CoH1/CoH2
GAME UI 4/4
CoH2: The same as CoH1, although it could be better if the portrait hide soldier's eye (make it feel unknown soldier lost in war) and basic statistic counter against each type. CoH1 also better when it come to vehicle critical display.
GRAPHICS 4/4
CoH2: Better graphic, but worse fx.
VOICE ACTING 5/4
CoH2: Has some good voiceline, but still inferior to CoH1 when it come to voice during battle or infiltration.
MECHANICS 4/5
CoH2: Better mechanic for vaulting, multi-reinforce, capture point
CAPPING 3/4
CoH2: I don't know why this criteria is included but area capping is suck when it come to booby trap mechanic or heavy weapon team capturing.
CoH1 population need capping. Really good mechanic to risk cutting off strategic point.
RESOURCE SYSTEM 5/2
CoH2: Remove all importance in each strategic point, which make team game become even more terrible.
MENU UI 4/3
CoH2: No lobby until very late, require 2 layers for just a skirmish game (and stable connection), hidden tutorial in menu bar.
SOCIAL INTERACTIVITY 1/1
What this? Does it's even needed if someone play single/campaign only? But both games are poor when it's come down to Relic support.
MUSIC 5/3
The CoH1's credit song, Panzer Elite's convoy theme, British's For King and Country.
CoH2 have some soviet red songs and only one song in WFA, which are good.
BALANCE 4/4
CoH1 is better for team game (almost nobody play Brit in CoH1, almost suicidial, PE fare a bit better).
CoH2 has good solo game AFAIK (doesn't care), but team game still suck with poor resource system.
FACTION DESIGN 5/4
CoH2 has near as good as first one, until last faction is aborted. More unit does not mean better faction design, though.
ABILITIES 4/4
Unless you count CoHO, then ability of both games are as good as each other. The only exception that CoH1 does not have bunches of duplicate abilities. And some unit does not have ability because they are good enough without it.
DLC MODEL 1/1
What?
THEMATICS/ CHARACTER 4/4
My stand point is each game has its own style of play. But unfortunately, DoW3 suck, which lead me think that how fine CoH2 was before Relic going downward.
CAMPAIGN 5/1
That's the ratio of how I repeat campaign between CoH1/CoH2.
MODABILITY 5/1
Yeah, I'm a modder (check out my signature). Even more, I have work as modder since DoW1, CoH1, DoW2, CoH2. So I know which one is better and which one is suck hard.
Prohibit people from using scar code and change model/sound file... Relic does know how to annoy modder overtime.
BROADCAST-ABILITY 1/5
I don't know why this is criteria when I never follow anyone's stream(except some tournament stream, but they use third party program).
RELEASE STATE 3/3
No comment, never play game since beginning.
ENTRY LEVEL ?/?
What's this?
SKILL CEILNG 5/4
CoH1 still encourage me to 1v1, CoH2 has too much micro management that I found hard even on 2v2 and above. |
I find it hilarious how people start their development proposal/demand with "add a button" and detailed description of where the button should be placed as if the only problem was the lack of button and not the feature. You are this type of guy who says "it looks like you have the whole system ready in record time" after you look at the first scetch of UI, are you not?
What is important is that there is currently no way of doing this in coh2 other than releasing beta version of game and paying steam for additional servers. And even if it was cost effective they probably wouldn't do it just not to split the playerbase. Remember that they even refused to split AT with randoms in team games? That's quite similar. They (and we) also already have experience with such beta tests, and as far as I remember it was really hard to find a match in reasonable time in both versions while they lasted.
Actually, the real reason is that the mod does not go official yet. If they put such option in, people will use this mod to bash Relic when there is bad decision in mod, because it's been officially confirmed, and ranked.
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Relic knows best and asking randos on their official forums (since we all know everyone hangs out there and not coh2org) will obviously give them better advice than coh2's top tier players and community members. You'd think they would be humbled from DoW3's flop but alas. Relic would be wise to heed what philosopher Lamar once said, "bitch sit down, be humble."
The biggest sin is Relic is asking what the community thinks. A true visionary TELLS you what to think. However when you can't get basic balanced right, does it really matter if you have a visionary vision.
If I was to compare CoH2.org and official, the official one is better.
In CoH2.org, it is nothing more than base of player consuming hours to get good at 1v1, aka competitive players. You get bad stats, or just team player? Your voice is nothing.
In official, I found many kind of players, including competitive and casual players. Everyone is the same.
If Relic are going to sell their game, they must target the number of players first.
After that, then they can balance the game according to small competitive audience.
The great failure of DoW3 begin when Relic try to appease those competitive players of Starcraft. This is terrible because casual players will feel that they are betrayed and either not buy or leave after they cannot bear it.
The result as everyone can see, the sale is fall to bottom, and number of online player is equal to a dead game. Even competitive player struggle to find player to play with.
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try to patch without proper testing and feedback ? that sound familiar that really remind me of something ,like when COH2 got a unit that wipe withtin 2-5 second
What you said is completely irrelevant to what I said.
I never said that patch with no testing, I only said the fault of current balance team is that they are bad at beginning phase: planning. Bad beginning lead to bad end, just like what Relic did before.
Just look at recently work:
- After first so-called community patch, US Mortar(why USF need this one?, they need the WC51!) became disaster.
- After second patch, they force SU player to go for Lend Lease.
I'm not against the current team. I just want them to change. If they don't, there will be no good outcome.
FYI, at that Relic already has closed community team (mainly top players) that gives them opinion. You would catch many stream they try testing with those players. The reason of failure? They(to be exact, there was only one particular person) simply didn't listen to them.
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When we were forced to rush Maxim changes through the gate, we only had a week of preparation time, during that time we received a lot of feedback. However, during the remaining month people simply got bored of the GCS preview mod, we stopped receiving feedback altogether, and the result is the potato-level Maxim you can now experience in the live version.
So, there's no point in building a mod, if it is only ever going to be launched once and never replayed; We could have just stuck with the patchnotes instead and save ourselves months' worth of effort.
The way the balance team go is... not correct from beginning.
For example, about maxim, while OKW has big trouble with it, OST has none. You should question why? It's because OST have sniper, mortar and rifle grenade. Then you will realize that OKW need a similar unit or ability to counter soviet HMG, no need to nerf maxim.
Immediately after you nerf maxim, what's happen? DHSK become the problem. And then you try to nerf DHSK again. It's like you are trying to patch things by displaying stuffs and let people choose what best instead of thinking for BEST CONCRETE PLAN.
If you rely on community to give you a good idea, then that just proves your incompetence in balancing. |
Do you want an A.I or an afk player? There is no other choice, choose one. |
And how will you enforce this in a 1v1? How is it even a legit thing to need such a synergy to defeat a non doctrinal unit that can be upgraded to god tier status every game?
KCH vet3 is not feasible in 1v1. The cost and tier KCH come out, most likely the game is over. Any axis player will prefer zombie gren over it, simply because Elite armor is better than Heroic armor.
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I don't deny that VCoH had a lot of good tings going for it. But don't mistake these good things for the the only things the game did. The game did many things wrong, including overpowered nonsense. Knight Cross Holders at vet 3 were ridiculous and over the top.
You bring the argument to silly and unrealistic, yet you agree that Knight Cross Holders were extremely silly. Why on earth bring something that silly and unrealistic back when we can have the lesser of evils and keep it at 'silly and unrealistic' instead of 'extremely silly and unrealistic'?
The entirety of VCoH made the infantry battles better. This includes faction design, map design, unit design and the aspect you speak about. Bringing just these armor types back will not change anything positively unless the entirety of the CoH design comes back to support it. Considering there is a CoH2 with very different dynamics, it could end in a mess if Relic decides to make a CoH3 by creating a VCoH and CoH2 hybrid.
KCH vet 3 is not invincible. In CoH1, there is always interesting thing that you don't know. In this case, Rifleman BAR + Brit Medic station healing aura will beat KCH vet3. It's just coincidence that I found during team match, but that's what make CoH1 extremely interesting.
Armor type in CoH1 is very innovative, and it's very easy to remember compare to current CoH2. For infantry in CoH1, there are 6 armors just as OP said. You just simply remember which unit has which armor and then bring your counter out.
For example, sniper is not effective against heroic type but very effective against elite type. Don't try to snipe KCH, but do try against vet 2/3 grenadier.
Or PE against Armerica Pershing, you think Panther is the counter, but nope! Marder III is your answer with 25% increase effectiveness against Pershing armor. (In EF mod, IS-2 use Pershing armor as well, you know which weapon to use against it now!)
In CoH2, you have to remember target size, which is different for each unit. And the whole unit counter is never happen: Everything is put on a single scale, higher cost and tier, better unit beat back weaker unit, no surprising moment. |
here i found some Changes for US FORCES
-Adding Sniper to US Forces. ( you can Build it from Platoon Command Post)
-Moving MG 50cal to Barracks and Mortar to Platoon Command Post.
-Increasing Bazooka prise from 50 to 70 Munition while increasing its Damage and Range.
-US Forces Bunker shall not need MG activation (its waste of 60 Munition) Just like in Company of Heroes 1,
as you Build The Bunker it should have the MG on it.
-decreasing Fuel and Munition Cache prise from 200 Manpower to 180 Manpower.
-Sherman E8 should enter the battlefield without needing Major Activation ( just like before )
-120 Fuel is too much for Building Major/Battalion Command Post.(90 Fuel was ok and changing to to 120 Fuel wasnt really necessary)
-Captain Shall spawn with Bazooka.
--------END--------- Thanks!
- Sniper is OK, except some fanboy would say it's not real.
- USF Mortar is trash, move it to Platoon does not help it anything. Although 50 cal may be better if it come earlier (only require grenade/weapon upgrade in barrack), allow it to get to position before Axis light vehicle arrive.
- Bazooka work as it is, and on borderline of OP. No need for change, except giving Paratrooper RR with that cost would be great.
- About bunker, in exchange of 60 munition, there will be 20 fuel increase in cost along with it, just like CoH1, what do you think?
- Other faction cost 200manpower to build bulletin, you could slap a bulletin if you want cost reduction that much.
- People will keep skipping major to bring two E8 against one panzer IV, and that's not funny at all.
- Any other faction suffer high fuel for late tier, why USF is exception then?
- Promoting captain would only reduce Lieutenant usefulness, which is in bad state even now.
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US absolutely does not have to blob, that is absurd. In fact, blobbing makes US weak vs OH, conversely, stronger vs OKW because OKW lacks any reliable suppression tools.
Blob does not happen in early game. They are frequently found in team game but doing so in 1v1 is complete suicide.
In late game, crates tend to appear everywhere, and mg effectiveness suddenly become null. This is the moment USF blob shine, as they can double-equipped while cost less to reinforce (Compare to Brit). |