The small squad tactical focus simply does not work with what events they try to depict and how they try to put the player into them. Sorry for the meme, but they tried to have their cake and eat it too. The more important bit is that for me the game failed in how it depicts the conflict (no not morally) tactically. The Russian localization is if you can believe it even worse, the characters tone is all over the place, it's like all of the stuff was recorded at completely different sessions that nobody bothered to check over, it's a bizzaro world of intonations conflicting with the text and situations. Cutscenes and voice acting, the English voice actors are mediocre at best and their constant attempts at a fake Russian accent like it's a 90s Hollywood movie are painful in this day and age, especially in videogames that have the luxury of not needing to put an expensive face to a voice and can hire whoever. Its fine for certain weapons or certain abilities to cause you to do BETTER against units in cover, but giving your standard infantry squad the ability to literally just ignore it no matter the circumstance is far too much.Well I can only speak to the campaign stuff, as that is what I mainly play and am interested in.įor me CoH2 fails at several things, lets start with the minor stuff. Fire superiority should also not cause the squad to just ignore cover, nothing like that should exist. Sticky bombs for example are currently powerful enough that when combined with fire superiority you can not only ignore cover easily, but ignore dedicated anti-tank units unless you want to break into the enemies base. It IS a mistake, we don't like it, and we never will, just cut it out.Ĥ, last thing, the over-reliance on abilities, try to nerf them in general. Please don't repeat that mistake with Coh. Go watch band of brothers or saving private ryan, and try to emulate that style and it will go a long way towards helping you guys fix this, or better yet play company of heroes one or two, preferably one, and try to get closer to that. Bullets feel like they move far too slow, squads often times have their weapons firing animations synced to each other which is a huge no-no for immersion, and on top of all that we are so zoomed out and the game is so bright that we basically cant see anything other than the unit cards. It needs to be gritty and dark, this is nothing short of cartoonish and WAY too bright. "f for reinforce, r for retreat ect." which in turn makes the game harder to control by default, which when combined with a STILL absent ability for us to change the controls ourselves makes playing this one of the worst coh experiences i have ever had outside of dealing with Soviet industry pre-nerf or the blitzkrieg mod for coh1.ģ, the art style. Controls have been made nothing short of just awful. Grenades auto-lock onto the center of a squad, preventing you from deciding exactly where you want it to go. You don't have complete control over your squad and how they take cover anymore. You cant select your faction or what faction you want to play against. This is a very large no-no in general, so i am going to list all of the mistakes the alpha currently is making, quite a few of which coh2 currently doesn't make, a few of which coh1 never made. This has to be either changed, or made its own game mode, otherwise this alone will cause me to hard pass this game.Ģ, the lack of control. I don't want to deal with the AI insta-winning a game by capturing the CP in the middle of the map in a skirmish game while also having to deal with a artillery piece constantly bombarding units it cant see with ridiculous levels of accuracy, especially when I have only just gotten the game. Got done with my first 2 games, and honestly its pretty bad, its an alpha so thats expected but there are so many issues here, here is my current list of issues.ġ, the gimmicks. The level of destruction has always been one of the things that's made Company of Heroes stand out, so naturally Relic has given a lot of attention to the system.Relic's artists have worked tirelessly to build stunning Italian villages that you won't be able to stop yourself from mercilessly destroying.I feel a wee bit guilty seeing these picturesque locales reduced to rubble and craters, but the destruction system is just a joy to beholdĮvery projectile feels tangible and deadly when it's pounding walls to dust, and there's a grim beauty to all the devastation.sometimes it feels like you're building a warzone rather than destroying a town.and objects don't just have two states-they aren't simply standing or destroyed.the system is gradual and modular, telling the story of how things were blown up.and it affects everything, from foliage to tanks, though it's obviously most notable when a building is taking a beating.
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