effort to write this guide and I pray so hard that the devs will take as much as possible out for their development. Its priceless.

The only thing I missed was that you didnt talk about the UI (Interface). It was such a crazy downgrade in COH2 compared to COH1, almost unusable (for me), to track information easily and to create an atmospheric feeling.

It totally failed in my opinion (probably because the core staff of the team changed after COH1)...

I would wish they understand their mistakes and return to their cleaner previous design style...

Cheers!
7 Oct 2018, 18:24 PM
#88
avatar of Cani Terrae

Posts: 1

You certainly seem to think an awful lot of yourself, Mr. "A Message From Whiteflash".


Being an aerospace engineer, if true, had exactly how much relevance to a discussion about a video game?

I agree with some of your points, I do not find your thread particularly helpful or constructive; laced as it is with your snide arrogance.

You're no authority on these matters to my mind.
9 Oct 2018, 11:47 AM
#89
avatar of SeenBean

Posts: 1

+1 to statistics. So little is reported. Almost impossible to see your opponents rank after a game ? Player cards should be expanded - ie "highest rank achieved". If you better your highest rank achieved game should notify you like a pokies machine winning the jackpot - currently you could be rank 1 in the world and not even know it.
4 Nov 2018, 09:35 AM
#90
avatar of Haze

Posts: 5

Personaly i think CoH 3 should be set during ww1 with all those cool ideas WhiteFlash wrote down.
8 Nov 2018, 08:49 AM
#91
avatar of ctorresp96

Posts: 37

improvements for the actual game are all good....because this kind of improvements look like COH2 2.0 ... I meant by this that the improvements you are thinking of are not that radical to call it COH3.... it would be like another type of graphics (improved) ... other type of AI (better and more realism) ....other type of dynamics during the combats (more fluid/less fluid depending on the decision of the developers and with a good reason) ... other kind of pathing ...and new systems integrated to the game (for example: Pre tactic phase ....which is planification before the game starts...would make it more team based in question of tactics...because I´ve seen lots of players just panicking without taking a decision. and so on ...maybe new units...more units that are based not on a different playstyle.... I mean it would look moreless like different on how you have to play with them but at the end its all balanced and they dont have jagdtigers .... while in usf the maximum tank they have is the pershing.... (they also should have besides easy 8 the sherman jumbo)... and the paras should have camo but with an additional cost. Commandos should have other skin and they should introduce besides them the airborne of the brits... snipers should be more expensive but yet more flexible ...like the types of bullets...and builds with micro mixing with the skills.... but with huge throwbacks (eg health) armor should be more realistic.... not only shots to damage he motor should be taken in account...also sideshots tovehicles without any additional protection should be inmovilised because of the tracks of the tank or whatever... in terms of resources... they should add something for the mech to work properly... like resources when you go out of the base... food... water... or make more realistic models for the squads... for example if someone is shot in the leg the squad can decide to deatach him from the squad in a fight when they retreat or stay and back with him carrying him (redundant) in their arms or something... he can still fight unless he gets killes (now thats a change in the mechanic of the game) ....special units should be more expensive but with more flexibility according to their role...for example commandos should be able to use smoke and normal grenades but more expensive... if the cost before was 500 with glider then let it be but add more benefits so the cost and risk is worth it if you are a player of high risk high end reward.... now thats a finantial and tactical decision that is great for players to not only have fun in the game but to feel that they are learning true things and not playing the game to fall into a monotonous dynamic while playing... armor crew should be vulnerable depending on the type and model of the vehicle....now that is COH3 that has a huuuge road to take so it works... I dont say this to critize your post. I´m trying to give more ideas so the next coh title that they release (if they release it) is much more worth it to buy and the quality improves rather to fall into a depreciation loop for recycling the title and reskinning it like coh did ... and also solve the problems... I mean it´s a valid argument in my opinion. If I love this game I shouldn´t ask for less than this so it survives in the market. I say it because I love the titles and it would be really really sad for me if I find out that the next title is a reskin or whatI mentioned previosly...like very small changes that make the game feel and play the total same... I know there is men of war for that which is a different title but it´s time to coh to change some major features so the fans don´t start to feel that they are playing the same again and again... which would be the same as being in a toxic relationship customer game or person to person because remember friends, if it doesn´t grow or develops further then its not worth it. That´s how life works. Cheers and long live COH titles with a proper development. I hope the developers or someone helps me to share this message with everyone in the company related with the game... I mean the developers and those guys who decide hehe

PD1: Also what I mentioned about the resources should be based on how specialized is the unit... how elite it is to add more depth to the game...and the blizzard mechanic with the other mechanics should be also added... I mean ... if the developers add some features to add more realism.. they should think about this additional things to make it more fair for both sides... it would be more difficult but not because of the map but because of how the unit was trained based on the faction someone has chosen ... so people at the end don´t blame just the map and everyone just dont go against this type of mechanics... and more gamemodes like with this specifications and with less specifications and mechanics for begginers... like if you are new to the game then they shall not introduce the mechanics in pvp and if they have time into the game they can choose another mode which would be real war or something like that... they should make a kickstarter besides with the money because to make this game real it would take a lot of money to develop all this new things that would in fact pioneer into the game for example the new model of wounded mechanics that there would be if the game is beggining to develop.

And with veterancy and the type of unit further mechanics are developed, not just stats... or maybe even erase some mechanics ...eg vet 3 in commandos should not be affectedd by being wounded (new mechanic in game) and improve weapon accuracy and etc... make it more extense so they are not "little changes" that decide the whole battle.... leave that to the momentum and how the strategy resolves...not only rgn gods or how the mech works only... it must be decision based also... because from time to time I felt coh2 is sometimes totally rgn based... (accuracy, positioning, numer of units and tanks, penetration)
8 Nov 2018, 09:03 AM
#92
avatar of ctorresp96

Posts: 37

You certainly seem to think an awful lot of yourself, Mr. "A Message From Whiteflash".


Being an aerospace engineer, if true, had exactly how much relevance to a discussion about a video game?

I agree with some of your points, I do not find your thread particularly helpful or constructive; laced as it is with your snide arrogance.

You're no authority on these matters to my mind.


He might be a bit arrogant...but who are you to judge? Is that the only thing you have to say or will you share further ideas because you love the game rather than trolling here. I mean it looks like it since you just pointed that. no further or more developed ideas about what he said were developed on your text analisis but to put emphasis on the previously mentioned... if its not about the game then ask for his number so you try to give him an "advice" in private but not here hehe... that´s not relevant either...
14 Jan 2019, 19:06 PM
#93
avatar of c0mpl3x1ty

Posts: 398 | Subs: 1

You certainly seem to think an awful lot of yourself, Mr. "A Message From Whiteflash".


Being an aerospace engineer, if true, had exactly how much relevance to a discussion about a video game?

I agree with some of your points, I do not find your thread particularly helpful or constructive; laced as it is with your snide arrogance.

You're no authority on these matters to my mind.
Just because your life is boring and insignificant doesn't mean everyone else's is
11 Feb 2019, 18:46 PM
#94
avatar of InfernoShatt

Posts: 191

I'm afraid if CoH3 become worst game ever cause of relic's much effort on Age of Empire 4.
6 Mar 2019, 03:58 AM
#95
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1148 | Subs: 1

The addendum to this article will be released within a week. Cheers all.
11 Mar 2019, 07:42 AM
#96
avatar of luckystilet

Posts: 5

Make capping circle: you click move to cover in capping circle--> you press Shift + click on flag (if unit in curcle he doesn't move to the flag instantly)--> you shift click to next cover--> shift click flag and so on. Now you can't shift capping order in coh2. Well, you can, but only on low level. On high level you have to intentionaly give next order, because capping in cover so important
30 Apr 2020, 19:26 PM
#100
avatar of ProCoh

Posts: 19 | Subs: 1

Can you imagine, COH2 has SHIFT ORDER RADIUS limitations!

Can someone explain me please, how a RTS game can have such a bizarre limitations ?

For example: COH1 : You can select your tank, click circle around the building and WOLAA! Your tank or vehicle will exactly follow your shift order and doing circle 1-2-3 times as much as you want without any hesitations.

COH2: Forget about it! If your first click is closer to your second click, Tank will not follow the path you want. It is really terrible.
Vehicle has shift order limitations but infantry not.

Dear Developers,

Please FIX IT on COH3.

TOP PRIORITY FOR RTS GAME.

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