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Tactical Map iteration (and why it makes the COH franchise)

18 Jul 2021, 12:41 PM
#1
avatar of Zapartos

Posts: 10



I'm really loving the pre-alpha. I'm an old man of 38 and an addict of the franchise. I started as Coh1 player with ~1000 hours in game. I've recently gotten into Coh2 as well. I play only multiplayer component of the game, mainly 1v1 and the occasional 2v2.

So far I'm really enjoying the new directions . I'm especially excited with how the factions play, Seems that all factions get the basic tools eg. non doc mines. And the new direction in faction asymmetry.

What I love about the Coh franchise above titles such as Starcraft/Warcraft, what really sets it apart is the Tactical map. As a mediocre player and someone with low APM, some of my favourite game moments were pulling off awesome flanks with BAR'ed up US riflemen and forcing the MG retreat . Pulling moves like that with tactical map is what made me addicted to the game.

I think that Relic really hit a home run with the tactical map. It is a real point of difference compared with other RTS games and it makes the game more satisfying for me to play as a mediocre player because I can still pull off some awesome plays while not having the APM of an RTS god.

I think that if they can iterate and make it more functional it would make the game even more satisfying and bring in and retrain players like me who are not APM wizards.

So with that in mind this is my feedback/requests Tactical map in Coh3. I have ordered them in priority for what I would most value.

Tier 1

  • Functionality to Reinforce


Tier 2

Engineers can:
  • Repair vehicles/tanks
  • Lay mines


  • Being able to use Commander abilities on the tactical map- eg. ability to call in smoke/planes/unit call ins.
  • Ability to select units in ambient buildings to retreat them.


Tier 3

  • Resource counter
  • Game Timer

(So we know when to expect opponent's next power spike and be able to prepare)


Now there may be some who argue that the tactical map should not have increased functionality because it might take away from the micro and adversely impact the competitive scene.

I would argue that the core idea of the Coh franchise and what differentiates it from other RTS games like Starcraft was its emphasise on tactics and positioning over "busy work" and micro.

eg.
  • Resources not tied to workers/harvesting and instead tied directly to territory that you fought over.
  • The inclusion of a Tactical map in the first place - why else but to reduce micro?


Would welcome Tactical map suggestions/discussions.
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