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Commander Overlap a serious problem

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3 Apr 2014, 22:46 PM
#161
avatar of Katitof

Posts: 17887 | Subs: 8

This is one thread I would like to see a reply from Relic in

This is such a good idea and I really hope Relic considers it


If your question is "will older commanders be changed" then relic already answered that and it was big NO.
3 Apr 2014, 23:32 PM
#162
avatar of Basilone

Posts: 1944 | Subs: 2



If your question is "will older commanders be changed" then relic already answered that and it was big NO.

In that interview we had here with questions from staff to Quin Duffy (yes, it was a long time ago) I asked if commander redesign was a possibility and the answer was yeah. I'm not saying they are going to, and I doubt it, but what is your source where they said no.

This game is and always will be a second rate RTS with the fucktarded doctrine design. The newer diverse ones are fine, the original and DCE ones need to be scratched completely and redone because they are complete dogshit and I'm not going to pull any punches.
3 Apr 2014, 23:43 PM
#163
avatar of Affe

Posts: 578


In that interview we had here with questions from staff to Quin Duffy (yes, it was a long time ago) I asked if commander redesign was a possibility and the answer was yeah. I'm not saying they are going to, and I doubt it, but what is your source where they said no.

This game is and always will be a second rate RTS with the fucktarded doctrine design. The newer diverse ones are fine, the original and DCE ones need to be scratched completely and redone because they are complete dogshit and I'm not going to pull any punches.

HAHA oh yeah i still remember the "new" DCE Edition commanders.They were just remixed old commanders.This was a very bad joke from relic.
30 Jul 2014, 12:48 PM
#164
avatar of Kpen97

Posts: 375

they should make an OKW commander called tank destroyer tactics bit like the Panzer elite one form coh1 where volks get two panzerschreck rocket instead of one and have the jagdpanther as a call in unit. that would be a fun commander for OKW.
30 Jul 2014, 13:21 PM
#165
avatar of Katitof

Posts: 17887 | Subs: 8


In that interview we had here with questions from staff to Quin Duffy (yes, it was a long time ago) I asked if commander redesign was a possibility and the answer was yeah. I'm not saying they are going to, and I doubt it, but what is your source where they said no.

This game is and always will be a second rate RTS with the fucktarded doctrine design. The newer diverse ones are fine, the original and DCE ones need to be scratched completely and redone because they are complete dogshit and I'm not going to pull any punches.


I also remember them saying no during one of QA sessions, can't remember if it was stream one or reddit one, but I'm 100% positive they have confirmed they will not alter old commanders in any other way then adjusting effectiveness or existing abilities.
nee
30 Jul 2014, 13:44 PM
#166
avatar of nee

Posts: 1216

:banana:Love the idea, and not merely because it is a throwback to the CoH1 days- that I pretty much forgot about until now.

The good thing about CoH1 doctrines is that it uses the CP system as points, but ultimately you play long enough in a match and you can unlock all of them. With this system in CoH2, not only will you get more variations among commanders, but you get far more things in a commander. And this is needed, since so many abilities are in fact NOT jam-packed into one ability so that three of the five things that commanders have are useless most of the time. This means that commanders can have more "minor" features without having to decide whether to add "major" ones or just make them horrible - take the Defensive commanders they made for free, the OKW has two commadners have have an ability that does more than that.
30 Jul 2014, 13:50 PM
#167
avatar of Partisanship

Posts: 260

I find this truly something that I can look forward.
It sounds like a lot of work, but I trust this is definitely a right step.
30 Jul 2014, 14:17 PM
#168
30 Jul 2014, 17:09 PM
#169
avatar of Hirmetrium
Patrion 14

Posts: 179

Wait, why are we necromancing a 3 month old thread?

Of course, thread is still valid. Fix original commanders already. We've got plenty of new shit with WFA to improve them with...
30 Jul 2014, 17:22 PM
#170
avatar of J1N6666

Posts: 306

Wow, I remember this way thread way back at the end of the Beta. I didn't have a COH2.org account back then but I totally support this. The current commander design is kind of linear and boring.

+100000000000000 to OP
31 Jul 2014, 18:22 PM
#171
avatar of Kurobane

Posts: 658

I Agree with the original post. The thing I dislike most about COH 2 is the current Commander System. They had it right in the first game giving you the ability to choose your skill paths. They should be giving players more options for Strategy not less. Also those "filler" commanders are hardly ever used. Less overlap would greatly improve the game.
1 Aug 2014, 10:21 AM
#172
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

+1
nothing more to say in this thread :)
2 Aug 2014, 13:23 PM
#173
13 Sep 2015, 19:06 PM
#174
avatar of Bloodhound

Posts: 3

+1 we need doctrines not commanders, Pro choice!
13 Sep 2015, 19:13 PM
#175
avatar of Routaloid
Donator 11

Posts: 33

+1 I want to believe
13 Sep 2015, 19:17 PM
#176
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1295 | Subs: 1

Im going to +1 my own thread two year later because it is STILL completley valid.
13 Sep 2015, 19:18 PM
#177
13 Sep 2015, 19:18 PM
#178
avatar of DonnieChan

Posts: 2260 | Subs: 1

13 Sep 2015, 19:28 PM
#179
avatar of braciszek

Posts: 2053

previously on AMC's

THE WALKING THREAD


IT LIVES
13 Sep 2015, 19:31 PM
#180
avatar of ghey boi

Posts: 61

+1 to OP

You have my support
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