Naive and thoughtless is thinking there's only one way to implement commanders optimally.
You can say you aren't looking back at a game with too much nostalgia, and yet still be affected by it.
Naivety and thoughtlessness can also been seen as being slaves to the past, even if the future isn't as bright as you remember the past to be. Doesn't matter how many agree with you.
Relic's particular way of handling the game is the issue. Sure, changing how the commanders work is one way of alleviating it, but it's not a magical fix for everything. And, with the way they're handling commander ability balance is more the issue than the way the abilities are bought and distributed.
We probably wouldn't even be talking about this, nor would many people agree as much, if Relic had focused on balance first, regardless of whether commanders are split into trees.
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Post History of Turtle
Thread: Commander Overlap a serious problem24 Nov 2013, 12:27 PM
In: Lobby |
Thread: under the gun24 Nov 2013, 11:46 AM
Only problem is that CoH games are on a very compressed ground scale, well, not even a scale at all, more like a stylization of ground combat that realism. Units all start out really close together, and it'd be particularly easy for any tank to drive up right next to another in CoH's scale, when that didn't happen that often in reality. In: COH2 Balance |
Thread: soviet defensive commander MG24 Nov 2013, 11:39 AM
Not sure if AP ammo actually cancels infantry armor. In: COH2 Balance |
Thread: Mark Target OP24 Nov 2013, 03:48 AM
I'm primarily a Soviet player, but even I think Mark Target is a problem, even if it's kind of needed in the current meta. First, for as much as it can be used in combined arms and teamwork, it's a devastatingly powerful ability that's also incredibly easy to use. It's also very telling that the almost exact same ability in DoW2 was changed. Taking extra damage from all sources is an incredibly potent ability and any other abilities that have similar effects should be looked at. It's too difficult to balance for overall, even if it's limited to a commander, it's actually given to a good number of useful commanders. In: COH2 Balance |
Thread: soviet defensive commander MG24 Nov 2013, 01:58 AM
It's important to note that AGrens still dictate the build and strategy for a mach just as much as the DSHK, it just happens that what the DSHK is counters them. This isn't me saying that X is balanced because Y exists, I hate those kind of comparisons. I am saying that the 0 CP units and abilities all still need looking at. It doesn't matter which side has them. Up until now the only 0 CP commander unit was for Germany, and the main reason why it messes up balance was forcing counter builds too early instead of allowing for variety of play styles. The DSHK does effectively the same thing, forcing counter builds of Mortars or munitions caches for grenades, much like how German players told Soviet players to just build MGs and the M3. Thankfully, counter building for Soviets isn't so much an issue any more with the build time changes for base buildings. So now both sides are experiencing this frustration. In: COH2 Balance |
Thread: Commander Overlap a serious problem24 Nov 2013, 01:57 AM
The thread still reads like wish fulfillment and rose colored glasses. The tree style commanders wouldn't actually fix much of the current balance issues, and would actually complicate things as more powerful abilities come out sooner. It's also a huge undertaking, and I think time is better spent making the current scheme and commanders more properly balanced than to do another unneeded giant overhaul (vet system) when a number of smaller or more concise fixes to stabilize the game will do more. In: Lobby |
Thread: soviet defensive commander MG23 Nov 2013, 04:33 AM
0.5 CP Same as AGrens That new CP system they had testing needs to come out. MGs need to come out as early as balance allows, due to weapon teams overall becoming much less valuable as the game goes on longer. And the gun can be countered the same way German players told Soviets to counter the MG42 a few patches ago. ![]() Seriously though, its range and damage should remain the same, but if anything changes, then its suppression should not be better than the Maxim's if it is actually better. Maybe tweak the arc as well. The DSHKs a weapon that fires bullets longer and of the same caliber as the .50 cal. It should have the range and damage. Not just for the sake of history, but the sake of placement in build scheme. I keep saying this as well, but Merge isn't an all powerful ability. You have to use up a squad to merge and you often end up with a unit that's not worth keeping on the field. So if someone uses Merge to refill crew, that's one less unit capping or attacking. Merge is useful, but only situationally. In: COH2 Balance |
Thread: Paid commanders go free, then become FABULOUS22 Nov 2013, 23:26 PM
So, looking at how other games handle this: Make the paid commanders all free. And instead, anyone who bought, or buys, the commanders instead get extra fabulous graphics on those commanders' unique abilities. Bear with me here. For example, the Elite Troops commander. If you play with the free version, your troops come out looking normal, and the Tiger Ace (balance arguments aside) looks like the crappy weird yellow gold skin it has now. But, if you use the paid version, every time you buy vet for an infantry unit, it becomes an extra special version of that infantry skin (still historically accurate though), and the Tiger Ace model looks like an awesome war weathered fighting machine, pock marked with deflected shell impacts, with an awesome looking monocle wearing tank commander standing up out of the hatch. AGrens get an awesome skin festooned with SMG mag pouches and grenades. And the list goes on. There's real, significant evidence from many, many games out there now that fabulous cosmetic DLC is something that people really do pay for, and pay for quite a bit. Unfortunately, you can't just jump to that model straight now that some commanders were sold to paying customers. And there's more incentive to properly balance and bug test these commanders since the whole player base will have them. In: Lobby |
Thread: there should be a regional search22 Nov 2013, 09:15 AM
That would be awesome IF we had a bigger player base. Unfortunately, the numbers are dwindling instead of increasing with the way COH2 has decided to play their cards. Hate to break it to you, but CoH1 had the exact same problem during its time, as does every RTS game out there nowadays. Old style RTS games like this are facing huge competition from the plethora of great, free to play, team based games that have a heck of a lot more polish and functionality than CoH2 has. This is one of the major reasons why player counts are so low, along with CoH2's general issues. In: COH2 Gameplay |
Thread: Radical: Get rid of 'turret top gunners'18 Nov 2013, 07:35 AM
I pointed this out already, but no one went for it. I actually think the top gunner should only allowed for StuGs and Panzer 4s. This would help make Panther and Tigers a little more reasonable when sending infantry against them, while also accenting the more general purpose use of P4s and StuGs. This way, both some history and gameplay balance purpose is served. In: COH2 Gameplay |
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