

On the other hand, such obvious feedback might show them what to prioritize next. They probably did an approach similar to what they're used to with their closed dev group, but on this scale it could lead to a lot of obvious feedback. Well, information given could've been better in that regard. Relic really should have given at least some sort of a guideline on what we should have been looking at and about what feedback is needed. Because, as I was saying, it felt like wehr was just quickly made up into its MP version from SP, while USF was more or less in a finished state.Īlso it wasnt helping, that we didnt exactly know what is finished and what is not (aside of oblivious things). Jump back to quoted post, 02:52 AM GachiGasm So idk, for me Alpha just shown some working and not so much concepts, but I think it was rolled out way to early. Keeping the ease of use, but adding some drawbacks might help smoothen this difference. Right now in CoH2, halftracks range from being very cumbersome in 1v1 to being very dominant in 4v4. Baseline is that with halftracks, a player makes the deliberate choice to help increase the staying power of his units on the field, at which point auto reinforce becomes less of a QoL thing and starts impacting balance.īalancing it in other ways could be fine as well, like increasing reinforce times outside of HQ or reducing reinforcement radius (so it’s easier to force away). Maybe it should take twice as long to reinforce outside HQ.

I'd rather see auto-reinforce available wherever one can reinforce, and then merge becomes the combat version of reinforce. Jump back to quoted post, 09:00 AM TickTackĪuto-reinforce in base only sounds like l33t tax that doesn't help the game in any way except making more micro, because you're adding clicks based on where the unit is reinforcing.
