|
I'd love to have custom game options be way more in depth. Things like resource, health, and damage multipliers being a base game option to tweak in custom games would be very nice.
Something like an on/off switch for certain mechanics, or even an option to adjust the percentage (100% abandon chance! Imagine the insanity! Soviets with panthers and germans with katyushas!) would be very welcome from me and my friends who love to play custom 4v4 matches on goofy maps and goofy mods. |
PLEASE don't add bullshit like random abandons, Main Gun Crits, and other awful mechanics back in!
Disagree. They're fun mechanics from perspectives other than L33T gamers. I say leave them in as options for custom games if they're so terrible. |
I have never even heard of such a thing before, do you have a link or something to the person saying that?
Because if not I'd call it false information and just feeding a myth.
Not at the moment, but considering that we're both referencing modding and CoH1 rangers, it sounds like we've both got the same event in mind. Now either I've got something wrong or you do. Do you have a comment to link on your version of why the mod tools got locked down, lest you spread myths yourself? |
I don't understand your argument about the shortcut of creating a unit, if it's done properly and it works, doesn't bug out and so forth like the Sturmtiger, ZiS 3 Field Gun, IR HT and so forth then what's the problem exactly?
Those units were just lazily made in my opinion and that's why there's problems with them, not that they took shortcuts.
But in reality as it's evident with Games Workshop's zero tolerance policy on fan content made about 40k companies want to milk every possible source for money and don't really care that the fans are basically doing free advertisement for them.
If that wasn't the case then CoH2 would have been fully moddable like CoH is by now but instead they decided to cut model editing and importing back in 2013 when somebody ported over some CoH models to the game and sell 5 dollar premium commanders which they nerfed after a month to sell the next batch of OP shit.
You misunderstand me. I had heard that CoH2 had mod support like CoH1 until modders found that Guards troops were copy pasted from CoH 1 rangers, voicelines and all, and because they were embarrassed of that they clamped down on modding to only be able to use the mod tools.
That's why I was saying "who gives a f*ck about that just let people mod freely". |
It's not even released yet, relax.
Now is the best time to voice the opinion that the game should be open to modding, so I'll continue to do so where applicable. |
|
I like the new dynamic campaign BUT they really had ought to open the game up for modding so that people can make their own dynamic campaigns in Germany or Russia just because only Italy or North Africa over and over is probably going to get stale. |
lame..really wanted a modern coh3 ww3 or something cool ww2 gets boring after a while
You should try Call to Arms. It's set in the modern day "War on Terror" era with the US, Germany and basically the United Arab Emirates versus Russia, basically ISIS, and a balkan insurgent faction.
It's an entry into the Men of War series, so it's built on the Gem engine (with all the baggage that entails) and its playercount is a little low, but it's a fun game with modern equipment and an ok coop mode if you can get some friends to play with. |
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. |