I come back every few months, watch a bunch of replays, and play a few 1v1s. Every time I try to get into it, and I can't, because it's so fucking one-dimensional. From a macro perspective, the game really hasn't changed. It's still a really interesting game if you're into micro, and a really boring game if you're into strategy. Maybe balance has improved, I don't know, and I honestly don't care, because balance isn't going to convince me to play the game or not.
I watch CoH2 replays and try to approach them from the same perspective I approached CoH1 games when I was making videos, and it's impossible. All there is to talk about is "he saw this unit so he built this other unit, then he saw a different unit and built something else". It's all units units units, the only variety is in units, there's literally nothing else from a strategic perspective. Sure, the micro is interesting, but that's just a single dimension of the game, and it's not enough to make the entire experience enjoyable. If you removed upgrades from SC2 and replaced them with a thousand different units that were minor variations of existing units and a few dozen active abilities, do you really think it would make the game better?
There's nothing objectively better gameplay-wise in CoH2. Every so-called improvement can be viewed as positive or negative based on your perspective regarding RTS games. That's the entire point I was trying to make here.
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Register Time: 18 Nov 2012, 16:42 PM
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Game Name: RoMInverse
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 10 May 2024, 23:46 PM
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Birthday: 1991-04-04
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Post History of Inverse
Thread: Does CoH1 have a future?18 Jul 2015, 18:59 PM
In: COH Central |
Thread: Does CoH1 have a future?13 Jul 2015, 17:39 PM
If you look at any CoH game from the perspective of 2v2+, it's always going to be shit. CoH1 team games were shit because of Brits and snipers, CoH2 team games are shit because of heavies and call-in spam. Removing things like snipers and purchased vet made 1v1s less interesting and didn't improve team games at all. There's always going to be fucked up shit in CoH team games because the game wasn't designed for that many players. In: COH Central |
Thread: Custom Key binds13 Jul 2015, 17:21 PM
http://www.gamereplays.org/community/index.php?s=f5fc6965c256015806513004377c206a&showtopic=285329&view=findpost&p=9323636 Don't use AHK if you can avoid it, it's shitty and susceptible to missing keystrokes, especially if you play with higher APM. Much better to just hard-code your changes right into the game files. In: COH Central |
Thread: Does CoH1 have a future?7 Jul 2015, 18:20 PM
I wouldn't exactly paint Hans as the epitome of mechanical skill and situational awareness. He couldn't play CoH1 without an AHK reverse script, which is a little disappointing in a game with such tiny APM demands. He was also never a very good CoH1 player, so seeing him struggle isn't exactly the best of evidence. Truesight actually doesn't affect strategic depth at all; what it does do is add a lot to the game's tactical depth, which is something CoH2 has far more of than CoH1. That's why, as I've always said, if your favourite part of playing CoH games is microing your units then you'll probably enjoy CoH2. But strategic depth? It adds nothing to that aside from making information more difficult to obtain, which isn't necessarily a positive when you're talking about strategy games. Finally, the thing with team games in CoH is they've always been garbage. People thought the problems team games had in CoH1 were because of snipers and purchased vet, yet CoH2 has neither and team games are still shit. As much as people around here refuse to admit it, the simple fact is CoH as a franchise has never been designed to make team games properly competitive. Citing a change as being beneficial because it improves team games is therefore pointless, because even with these "improvements" team games are still completely trash. Are team games fun? Sure. But are they good for tournament play? No fucking way. Also, when you look at the Elite Mod sniper changes, they actually have almost zero impact in the vast majority of competitive 1v1s. The only situation they address is mass grouping of snipers, which is extremely risky already and very rarely used in proper play between two similarly-skilled players. They eliminate a cheesy, risky playstyle, and aren't drastic enough to change how people use the unit otherwise. The fact is, most of the improvements people cite in CoH2 are really just changes that can be seen as either good or bad depending on your perspective and priorities. I'm not the all-micro kind of player that they're targeting, so I see negatives instead of positives because most of these changes move the game further from the style that I prefer. In: COH Central |
Thread: Is there hack/ tools in Multiplayer in current state ?7 Jul 2015, 15:20 PM
It's really impossible to know if it's undetectable honestly, it's not like you're going to use it in one game and then get instantly banned. Cheat bans happen in delayed waves in order to make it harder for cheat coders to figure out how they were detected. In: Lobby |
Thread: Is there hack/ tools in Multiplayer in current state ?7 Jul 2015, 15:03 PM
There are always going to be maphacks in games with a lot of client-side processing, which means every single RTS in existence. Still, in my experience it's very rare to come across them; in multiple thousands of hours of playing CoH1 I can't remember a single game where I was 100% convinced that my opponent was maphacking. Synchacking is also possible in CoH2, though may be harder depending on how the battle servers track commands. Drophacking in the traditional sense of pulling the plug, however, is essentially impossible in CoH2 thanks to battle servers. In: Lobby |
Thread: Does CoH1 have a future?7 Jul 2015, 14:56 PM
- Reverse on vehicles is only an improvement for lazy players with low APM. I prefer manual reverse in CoH1 because it adds some mechanical challenge to a game that is otherwise very simple mechanically. Manual reverse is still superior in CoH2, though, since you can cancel forward momentum and control your path easier with it, so it's really a wash regardless. - I'd argue that much of the information shown on the top right of the screen is superfluous, though being able to see suppression indicators at a glance is very nice. One big downside of this is you have to click an icon to collapse and expand that view, instead of simply hovering over an icon like you could do in CoH1. I personally prefer the CoH1 approach because it's less busy and provides only the information I feel I need, but I can understand why some people prefer the CoH2 approach. Still, like vehicle reverse, I feel it's a crutch that benefits mediocre players the most and provides very little benefit to players with proper situational awareness. - This isn't really an improvement, just a minor change in game mechanics. I feel it's a quality change however, even though in practice its impact is very minor. - Again, Truesight really isn't an improvement, just a change. And I'd actually argue that it's created a bunch of problems that never existed in CoH1, especially since there really aren't any dedicated scouting units in CoH2. For example, it makes blobs far more powerful because they're more difficult to scout, and therefore more difficult to react to. Sometimes depriving players of information isn't always the best approach. Still, I'm neutral on Truesight; I don't think it's necessarily better or worse than CoH1's vision system, just different. - Awesome visual addition, fucking terrible gameplay addition. One of the worse design decisions for the British in CoH1 was giving Tommies reduced movement speed in enemy territory; why they thought adding that "feature" to maps would be a good idea is beyond me. - Snipers were really only a problem in team games in CoH1; in 1v1s, snipers were used as they were intended to be used, as fragile and expensive but powerful support units. They also contributed greatly to the mechanical skill requirements of the game, since properly microing snipers took a lot of focus and a lot of actions. There isn't a unit in CoH2 that replicates the satisfaction of effectively microing CoH1 snipers. The biggest improvements in CoH2 are in the server infrastructure and network backend. Something like the battle servers is a vast improvement over CoH1's pure peer-to-peer system, and allows for things like observing and server-side anti-cheat. In-game, the only real improvements I see are being able to issue capture commands directly on the minimap, being able to vault over cover, and being able to select which side of a building an MG sets up on. I haven't used the latter, but it would have been a very helpful feature to have in CoH1. In: COH Central |
Thread: Skins, etc NOT in Auto-match...25 Jun 2015, 14:08 PM
I suppose if you had to access them through the workshop it would make the problem a little less severe. It still fucks with purchased skins though, and there's still the potential to use skins to achieve an in-game advantage, since it's unreasonable to expect Relic will screen every single workshop entry. In: Lobby |
Thread: new 'in-game store' is EVIL25 Jun 2015, 13:17 PM
When you have thousands of people charging $0.50 items to separate credit card transactions you pay out the ass in transaction fees. That's why there's a $5 minimum for Steam Wallet funds when you purchase in-game content. It's never going to change, and it's honestly not a big deal at all. In: Lobby |
Thread: Skins, etc NOT in Auto-match...25 Jun 2015, 13:14 PM
Client-side-only skins likely won't happen these days. They can be abused to make units and abilities easier to see/distinguish from one another, which isn't too big a deal since CoH2 isn't a super-competitive game but could still be a problem. It also makes purchased content 100% useless, since it can be replicated and distributed to people for free extremely easily. In: Lobby |
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