fully support modding should be a thing from the beginning.
Absolutely 100 percent agree. |
..and don't talk about ammo that is a problem for every faction in the game.
Lmao. Uh yeah technically speaking, but when your core infantry needs 120 munitions to keep up with enemy infantry later on in the game, and you generally have 3 core infantry squads and an officer squad (and possibly rear echelon bazooka squads) as well as an AT gun that doesn't penetrate reliably against bigger tanks at medium to long range without shelling out 30 muni, the munitions cost can get a little prohibitive to outfit your squishy recon squad with BARs and actually keep up with your enemy. Unless of course you're more skilled then them. But in that case it didn't really matter what you used, you would have beat them anyways. |
I think that they really should open up the game for modders. They gain everything and lose nothing from it. Sure, there's the possibility of modders being able to find out that maybe the devs took a shortcut in creating a unit by copy pasting it, but really who cares? Locking down the modding scene is basically locking yourself out of having your *own playerbase* increase the amount of players playing your game *for free*.
For example, my introduction to the Total War series was through Total War: Medieval 2. Why is that? Because I was a fan of Lord of the Rings, and someone had made a total conversion mod for that game that turned it into a lord of the rings rts. And do you know what happened? I found out I liked the series, and I bought multiple other titles in it.
I really hope relic keeps this perspective in mind. |
I really appreciate this system too as it makes your units less predictable and gives you way more options.
However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.
I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.
On the whizzbang: I feel like the jettison launcher ability should be a toggle, but with a somewhat long activation/ cooldown time. Something like you can have the crew take down the launcher but it takes a minute or something like that. And the same to place it back on. That way it isn't just paying extra for a sherman tank that gets no vet 1 ability but instead paying extra for a vehicle that can be infantry support OR rocket arty depending on what it needs to be. |
I imagine that the commander system will be more a mix of Coh1 and CoH2, in that you will still be choosing commanders, but within those commanders are the trees shown earlier in the thread.
The fact they were specific about stating that "everyone will have access to the same tools" leaves me hopeful that Commanders and similar will /not/ be subject to Microtransactions.
That wouldn't make much sense. Games being sold on their own don't make nearly as much as games that include in game purchases of some sort. Games as a service is the current trend.
What I get from that statement is that every faction will have access to the tools that it needs from the base roster and not have to rely on commanders to fill holes in unit composition |
Late-War is as stale as the bag of chips I forgot about on top of the fridge for a month and then accidentally left open last night. Some Panzer III's and M3 Lee's would be so refreshing.
Playing CTA: Gates of Hell made me realize how interesting the early war armor situation was. However, if they go early war then the T34 becomes a badass on the field and the german armor will struggle somewhat, and what wehraboo wants that? Haha. |
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You probably need to open a dictionary and look up the phrase "original design".
I any case I am not really interested in your line of arguing.
Yes. You're right. "Original design" is not "original implementation." Design being the idea, and implementation being how the gameplay actually was. So you saying that the original design was so and so is clearly supported by the design drawings. |
That is one of the most stupidest things I'v heard.
I'm glad you agree. Now hopefully you understand why nobody does it. |
Right some how the over all cost of going to T3 dropping down by 20 fuel makes going Penals first and the T2 which costs 15 fuel significantly slow down your T70.
I'm sorry the math doesn't add up.
You're buying a ZIS gun. That costs 320 manpower. Also, you're buying T2, which costs 20 fuel. Do I really have to explain it?
Even if you just buy T2 (why would you do that if you're not even going to get the zis?) the T70 is coming out slower than if you didn't. The slower you get it out, the less time it has in its window to be the most impactful on the game.
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