COh2 had it. Especially at launch. When everthing died to to everything in mere seconds. One mortar round? Kills half a squad. Blizzard. Kills the last guy on retreat. Vision? Zero. Katyscha and Pwerfer BArrage. Army gone.
That was dark.
No, this was -
Refer to 29:25 time mark as one example, there's also a few more during that video alone if we're to not mention the rest of the cutscenes.
The game's story telling, cinematics and graphics themselves were realistic, dark and gritty and neither CoH2 nor CoH3's cartoony by comparison visuals have anything on them. Both games are more colorful and full of sunshine, they cannot replicate the artificial dread that went through your bones the first time you played the original game.
There's a MoW spinoff series called Call to Arms, and while that game is a bit of a F2P/P2W mess Ostfront, it's WW2 "DLC" that's also a form of spiritual successor to Assault Squad 2 is pretty good and really reminds me of the original CoH with it's dark and grim atmosphere and feeling.
We also made a mod called MACE for it which adds additional units for Germany and soon for the Soviets as well as the US as a new faction, which they are coincidentally also adding in another DLC expansion to the game so I can recommend it to everyone here to try it out.
CoH2's Soviet campaign was pretty bad, I think we can all agree on that.
But CoH3's campaigns had, and perhaps still have, the potential to be great if other routes were taken in terms of decision making for them.
In my own personal opinion the DAK campaign missions themselves weren't bad, they were pretty standard but short as was the whole 7 mission "Operation". However the whole problem with them was the disconnected main story, you were playing as the Germans but the whole thing was told from the perspective of a civilian who fought, unwillingly from what I remember, with the British against you and we didn't really get to learn a lot about the overall war effort. What could have been done here differently was for them to have taken the original CoH's approach towards the German campaigns and told a soldier's story of tragedy and sacrifice in service to their Fatherland and commentary could have been made similar to the Tiger Ace campaign at the end towards how Rommel was mistreated later in his career which ultimately ended his life. Speaking of which, Africa could have served as an excellent side-story to the main Tiger Ace one about a different crew or maybe one of the original crew members before they were transferred over to the Eastern Front or Normandy.
As far as the Italian theater goes, I think it was too boxed in and limited with forced humor in the form of the bickering generals in place of the more serious and real tone of the other campaigns. It's really upgraded from CoH2's Ardennes Assault but something more akin to Total War's open ended and free dynamic campaign would have been preferable where you could even fight as Germany for example, or with just an Italian partisan force, or the Italian Army itself for instance, plus the Canadians played a pretty big part in real life but there's little to no mention of them from what I noticed. Overall like I said with a few improvements here and there I think that it would have probably been the biggest and longest most fun campaign in the entire series.
However all in all the original game's campaigns still remain the best and I continue to recommend them to everybody I know as probably some of the best story telling in RTS history, everything just clicked so well together from the dialog to the cutscenes, gameplay and music.
Someone called you Chief in the comments, so you know its good! Thanks!
THE MORE YOU KNOW PSA with Donkey Rosbone
Textures/Images in video games are usually a power of 2. This is done to speed up drawing repeating patterns using a boolean AND function to reset the pattern. Computers work in BINARY. Which is a number system based on 2.
Example to draw a repeating 8 pixel texture:
Normal way to increment and repeat a pattern:
Xpos = Xpos + 1
if (7 < Xpos) Xpos = 0
Faster way to do it:
Xpos = (Xpos + 1) AND 7
The Inner Loop
Both ways create a pattern of:
01234567 01234567 01234567 01234567
But the AND version is faster to do on a microprocessor. And this code is run more than any other code when drawing graphics. So any tiny improvement in speed is huge because this will be done millions of times per frame of video.
To render a texture to the screen there are several nested for/loops used and this is the one that is inside all the others, gets run the most, and is known as the inner loop. The faster your inner loop, the faster your game will render.
When 3D graphics first appeared this was necessary to get graphics to run smooth on a CPU based rendering engine. With modern video cards (GPU) doing the work on multiple dedicated pipelined processors, the power of 2 limit is not necessarily needed any more for speed. But still a requirement most of the time.
I hope some of that made sense. Since I am clearly insane, it probably did not.
And thank you for your explanation but I was more hoping for something concerning CoH3's modding and/or the guide itself.
I think I recall Relic answering this question before, and basically it was "Because we want the icons to look familiar if players are coming from CoH2, so they immediately get a feeling about what those abilities are doing".
Too bad when there is abilities in CoH3 that drastically slow down your vehicles but use the Blitzkrieg icon
Literally, there's an unused upgrade in the files for the M8 Greyhound that gives it sandbags but it has the icon of a Tiger getting bombed or something similar to the mine-laying one.
In general you are saying you have been happy with the sound effects and graphics and how they impact your enjoyment. Thank you for posting.
No, it's the opposite.
I find enjoyment out of the gameplay mechanics because of the design of the factions and units like I said since they're similar to the original game's ones, but then again that might be just nostalgia speaking. However even then, I still like the new features, but definitely not the direction they're going in with the graphics, effects, audio and DLC store like I already mentioned.
As a person that's been playing CoH since 2006 I enjoy the game purely out of a mechanical gameplay aspect of the factions and units being similar to the original game, while also adding in some new features like auto-vaulting, towing, tank riding and so forth.
Balance-wise, campaign-design wise, graphics and audio among others however are not to my liking, but still, you asked, I tried to answer my reasoning and opinion although lately I've been a bit de-motivated to play the game seeing as where they're going with it's monetization and so forth instead of going into the direction of actually fixing and improving the game first.
Hard to say. During first alpha, they've actually had those commanders in the game files. So while video is clearly a mod (guy just sorted out the abilities basically by name), concept of those commanders is legit.
Huh, interesting. Well fair enough then I guess.
But wouldn't the Mormon Harrington overlap with the Humber as it fulfills the same role then basically? I'm guessing it's a placeholder unit like many others.