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Attacker doesn't necessarily get first shot. In fact because the attacker is maneuvering rather than holding steady, it's harder for them to get the first shot because when a tank in CoH moves, its turret turns to shoot whatever it wants instead of what you want it to shoot. The defender, meanwhile, could just target the attacker because the defender doesn't have to move. Whoever gets the first shot pretty much depends on whose gun has the longer range, though. |
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Oh yeah, copying Men of War would actually be idea. The Hold/Return/Open Fire toggle is a great system. |
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Right. I'm trying to understand what the heck Quinn is talking about. I totally agree with everything you've said, which is one of the reasons why Quinn's point makes no sense to me. Attackers and defenders seem more or less evenly positioned when it comes to taking advantage of side armor. |
Uh okay but Tank B gets just as many side hits: http://i.imgur.com/6RcrLxK.jpg |
Thread: OMG mod11 May 2013, 19:52 PM
I always misread it as OMCG, because whenever I'm in CoH mode that's what I expect to see. |
Streaming or just Netflix in general? Instant Watcher is a good site for finding good stuff that's Streaming. |
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But the attacker only gets to choose positioning if they know which direction the defender is facing and if they can approach from some other direction head on. But of course that's often very difficult to do because coming from any direction other than "the front" means driving around near enemy lines and thus getting spotted, giving the defender tank time to swivel around and face its front armor, or more likely the defender either backs up or just starts maneuvering. And for any of that to work you have to know what direction the defender is facing already, which is very hard unless it's obvious which direction you'll attack from, in which case you have no choice and you're going to hit the front armor.
The thing is that most CoH tank engagements either happen at long/max range for both tanks - they approach each other and start shooting - or both players are maneuvering and both players (or the one with the better micro) get side shots. |
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Corporations. |
I can perhaps explain what he meant.
There are no angle calculations in CoH2. In a realistic scenario, if the defender exposes his side armor at an angle, it becomes the equivalent of sloped armor: it is harder to penetrate.
However, since there is no angle of attack calculation in CoH2, even exposing a tiny bit of the side armor, will count as though you had gotten hit straight on, for full effect. This is a disadvantage to the defending player, because it means he must painfully position the tank so the hitbox used to calculate the hits, faces exactly towards the enemy opponent.
That's how I understood the problem at hand, and it is an understandable position, since adding angles of impact affects other stuff.
But this applies equally to the attacker... |
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I think those are actually some of the hardest to fix - stuff like upkeep and so on can be fixed just by changing numbers in some spreadsheet. Changing the UI requires artists to draw new assets, UI programmers to program new UI elements, UI designers to make sure they work for different resolutions, etc. I think it's far more work to change something like the UI and for that reason I'm not to sanguine on the chances of large changes, although the feedback has been so resoundingly in favor of changes that maybe Relic will listen (they did move the commander UI from its location in the Alpha). |