It will make the game different, with a chance of being better.
Anyone who thinks the game has no chance to be better from these changes are too mired in the past.
But, it's a very careful thing, and Relic/Sega hasn't shown they can do that.
Free to Play is happening, none of these changes would work without it. And these changes are happening. The question isn't whether you raging against it will do anything, but rather how you can guide it into something that plays better.
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Thread: Supply - in-game currency 6 Feb 2015, 21:18 PM
Thread: Are there any RTS games coming with great potential ?3 Feb 2015, 18:03 PM
I miss Kohan.
It was the only RTS game that I could play very quick games, but also giant day long games just by setting the map size larger.
The squad building mechanic and squad control was a great pre-cursor to CoH.
Also, MOBAs and RTSs can co-exist. The problem with RTS games isn't that MOBAs are taking over, it's that RTS developers have been foolishly focusing on the 1v1 game that everyone clamors for, but in reality, it's the team games that most people are interested in.
If Relic had focused more effort on making the team modes stand out with their own mechanics and pacing, and not a protruding vestigial limb off the base 1v1, CoH2 could have found more of a place in today's market.
You don't have to make CoH like MOBAs, but there is still something to learn from MOBAs, and that's that people like being part of a team, and love watching a team work together.
Thread: Balancing 3v3 and 4v4 without revamping factions23 Jan 2015, 15:25 PM
Relic will never change this.
Which is also why they've missed out on the entire growing market for team based RTS games. Relic doesn't have to, and should never try to chase stuff like the MOBA market, but there's a real reason why people stopped watching Starcraft 1v1s and starting watching 5 man teams doing amazing things together.
Sure, a lot of their players only do single-player or comp stomps. But that's because 3v3 and 4v4 are such a damn slog most of the time, punctuated by some amazing games once and a while.
Thread: Tactical Map too clustered...3 Jan 2015, 19:13 PM
The Tactical Map is one of the biggest indicators of Relic's decline, as well as the buggy, rushed, and desperate for money status of CoH2.
The worst thing about the crappy tac map being so crappy is that CoH2 is a game where things definitely happen at longer ranges, much more often than in CoH1. The need for a good tac map is there because of that range.
In: COH2 Gameplay
Thread: Mg42 change.3 Jan 2015, 19:12 PM
Balancing HMGs has always been problematic.
Tune them to work too well at suppression and you have situations that video before, back when HMG teams were ridiculous.
There's just so little room to tune them that it's hard to get meaningful differences between 2 HMGs. I've always thought that for CoH2 they should have looked into more mechanics for them.
Stuff like the MG kubelwagon's ability to start firing instantly, but only suppress after a certain time is interesting.
Another aspect that they could use is Stopping Power, namely, an MG firing at a unit could slow that unit down if it was moving towards the MG but not if it was moving away or perpendicular to its line of fire. The effect would be small, but still significant, and would happen instantly. Units caught wouldn't be suppressed until they had been shot at the normal amount to be suppressed.
This would allow units to flank even if caught by just a bit of fire. It would definitely cut down on instances of squads Oorahing in to throw a molotov. It would also give time for the MG, even with low suppression, to suppress a unit it was directly firing at since that unit would be in its sights for longer.
Thread: Soo what is this???3 Dec 2014, 07:22 AM
It's a problem that also has roots in the relatively low active player base for CoH2, especially after the devs and community have driven away all but the die hards.
Having only a small pool of players means that it's harder to find a balanced match.
Unfortunately, it starts a death spiral for the game as newer players come into the game only to encounter a wall like this, and leave.
Thread: New infantry grouping3 Nov 2014, 07:18 AM
It might be reasonable to alter weapon team behavior to include options for its members to stand back from the weapon, staying prone. Also alter the animations to have them get up and go prone at a faster rate.
It sacrifices their own shooting and efficiency for weapon survival.
Thread: Time to buff the German sniper?3 Nov 2014, 07:06 AM
3 Nov 2014, 05:03 AMVaz
So the game should be limited to the playstyles that Slurpee deems are ok.
Why not? You're literally playing by the playstyles that Relic has deemed that you can use.
You need to understand that the how the game works isn't some magical ephemeral thing, there are play styles and uses you aim for. Limiting a unit is just as valid as making things unlimited.
Sniper style units are always incredibly difficult to make it fun and interesting to use and fight against.
There are many ways to handle them, Relic shouldn't limit itself to exploring just a few.
Thread: Some words about the hate against Relic17 Sep 2014, 17:00 PM
17 Sep 2014, 16:44 PM5trategos
Actually, you can expect a game of this complexity to be balanced. And you can definitely expect them to keep working towards that balance if they want to keep selling DLC to us.
Expecting otherwise is null, you might as well not play anything if you don't expect some level of quality.
And we can point to many, many instances of Relic/Sega's own policies cashing in and sacrificing balance for that.
The people who want balance the most are also the ones most interested in the game changing over time.
I'm more than willing to have a proper level of patience, but don't confuse patience for blind acceptance.
In: COH2 Gameplay
Thread: Company of Heroes 2 coming to Linux and Mac?28 Aug 2014, 04:16 AM
I know it's unlikely, but we might see a switch to the MP being free to play entirely, considering that they're unlikely to get that many more sales from Mac or Linux.
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