Is there a Coh2 mod that exclusively adresses quality of life functions/bugs (Ghost sandbags, squad spacing etc. etc.)?
Mr.Smith's Quality of Life mod is great, but it severely touches balance.
I want to use a mod for custom 1v1s against friends, but all the mods change balance too much and I don't want to deal with two seperate balance iterations of coh2 at the same time (ladder vs. custom). |
It's parasitic non constructive behaviour/attitude like yours that is actually killing the game and community.
Instead of doing that, how about you help make the game better for all?
This is why we need a report functionality.
Here here!
Well said cloth sir
This approach has worked once before..
Are you trying to tell me that you live in a world where players have gentlemen's agreements to not use broken shit? Crying in the forums obviously didn't help with ghost sandbags and doormines. Only abusing the fuck out of them will do. Relic won't do shit unless the game's integrity or whatever is left of it is seriuously threatened or damaged. All of us want broken bullshit fixed, but you're just being naive and ignorant about how to get there. Relic has proven to care very little about forum feedback. Even the most sophisticaed efforts by respected/expert players has been ignored to the point where I say fuck it, we need to shove it down their throats and force the issue.
Edit: Also why a report function instead of fixing what is broken in the first place? |
For now, i'm just abusing as much as i can usf mortar & lmg blob and i will switch to the next op thing after next patch because nothing is going to be fixed with such mediocrity and lazyness from relic.
I like this approach, because it forces relic to act. As much as I hate ghost sandbags and (former) doormines etc. I would like everyone to abuse these mechanics as much as they can to expose issues with the game and urge relic to fix them. In addition to that, why restrict yourself when playing to win? Is it your fault that the game is flawed? No, so abuse the shit out of these things, win games by doing so and expose bs to the point that relic sees it necessary to fix it. Doormines got fixed eventualy.
There are some things though that we can't really deliberately abuse, like Raketen shooting the ground, splash damage wiping squads because of squad spacing etc. These are the things that really bother me, that I can't help expose as much, other than writing about them and hoping relic people to see them.
The amount of time it takes relic to acknowledge and finally fix flaws with the game (if they acknowledge them at all) is really frustrating though.. |
That's a great effort. Let's do this guys, give your best feedback!
While we're at it, can we have this kind of feedback form for quality of life changes? There are a lot of little things that would make the game a lot more comfortable. Things like PAKs being on "fire on tanks only" by default etc.
Also don't forget to give some love to all the forgotten commanders!!! |
rocket science
LUL
On a serious note though, Raketens are doing ok, but they are, like some other stealth units flawed by design. It's not quite consistent and true to the identitity of ambush units to be able to move while cloaked. It's like bringing the ambush to the enemy which is not an ambush by definition. For the Raketen specifically, my suggestions would be to reduce aim time significantly (and increase cooldown/reload time to maintain same rate of fire), allow cloaking only when stationary and elevate the "muzzle" (visibly or not visibly doesn't matter), so it doesn't fire into the ground as often. I believe the ground hits stem from the fact that the Raketen is firing the rockets from a very low profile and I hope that (if the implementation is possible) this would reduce ground hits a little bit.
I always thought that the Raketen was supposed to be like an M42 (done right (= high rof, low pen, low dmg AT gun)), but it's just a low range, ground hitting, slow projectile pak with ninja cloaking). As always the unit itself is kinda ok, you just need to use it the right way, which is right now to creep forward (preferrably in pairs,) in cloak and harass, snipe tanks or at least deter them.
EDIT: Since elevation is in the game, but completely unattended in terms of concious consideration for game balance, it is left to us (and mappers) to account for it, so our Raketens don't suffer too much from a coincidental/accidental game mechanic that affects only some units in the game... |
Wasn't there a replay analizer/tool that would even draw heatmaps based on the replay files? That thing was great. Imagine cohdb doing that, along with graphs for resource usage, vp status, territory status etc, just like those that are in the game, but more accurate and less bullshit. I can't even tell what the graphs in the after-game-stats tell, because of weird axis and units in the graphs.
I would very much like to see big data style heat maps from all the uploaded replays from, say a tourney and stuff. Right now, very valuable community members are doing a shit ton of work to record, analyze and display actually relevant and interesting stats from tourneys.
We don't even need relic to do it, just give us good APIs, (modding) tools and boom, community can take over this piece of unpolished, half assed shit. |
I'm not sure why all healing hasn't been to switched over to aura effects yet. Much cleaner/more efficient and no medic models screwing with pathing.
Yes, yes and yes. Relic please. Relic. If you are really that stubborn and ingorant about the balance implications of faction identity, or asymmetric design, go ahead and keep the medics, keep the animations, keep the pathing bullshit, but give the fuckers an AURA for once. Give it to all of the medics in the game and they shall rejoice and feel the healing power around themselves. |
Some thoughts that I wrote down about indirect fire in general in CoH:
This is a thing that has bothered me personally since the very start of my CoH2 endeavors. It is incredible how little effort indirect fire units need to be as effective as they are. I would very much like to have the automatic/passive/idle scatter, rate of fire, target visibility to shell on ground time (aim time etc.) be nerfed heavily, but leave barrage as is or even buff it depending on feedback. CoH2 is an RTS and real time strategy implies interaction focused gameplay mechanics, which is why all the emplacements and indirect fire platforms that need little micro like the mortar (pit), isg and pack howitzer to a lesser extent are heavily flawed by the genre and CoH specific standards. These units defy a lot of things that make CoH great, like mind games, counter play, prediction and just general strategy. Don’t get me wrong, their actual existence is vital and great since they add variety and options, hence I would advise balancing them around barrage and nerf auto fire into the ground. Indirect fire should be used actively and it should be significantly more impactful than passively using them, which is currently not the case imo.
just my 2 cents. |
Hi, I have a similiar problem but I guess the problem I encountered is normal and consistent with the game's "polish".
When I assign a control group to a unit, then that unit dies and I try to use that control group gain, the camera just jumps to a seemingly random unit.
I've never had problems binding any keys to a unit though. |
I fully support the reduction of visual noise for pings and minimap alerts. The alerts are lighting up 4 times, are huge and create a lot of visual noise on the vital tactical (mini)map. It should be reduced to 1 or 2 times, that would help a lot. Maybe add an option for that in the menus (along with hotkey setup but that's a whole different story). Your suggestion would fix part of the horrible UI for me.
Capping circles are a design choice. While I agree that they make the territory fluctuation quite fast compared to vCoH, I guess this is part of CoH2's identity and design philosophy now and surely deserve their own (controversial discussion). I'd say leave them be like they are now since changing that stuff implies a more fundamental change in design philosophy which is kinda late now if you ask me.
For the resource distribution among territory points I would say that giving more siginificance to certain points would be beneficial, since currently the dedicated fuel/muni points take much longer to cap, but give relatively little income of that resource to make a significant impact. I would suggest something like +4/+2 instead of +5/+3 for normal points, +9 instead of +7 for fuel points and +14 instead of +11 for muni points. The system in vCoH was kinda cheesy imo and led normal points being completeley ignored unless for connecting/cutting off sectors and made resource income too inconsistent imo (but also more critical). One could account for that when making maps, but the former suggestion can be applied directly and is less drastic.
You could also go and make it like in dow2 where you get more resources for holding a point for a longer time. This would reward players that frequently contest their opponent's points while holding their own and urge players to not ignore a part of a map completely. Of course all of this doesn't take faction design into account and would also promote camping, but I guess the mechanic of holding and contesting cutoffs is already doing it's job quite nice.
In the end there are many ways to implement resource distribution in different ways, but most of them would need lots of playtesting and a dedicated effort to iron out balance implications and refine the mechanics, therefore I just root for simple number changes that favor designated resource points a little bit more.
Just my 2 cents. |