At Vet 3 you have the ability to deploy KITT from the back.
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I'd like to get back into COH but I'm now completely addicted to COH2 Gridkeys.
I found this link describing how to do it but only one comment saying it failed: Gridkeys hack.
I also understand you can use Autohotkey scripts...Are these fast enough? The notion of a script moving the mouse for me to a button in-game makes me uncomfortable.
And would anyone want to share their config file? I want essentially "QWERTY-ASDFG-ZXCVB" layout the same as in COH2...
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Yes, it's hilariously powerful.
The real issue for me is that the only counter is RNG based. Such a crucial, game-changing unit should not have a counter that only has a 40-60% chance of being successful, but if you do get off the ram, you will probably win the game. It's just insane, completely contrary to any reasonable design in a strategy game.
The reduction of what is still a fairly complex Real-Time Strategy game to these arcade mechanics in the late game is more of a slap in the face to veteran COH players than just about anything else Relic has some up with in COH2.
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I think if AT guns could be made more reliable, then a number of other balance items might become a lot easier to manage. Ie., right now it's not so great that Tigers only have a 40-60% chance of being rammed, but if you can at least scare them off with reliable AT, it might help.
Obviously in COH1 AT guns were a lot more reliable. Here are the differences I know:
1) In COH1, AT Guns ordered to attack a target will continuously turn without additional input from the user. In COH2, AT guns must be manually rotated or spammed with attack unit commands to get them to keep turning.
2) In COH1, the turning speed seems to be a lot faster. AT guns pick up and then continuously turn until they can shoot their target, but in COH2 they pick up, turn, then set back down even if the target has already moved out of the firing arc. COH2 AT should continuously rotate better and NOT set back down if the target is not in the firing arc.
3) AT guns in COH1, if given an attack command will continue to move forward if the target moves into the fog of war. This can clearly not always what the user wants, but it's a behavioral difference worth noting, and sometimes you MAY actually want it. It's more a less a bug, in my opinion, that COH1 AT guns "know" where their targets are even if in the FOW. This was common unit behavior though in COH1, units given attack commands will briefly follow targets into the FOW.
4) Generally COH2 AT guns movement speed seems slower, but maybe someone can look up the stats. It is nearly impossible to chase a tank with an AT gun, even with a damaged engine unless it was less than 1/3rd of a screen away. In COH1 this was much easier to do.
5) Target priorities still don't feel right in COH2. Even if you've given an attack command, if the target is out of the arc, the AT gun will waste a shot on infantry. This is really, really bad in close battles where that fire/reload time matters a lot. There's got to be some delay on firing at infantry, or a timer because chances are the vehicle target will be back in range in another second. Maybe AT Guns could be programmed to never fire at infantry as long as a vehicle is in its general vicinity or some such? Ie., visible on screen.
Please note any stats you can dig up, I really, really think the AT mechanics are at the core of a lot of other problems...
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An outside analyst from space might even observe that in even in video games we are seeing the reproduction of the socioeconomic structure in video games....1% have the power and the money to afford more power, while the 99% rage and quit.
The one thing that's great about sports and video games - until you get to a certain professional level - is that competitive sports are level playing fields. It doesn't matter if you're poor or from a race that is discriminated against, if you have talent, you can win and succeed.
The best, most popular MOBAs still follow this model. They make money in other ways. But not COH2, not anymore.
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YOU HAVE NEW HIGH SCORE IN TIGERRAM2!!!!
PLEASE TO ENTER INITIALS:
_ _ _ 280,102,232 Points
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So wait, let me get this straight.
You were raging about the commanders a while ago and organised an "incredibly successful" protest day on Monday, yet you only faced one of the new the commanders today (assuming you uploaded the replay shortly after playing)? So basically for your opinion so far you completely relied on "Vindicare and the others"?
Hilarious.
It was the first game where they actually managed to win with the Tiger. I've faced that doctrine a handful of times, but I always won fairly quickly before they even got close to the Tiger. I play probably 4-5 1v1s a day, and yeah, yesterday I was off until midnight. There are fewer people in 1v1 automatch using that commander than you might expect. And where is that quote from? I never said it was "incredibly successful." Truth be told, it looks like it had no impact at all, but at least I tried!
Oh and actually Nullist the T70 baserush was just to get the vet 3 mortar. On certain maps like Kholodny it can sit back and cause an enormous manpower drain and leaving me vulnerable to squad wipes if an LMG gren popped up while I was capping and had already lost half a squad to the mortar. I considered the sacrifice worth it actually, akin to suiciding a jeep to get a sniper. That mortar was really hurting me, far more than the LMG grens I could run away from.
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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.
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Well, whatever, I was tired and playing tired is not a recipe for success.
I am glad I fought hard for 30 minutes so my success or failure can all be decided by one arcade game: "TigerRam2". You know, Relic, we could just skip the whole skirmishing for 30-40 minutes thing and just play TigerRam2. We could even buy more "lives" (T-34s) in game and you can charge us 25 cents per life, just like an old arcade game.
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