All joking aside, the Gaming industry has gone to ####. Seriously. This new generation is offering NOTHING to gaming, but increased textures and polygon counts on screen. That's it.
No improvement on AI, no accessibility (TRUE accesibility, not skype and fucking netflix).
Developers hate PC, but they are trying to turn consoles into DRM'ed PCs. Screw that. PC Master race ALL THE WAY.
Same here. Blizzards slow my game much mor ethan before, but overall, I've experienced some performance improvements (and I have a low end system for this game).
Most of the changes are downright welcome, although many more still left to go. I liked the tech changes and medpack system.
As far as the panzerfaust crap BartonPL is complaining about, I've noticed that the Soviet Wagon of Death seems to be a lot more vulnerable to small arms fire.
Take into account guys, that this is probably NOT the final version, either. There may be several other changes that have gone into Gold...
If it caused only combat/speed modifiers, it would not as severly cause players to account for warmth, which imo should always be a standing priority during blizzards.
CoH is made of subtle effects, and strong effects. Strong effects are things even the most casual newbie will notice: tanks don't get hurt by small arms fire. Minesweepers instantly nullify mines. Grenades kill soldiers real quick, etc. Most RTS games have strong effects only.
Then there's also subtle effects, which are what sets CoH apart from most other RTS. Subtle effects such as building windows affecting firepower. Cooldown ratings and rate of fire on weapons. Accuracy on the move.Received accuracy and supression modifiers. Even cover is a subtle effect: a newbie doesn't really understand just how much impact cover plays, and this is noticeable when you watch them play MP for the first times, even after finishing the campaign, they rarely use proper cover.
Deaths by freezing, as of now, are a strong effect, and that's fine from a storytelling point of view, but not necessarily from a gameplay one. The environment is always something you have to negotiate, but unless Relic tones down the rate at which units die from exposure to cold, I think players will feel heavily punished. A player should only be punished by decisions he or his opponents made.
So I still stand by whats been said before, so here's several alternatives:
a)Increase heat sources
b)Increase time it takes for units to freeze
c)Remove Death from Cold altogether, leaving only harsh penalties
d)Remove Death from Cold, except during Blizzards.
It was a valid answer. I don't think freezing to death should be entirely removed, but it shouldn't happen in about 30-45 seconds so that those actual tactical decisions Tycho mentioned come in to play.
I agree that Freezing to death doesn't have to be removed, but its still a viable option right now. Either way, we can all agree it needs tweaking, and that it is far from a priority right now.
With all due respect, I didn't ask you.
Its a forum. Anyone can answer if they think they have something to contribute. If someone wants a specific answer from a specific person, there's PM's to do that.
Because then there would be a legitimate reason to move around even when frozen instead of just hunkering down in cover or finding a heat source, and players would face interesting strategic tradeoffs (do I use my cold unit to fight, when it will be less effective, or do I warm it up? do I spend the extra micro to keep people warm, or is that attention better spent elsewhere? do I bother rebuilding destroyed fires to warm up, or just accept that in a blizzard my units will freeze? do I focus fire the frozen enemy unit that I want to kill more, even though because it's frozen it's not doing as much damage in this specific fight?) instead of what they currently face (well, my unit's freezing, better retreat it or get it to cover because basically no other option is viable).
Exactly.
Also, as it stands now, not only is retreat not as effective a mechanism as it was in vCoH (defensive bonuses being weaker this time), but they can still freeze to death on the run back. Realism aside, which I don't care about, its excessive punishment for players: both hardened veterans and noobs alike. If they don't remove the "freezing death on retreat", then a lot is left up to a coin toss: pathfinding, map design, travel time, dynamic obstacles (tanks and deployed crews blocking the path), etc. Its just not intuitive.
You have to keep infantry warm either in cover, near a fire, in a building or a vehicle or you will suffer attrition as well as reduced speed and warmth.
Deliberate destruction of fireplaces is a tactical option, to deny the enemy warmth.
As is, as some brilliant thinker has realised, deliberate targetting of enemy fireplace locations durin blizzards with indirect fire, both to destroy the fireplace, and to hit infantry that is quite possibly huddled next to it.
Four caveats though:
1) Vehicles should auto path around fires, unless deliberately targetted or shift-qued to pass through it. Its stupid that the autodriver damages his own vehicle...
2) Veterancy should slightly, incrementally, increase cold resistance.
3) I agree, and feel, that the detrimental effects of cold to speed and combat modifiers, should be fairly significantly imcreased, in order to force a) serious tactical planning of infantey warmth for blizzards b) make warmth a priority .
4) Buildings are FAR too resistant to destruction. "Scorched Earth " style deliberate destruction and denial of enemy hard cold counters needs to be a plausible strategy.
My point is that cover is so fragile(excepting buildings), that units already freeze pretty fast. If units only suffered cold penalties but not death, I think the freezing mechanic would work a lot better.
I was correcting the spread of misinformation, bias, and overall lack of knowledge about consoles! Your lack of comprehension is not a reflection of me.
Right, we shot down both of your arguments, someone else providing the sources for me. Consoles used to be great! But they not only separate gamers, they drive the market into a damn oligarchy where three companies control how games are made. Don't know about you, but I am against this.
Back on topic...
E-Sports, as has been said before, is completely dependent on the community. We need a solid, inclusive community, that can drive the game forward. Observer mode, casting tools, replay tools. All of these things are simply tools to enhance and streamline the experience.
CoH doesn't have to be an "e-sport" to be competitive either, but it is the general direction popular competitive games have taken.
There is modifiers for infantry that are freezing. These modifiers will gradually get worse as the freezing proceeds until the unit reaches the point where it dies.
The problem is, those modifiers really don't play that much of a role, because you'll either be retreating to base, or dying. Cover helps slow this down, but unless you are inside a building, cover plays less of a role this time around.