Company of Heroes 2

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16 godina
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Re: Company of Heroes 2
Romano kaže...

 Nije mi jasno kakve ti budalaštine pričaš i nekim "čarima".Netko je uložio svoj trud i znanje da to napravi,a ti si ukrao i još moraliziraš kako ti igraš par sati pa smatraš da je ok da piratiziraš. Druga stvar je sto je igra smiješno jeftina i košta vaše dvije marke,a ti u toj igraonici potrošiš sigurno više od 10 maraka kad se skupite. I treća stvar je sto u svakom trenutku imas 10.000 ljudi koji je igraju i nisi ograničen na vas 5 ljudi koji sigurno blage veze nemate sa strategijom i svaki klinjo bi vas online sastavio sa crnom zemljom.

Cari? Tebi je isto igrao online ili u lanu gdje su ljudi jedni do drugih. Pa meni je COH lan bolji nego i jedan cw koji sam u zivotu odigrao. Kradem? Ja ne kradem. Odem u igraonicu koji vec imaju coh (pretpostavljam kupljen. Original.). To sto ja trosim 10 km kada se skupimo te se uopste ne tice, imam svoj budzet i mogu da si priustim. Da li mi nemamo veze sa strategijom ili ne, opet neznas. Vidim da si neprijateljski raspolozen pa kada god oces izvoli da odigramo 1v1 ili 2v2, 3v3, 4v4. Igramo vec godinu dana i siguran sam da bih barem bio lvl 7 u 1v1.

14 godina
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Company of Heroes 2

.. ja sam samo pitao ko igra coh sa foruma a ne ko ima original igru {#}

 
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17 godina
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Re: Company of Heroes 2
Arxi kaže...
Romano kaže...

 Nije mi jasno kakve ti budalaštine pričaš i nekim "čarima".Netko je uložio svoj trud i znanje da to napravi,a ti si ukrao i još moraliziraš kako ti igraš par sati pa smatraš da je ok da piratiziraš. Druga stvar je sto je igra smiješno jeftina i košta vaše dvije marke,a ti u toj igraonici potrošiš sigurno više od 10 maraka kad se skupite. I treća stvar je sto u svakom trenutku imas 10.000 ljudi koji je igraju i nisi ograničen na vas 5 ljudi koji sigurno blage veze nemate sa strategijom i svaki klinjo bi vas online sastavio sa crnom zemljom.

Cari? Tebi je isto igrao online ili u lanu gdje su ljudi jedni do drugih. Pa meni je COH lan bolji nego i jedan cw koji sam u zivotu odigrao. Kradem? Ja ne kradem. Odem u igraonicu koji vec imaju coh (pretpostavljam kupljen. Original.). To sto ja trosim 10 km kada se skupimo te se uopste ne tice, imam svoj budzet i mogu da si priustim. Da li mi nemamo veze sa strategijom ili ne, opet neznas. Vidim da si neprijateljski raspolozen pa kada god oces izvoli da odigramo 1v1 ili 2v2, 3v3, 4v4. Igramo vec godinu dana i siguran sam da bih barem bio lvl 7 u 1v1.

Nisam uopce neprijateljski raspolozen,nego me tvoj stav živcira.Igraš tu igru godinu dana i nisi u stanju da potrošiš dvije marke na orginal.Dobro,čovjek bi možda rekao,nemaš novaca pa ok,ali ti još bacaš neke moralne spike kako igraš dva puta tjedno pa prema tome nije potrebno kupiti orginal.Nemoj me lagati da u toj igraonici imaju orginal jer da je tako,igrao bi preko njihovog sluzbenog matchmaking servisa koji ti nadje igru za 10 sekundi,a ne bi trazio ljude preko hamacihija ili nekog slicnog servisa koji emulira LAN mrezu. I za tvoju informaciju ja je igram 5 godina i kupio sam orginal kad je kostao 50$ i bio sam lvl 18 prije pola godine 1vs1 tako da sumnjam da imas ikakve šanse.

Poruka je uređivana zadnji put ned 12.8.2012 11:24 (Romano).
16 godina
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Re: Company of Heroes 2
Romano kaže...

Nisam uopce neprijateljski raspolozen,nego me tvoj stav živcira.Igraš tu igru godinu dana i nisi u stanju da potrošiš dvije marke na orginal.Dobro,čovjek bi možda rekao,nemaš novaca pa ok,ali ti još bacaš neke moralne spike kako igraš dva puta tjedno pa prema tome nije potrebno kupiti orginal.Nemoj me lagati da u toj igraonici imaju orginal jer da je tako,igrao bi preko njihovog sluzbenog matchmaking servisa koji ti nadje igru za 10 sekundi,a ne bi trazio ljude preko hamacihija ili nekog slicnog servisa koji emulira LAN mrezu. I za tvoju informaciju ja je igram 5 godina i kupio sam orginal kad je kostao 50$ i bio sam lvl 18 prije pola godine 1vs1 tako da sumnjam da imas ikakve šanse.

Odkud ti ta informacija?? Nemam coh kod kuce vec igram coh u igraonici u lanu sa prijateljima. Pokusao sam covjeku pomoci da nadje "nase" ljude, jer vecina njih nema original vec igra preko tunngle-a ili hamachija ili gamerangera. Svojim bedastim komentarima samo kvaris temu.

13 godina
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Company of Heroes 2

Prestanite raspravljati o piratstvu o drugoj igri u ovoj temi. Imate PM ako baš želite raspravljati.

Aut vincere, aut mori!
 
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17 godina
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Re: Company of Heroes 2
Arxi kaže...
Romano kaže...

Nisam uopce neprijateljski raspolozen,nego me tvoj stav živcira.Igraš tu igru godinu dana i nisi u stanju da potrošiš dvije marke na orginal.Dobro,čovjek bi možda rekao,nemaš novaca pa ok,ali ti još bacaš neke moralne spike kako igraš dva puta tjedno pa prema tome nije potrebno kupiti orginal.Nemoj me lagati da u toj igraonici imaju orginal jer da je tako,igrao bi preko njihovog sluzbenog matchmaking servisa koji ti nadje igru za 10 sekundi,a ne bi trazio ljude preko hamacihija ili nekog slicnog servisa koji emulira LAN mrezu. I za tvoju informaciju ja je igram 5 godina i kupio sam orginal kad je kostao 50$ i bio sam lvl 18 prije pola godine 1vs1 tako da sumnjam da imas ikakve šanse.

Odkud ti ta informacija?? Nemam coh kod kuce vec igram coh u igraonici u lanu sa prijateljima. Pokusao sam covjeku pomoci da nadje "nase" ljude, jer vecina njih nema original vec igra preko tunngle-a ili hamachija ili gamerangera. Svojim bedastim komentarima samo kvaris temu.

 Dobro izvini.Reci tom covjeku neka potrosi 2 eura i kad se logira u igru ima irc kanal koji se zove HR.Klikne 2 puta na njega i tu se nalaze svi "naši" koji su kupili igru i koji je igraju.

13 godina
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Company of Heroes 2

Nove informacije!

A few impressions from 20 minutes of PowerPoint and two playable missions:

-It is still pretty much Company of Heroes, Wehr looked very much like current Wehr.
-Overall impression: very ready, really good, graphics, well updated, so big step forward.
-Resources are a bit different, as you actually have to build your fuel or ammo points on a point captured
-Blizzards are heavy, you do not have good vision anymore and so on…really affects gameplay. Same as snow. Really slows you down.
-True sight: on the nooby level of playing two missions the first time, the effect was not too big.
-What does have a significant effect is that you have to keep your units warm. So more micro, put someone in a house here, make a fire there and so on…..busy times coming.
-You can zoom out a bit more.
-You can lose flamethrowers like shrecks
-And yes, you can capture Wehr tanks with infantry if you kill the c
rew only

Aut vincere, aut mori!
 
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13 godina
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Company of Heroes 2

GameStar has nominated Company of Heroes 2 as Best of Show Gamescom 2012!

 

GameStar je nominirao CoH2 za Best of Show u Gamescom-u 2012

Aut vincere, aut mori!
 
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14 godina
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Re: Company of Heroes 2
Et_Tu_Brute? kaže...

Nove informacije!

A few impressions from 20 minutes of PowerPoint and two playable missions:

-It is still pretty much Company of Heroes, Wehr looked very much like current Wehr.
-Overall impression: very ready, really good, graphics, well updated, so big step forward.
-Resources are a bit different, as you actually have to build your fuel or ammo points on a point captured
-Blizzards are heavy, you do not have good vision anymore and so on…really affects gameplay. Same as snow. Really slows you down.
-True sight: on the nooby level of playing two missions the first time, the effect was not too big.
-What does have a significant effect is that you have to keep your units warm. So more micro, put someone in a house here, make a fire there and so on…..busy times coming.
-You can zoom out a bit more.
-You can lose flamethrowers like shrecks
-And yes, you can capture Wehr tanks with infantry if you kill the c
rew only

pa hvala bogu da su se toga sjetili 

15 godina
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Company of Heroes 2

How dafuq are we supposed to kill the crew?

Da im bacim molotov kroz vozačev otvor?

Baš me zanima kako to misle izvest a da ne ispadne glupo.

It puts the lotion on its skin or else it gets the hose again.
Moj PC  
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16 godina
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Re: Company of Heroes 2
forzzuk kaže...

How dafuq are we supposed to kill the crew?

Da im bacim molotov kroz vozačev otvor?

Baš me zanima kako to misle izvest a da ne ispadne glupo.

Pretpostavka, kada se pokvari dio tenka kao u originalnom cohu, posada moze odsada popravljati tenkove bez inzinjera (realno). Vasily Zatsyev to primjeti i snajperise ekipu.

 

Ili

 

Posada tenka moze izaci iz tenka. Npr ako je tenk u raspadnom stanju okruzen neprijateljem, moguce je da posada pobjegne iz tenka.

Poruka je uređivana zadnji put čet 16.8.2012 21:42 (Arxi).
13 godina
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Re: Company of Heroes 2
forzzuk kaže...

How dafuq are we supposed to kill the crew?

Da im bacim molotov kroz vozačev otvor?

Baš me zanima kako to misle izvest a da ne ispadne glupo.

Posada pomre od zime? :-D

KILL! Have no fear!
17 godina
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Company of Heroes 2

ja pretpostavljam da vise nije vazna mašinerija nego ljudstvo,pošto će vjerovatno posada tenka dobivati exp,a ne sam "tenk" kako je prije bilo,što znači da je sav fokus igre bačen na ljude,a oprema je u drugom planu.

Moj PC  
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14 godina
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Re: Company of Heroes 2
Arxi kaže...
forzzuk kaže...

How dafuq are we supposed to kill the crew?

Da im bacim molotov kroz vozačev otvor?

Baš me zanima kako to misle izvest a da ne ispadne glupo.

Pretpostavka, kada se pokvari dio tenka kao u originalnom cohu, posada moze odsada popravljati tenkove bez inzinjera (realno). Vasily Zatsyev to primjeti i snajperise ekipu.

 

Ili

 

Posada tenka moze izaci iz tenka. Npr ako je tenk u raspadnom stanju okruzen neprijateljem, moguce je da posada pobjegne iz tenka.

ili ce se moci popesti na tenk i pobiti posadu sa puskama

16 godina
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Company of Heroes 2
 
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13 godina
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Company of Heroes 2
Aut vincere, aut mori!
 
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13 godina
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Company of Heroes 2

Uf našao još par slika i razgovora sa pressom gamespy i gamesradar

Aut vincere, aut mori!
 
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15 godina
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Company of Heroes 2

Snjeg i drugi svjetski rat mmmmm...

I'm very large!
 
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13 godina
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Re: Company of Heroes 2
Arxi kaže...
forzzuk kaže...

How dafuq are we supposed to kill the crew?

Da im bacim molotov kroz vozačev otvor?

Baš me zanima kako to misle izvest a da ne ispadne glupo.

Pretpostavka, kada se pokvari dio tenka kao u originalnom cohu, posada moze odsada popravljati tenkove bez inzinjera (realno). Vasily Zatsyev to primjeti i snajperise ekipu.

 

Ili

 

Posada tenka moze izaci iz tenka. Npr ako je tenk u raspadnom stanju okruzen neprijateljem, moguce je da posada pobjegne iz tenka.

Ili jednostavno, posada bude teško ozlijeđena ili mrtva nakon primljene granate.

Aut vincere, aut mori!
13 godina
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Company of Heroes 2

Klik

Dont forget that its still early in the developing process and things can and probably will change:

 

The russian rifle squad has 6 men, the russian engineer squad 4 men

 

Every infantry unit can become the crew of a tank (in this example 3 soldiers of a russian rifle squad recrewed a t34)

 

Gridkeys is included

 

A reverse-button is included

 

Different units have different view ranges, view cones and units cant see that well whats going on behind them.

 

Commander-system (probably) revealed:

You can build commanders as individual units that have special abilities (the russian commander in this example has: an artillery barrage, an IL2 sturmovik airstrike, a katyusha strike). Those special abilities become unlocked at certain veterancy levels.

 

More details on the ressource system: Sectors exist but provide manpower. To gain access to fuel or munition you have to build fuel/ammo-depots with your engineers anywhere on the map. When you built those depots behind enemy lines you gain more ressources because you additionally steal ressources from your opponents.

 

Lend & Lease is represented: Russians borrow US Halftracks.

 

Russian light tank crews and russian snipers are female.

 

The russian sniper team consists of two women, they cant cloak and move at the same time but cloak automatically when being in green/yellow cover.

Aut vincere, aut mori!
Poruka je uređivana zadnji put uto 21.8.2012 16:04 (Et_Tu_Brute?).
 
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Re: Company of Heroes 2
Et_Tu_Brute? kaže...

 

1. Commander-system (probably) revealed:

You can build commanders as individual units that have special abilities (the russian commander in this example has: an artillery barrage, an IL2 sturmovik airstrike, a katyusha strike). Those special abilities become unlocked at certain veterancy levels.

 

2 . More details on the ressource system: Sectors exist but provide manpower. To gain access to fuel or munition you have to build fuel/ammo-depots with your engineers anywhere on the map. When you built those depots behind enemy lines you gain more ressources because you additionally steal ressources from your opponents.

 

1. Ovo se vec nalazi u originalnom COHu?

 

2. Mislim da je ovo losa ideja. COH mi je bio drag zato sto nisam morao da bringem hocu li graditi 4 ili 5 kuca za resurse kao u drugim rtsovima. Osvajanje poena za resurse mi je djelovalo kao odlican koncept.

13 godina
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Company of Heroes 2

Ma balansirat će to oni odlično, a ono za commander system, ja mislim da je ovo malo drugaciji nacin nego sto je bio u vCoH-u

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13 godina
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Company of Heroes 2

Klik za info o sljedećem hostingu ;)

I evo nesto sto trenutno znamo o CoH2





Here's the points I talked about:

ALL VISUALS ARE DIRECT X 9 – WILL BE DIRECT X 11 IN FINAL COPY

• True-sight allows men to set up ambushes behind trees, building
o Smoke from burning vehicles and buildings, blizzards can obscure line of sight
• Weather has an effect on unit movement – blizzards are dynamically generated
o Halftrack tries to start moving but tracks just spin
o Flame throwers can blast snow to create new paths
o Half tracks are important to keep units out of blizzards and move them around quickly
• Infantry die from hypothermia DURING BLIZZARDS – thermometer icon shows body temperature. If it goes red they lose health until dead
o Counteracted by engineers building firepits, going inside unoccupied building, or against yellow or better cover
o Infantry have temperature gauge allocated to squad emblem in top right of screen allowing to minimise losses
• Capturing strategic points can be the same but alternatively you can stay in a small radius of the point and continue fighting
o Not final and may be changed in final game – when capturing a point you can choose if you want it to be fuel or munitions. Engineer builds a “dump” beside the point corresponding to the resource you want. Dump can be destroyed and changed to other resource if needs be. Enemy needs to recon your strategic points to see what points you got and what strategy you’re going for
• Vehicle operators can be killed inside whilst under heavy fire and the tank can be taken control of
o Tank crew members can pop out of vehicles to provide greater line of sight but could be killed by small arms fire
o Vehicles can be abandoned
• Infantry can vault over medium heighted obstacles
• Snipers can no longer cloak unless in cover – similar to falshirmjaegers or piat ambush
• Ice thickness is important. One tank can cross over, 2 can cross but cause cracks, 3 can cause the third one to fall in ice
o Ice also causes units to slip on it
• Squads can merge in order to replenish full numbers
• AI has been improved: scenario of computer using a bait squad to give sight for its tank
• In-game menu has changed but it is easy to pick up

Aut vincere, aut mori!
 
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13 godina
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Informacije o stilu igranja i osnovnih stvari! http://blog.fulltimegeek.de/announcement/the-battle-of-moscow/

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Brdo informacija!! Staviti ću u dva posta, drugi ću prevesti na Hrvatski, potrudit ću se da bude što točnije.

 

• How will Russian units gain experience?
In order to distribute experience more effectively both Russian and German units gain experience by inflicting and receiving damage instead of only kills. The amount of experience needed to level up depends on the initial build cost the unit.


• Will there be a spectator mode ?

We’re very interested in this feature, but there is still a lot of work to do to make sure Company of Heroes 2 meets Relic’s high standards for quality. I can’t make any promises, but we’ll see what we can do.


• What has been the greatest challenge in development so far?

The original Company of Heroes was a very complex game with cutting edge graphics, destructible environments and highly detailed, historically accurate units. In making Company of Heroes 2 we had to take all of those features to the next level while also giving players something new. I believe we’ve accomplished this by setting the game in the Eastern Front and adding features like ColdTech and TrueSight to truly immerse players in the experience.


• Will the russian faction play a lot like the american faction since the wehrmacht won't change that much?
The Americans did supply the Russians with equipment, so you might see some similar vehicles and weapons. The Russians were a much different army however, with a large number of conscripted soldiers and only a limited number of weapons. We wanted to reflect this in their play style where Russian infantry units have more soldiers, allowing them to absorb more damage. The Russian T-70 and T-34 tanks are also lighter and more maneuverable that their German counterparts.


• I heard that only engineers will be able to light a fire. Is that correct?
Yes, currently engineers are the only squads that can build fire pits. This makes them invaluable when extreme cold weather conditions are encountered. We are doing a lot of playtesting though, so it may change.


• Can you tell us about the German faction we will have to play with? Will they be Ostheer? Wehrmacht? Panzer Elite? Will the Germans have their own campaign in the game?
In Company of Heroes 2 we’ll be focusing on telling the story of the Eastern Front with the Russian Army fighting off the invading Wehrmacht. This is a huge story to tell with some of the largest military confrontations in history.

 

• Is unit control different to original CoH?

No we want to keep the unit controls of Company of Heroes 2 as close as possible to the polished controls of the original. There will be some new controls, such as vaulting cover, but they should easily blend in with the existing controls.

 

• Will COH2 have mod tools?
Our community is very important to us and we are looking into supporting them with mod tools, but I don’t have any details to report at this time.


• How different will the new german army be?
Visually the German army will receive a significant upgrade with highly detailed Eastern Front uniforms. As for their play style they will be similar to the Wehrmacht from original CoH with a few new units and abilities. Both Russian and German armies will get vaulting and will be able to capture abandoned vehicles from either side.


• What is the reasoning behind the change to the resource system?
We wanted to explore more dynamic battles where players can choose their own fuel and munitions points instead of fighting over the same preset points. We are currently playtesting a few alternatives for the resource system, so it may change before we ship.


• Will squad leaders be made more distinctive in CoH 2? Or will still just be a guy with a slightly different weapon?
Each squad in Company of Heroes 2 will have a high resolution Eastern Front uniform. We currently aren’t planning on using squad leaders as that would require two more uniforms to be created for each squad. If a squad member with a special weapon is killed the weapon will automatically move to a surviving squad member so they will remain effective in combat.


• Could we imagine seeing a more functional version of the Wehrmacht officer for CoH 2?
Officers will play a long term role in CoH2, but only when we’re really satisfied with the gameplay they offer. I can’t give any specific details now, but it’s something we’re interested in.


• Will multiplayer be focused on one period like 1943-44 or will it be split up to cover several periods, like say 1941-42, 43, 44-45. For example?
We’ll be discussing multiplayer details in a future update.


• Can ammo/fuel depots be captured by the enemy? And could they provide bonuses for units fighting near them?
Ammo and fuel depots are automatically captured when the point they are on is captured. They can also be destroyed to deny their use to the enemy. Currently there aren’t any bonuses for units fighting near depots, but it’s something we’ve explored in the past. We want the resource system to be a well integrated with the armies and the map design.


• Can we expect the return of some of the Wehrmacht Voice actors ? Like the guy who did the Stormtroopers and Officer. He was AWESOME !
Due to logistics issues we weren’t able to get the same voice actors, but we’ve picked up a couple of actors of very solid caliber that players will instantly recognize from several major motion pictures. I asked our Senior Audio Designer David Renn to give us a few details about the speech recording:
David Renn: The original game speech has a great balance of realism and humor, of contextual lines and ones purely for flavor. We are committed to maintaining the same great quality and tone that the original had, and improving on it wherever possible. One of the most noticeable additions is that of female units. Multiple Soviet units have male and female versions, a first for Company of Heroes.


• Will there be a system to deal with wounded and frostbite victims (over and above the medic bunker in CoH1)?
Currently the Russian HQ can be upgraded with a Healing Aura that will return wounded infantry to full strength. German Pioneers will be able to build bunkers that can be upgraded to Medic Stations that will heal German infantry.


• Will there be custom map / worldbuilder support in COH2?
See my response about mod tools


• Will the new Truesight system finally take heights into account or just objects like buildings, walls and so on?
The Truesight system only takes objects like buildings, walls, trees and smoke into account. This allows players to effectively use tactics like flanking and ambushes. The system can handle terrain variations if we want, but we found that objects provided the most easily understood feedback for players. The default RTS camera sometimes makes it harder to judge the variety of terrain heights and slopes.


• Will the game (I hope) keep the same amount of superb quality in sounds/voices as COH did?
Our senior audio designer David Renn was able to answer this one for me:
David Renn: In terms of sound effects, we have re-done nearly every aspect – from the wind in the trees to the sounds of destruction. The weapons have all been recorded live, and the vehicle audio has been greatly improved with added behaviors and depth.


• My most important question: will there be an ANTICHEAT System?
We’ll be discussing multiplayer details in a future update.


• Will there be an auto-reinforce button like in DoW?
This is a great feature. The designers are discussing it, but they haven’t decided yet.


• -Will there be language choice (Soviets speaking Russian, and Germans, well, German)?
We’ll have to see!


• - How much research went into Uniforms in general ?
I asked Senior Artist Ian Guise to answer this one:
We tried to be accurate when possible. We researched uniforms quite extensively. We then chose uniforms that we found interesting and distinct from one another. We took some liberties to help sell unit ID and tweaked some of the colouring to help separate the two armies from one another.


• Will there be model variations so we can avoid the clone army look ?
Dave Cheong: To a certain degree. CoH2 will have randomized head variations but bodies will basically be consistent per unit type. It is a game after all and unit recognition (and distinction) is key.


• What are the strategies that will be employed to maintain the longevity of the game and retain audience attention? Will there be more expansions? Will balances be made frequently even well into a few years of the game's life?
I can’t speak to our future plans, but I think Relic’s support of original CoH speaks for itself. We released two expansions (Opposing Fronts and Tales of Valor) along with many balance updates continuing for years after original CoH was released. I think Relic’s best strategy for CoH2 will be to continue listening to the community’s feedback and supporting them however we can.


• Also, are there any plans for an official competitive league?
Nothing I can talk about at this time.


• How was the idea of TrueSight thought up, and who’s idea was it?
Our Game Director Quinn Duffy has the answer for this question:
I’ll take credit for True Sight – although we used to call it the lampshade system, because that’s how we visualized it working initially – an outer radius that would approximate your maximum sight radius and an inner radius where you could see everything (sort of simulating the ability for a unit to ‘hear’ another unit on the other side of a thin or porous object). We wanted to add a tactical layer to the game to ensure that players were able to benefit from flanking movement, or for setting up defenses, make scouting more important, and create a situation where map knowledge could benefit tactical gameplay.


• Is suppression the same as it was in CoH?
Suppression is a great feature that was introduced in original CoH. We’ll be continuing to use the same system in CoH2, but with Truesight it’s now possible to flank a heavy machine gun or block its line of sight with a smoke grenade.


• Is the tactical map making a return?
I don’t have any details on the tactical map yet, but it is being discussed by the design team.


• Is there co-op support with the campaign?
We’ll be discussing multiplayer details in a future update.


• Will there be better tutorial's than what was in vCoH?

The first few missions of the Eastern Front campaign will gradually reintroduce players to the mechanics of Company of Heroes. We’ll be doing a lot of play testing to ensure that novice and veteran CoH players are getting all of the information they need to play Company of Heroes 2. We’ll have a system where we can more readily react to issues that players are having and one that makes tutorials much more accessible.

Aut vincere, aut mori!
 
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Ako želite što točnije čitati preporučavam da čitate na Engleskom, ovo je nabrzinu prevedeno za one koje nemaju pojma o engleskom.

Žurio sam sa prevodom pa greške su moguče. LP!

 

 

  • Kako će Ruske jedinice dobivati iskustvo?

Kako bi se najviše iskoristilo (balansiralo) dobivanje iskustva, i Ruske i Njemačke jedinice će steći iskustva sa nanošenjem i primanjem štete umjesto samo od broja ubojstava. Kada će se "levelati" neka jedinica je ovisno o tipu te jedinice.

  • Hoće li biti "spectator"?

Zainteresirani smo za tu opciju, ali još uvijek ima puno posla da bi se osiguralo da CoH2 zadovoljava veoma visoke standarde za kvalitetu samog proizvoda. Nemožemo ništa obećati, ali vidjet ćemo što možemo učiniti

  • Što je najveći izazov u razvoju do sada

Original Company of Heroes je bila veoma kompleksna igra sa veoma kvalitetnom grafikom, uništivim okruženjem i veoma detaljnim i povijesno točnim jedinicama. U izradi CoH2 to smo morali sve staviti na novu razinu i također morali smo ponuditi nešto novo igračima. Vjerujem da smo postigli to postavljanjem igru ​​na istočnoj fronti te dodavanjem značajki kao što su ColdTech i TrueSight

  • Hoće li Ruska frakcija biti veoma slična Američkoj pošto se Wehrmacht neće puno mijenjati?

Amerikanci su opskrbljavalji Rusiju sa opremom, pa ćemo možda vidjeti neku sličnu opremu. Ali ipak to su bile dosta različite vojske, sa puno više vojnika ali ograničenim brojem oružja.  Željeli smo to ilustrirati njihovim ​​stilom gdje rusko pješaštva ima više vojnika, dopuštajući im da apsorbiraju više štete. Ruski T-70 i T-34 tenkovi također su lakši i više upravljivi za razliku od suparnikovih tenkova.

  • Čuo sam da je samo inženjeri će moći zapaliti vatru. Je li to točno?

Da, trenutno su inženjeri jedine jedinice koje mogu napraviti/nalošiti vatru. To ih čini veoma vrijednim kada su u pitanju ekstremne hladnoće. Ali to je trenunto na testiranjima, tako da se može promijeniti.

  • Možete li nam reći o njemačkim frakcijama. Hoće li oni biti Ostheer? Wehrmacht? Panzer Elite? Hoće li Nijemci imaju vlastitu kampanju u igri?

U CoH2 smo fokusirani na Rusku vojsku koja se bori protiv Njemačke vojske.  To je ogromna priča za ispričati s nekim od najvećih vojnih sukoba u povijesti.

  • Jeli kontrola jedinica drugačija od one u orginalnom CoH-u?

Ne, mi želimo zadržati onu kontrolu kao iz jedinice i ispolirati je što je najbolje moguće, ali dodat čemo neke nove kontrole... kao preskakanje preko zaklona i slično. Ali one će se voma lako uklopiti u postojeće kontrole.

  • Hoće li CoH2 imati "Mod tools"?

Naš community nam je veoma važan i mi se nadamo da ćemo moći ubaciti "mod tools", ali zasad nemamo više informacija o tome.

  • Koliko će se razlikovati Njemačka vojska?

Vizualno njemačka vojska će dobiti značajnu nadogradnju s detaljnim uniformama sa istočnog fronta. Kao i za njihov stil igre biti će veoma sličan Wehrmachtom iz izvornog coh-a s nekoliko novih jedinica i sposobnosti. Obadvije će strane moći zarobiti napuštena vozila od suparnika.

  • Koji je razlog promjenama vezanih za resurse?

Željeli smo istražiti dinamičnije bitke u kojoj igrači mogu izabrati vlastitu potrošnju goriva i municije, umjesto borbe nad istim postavljenim točakama. Mi trenutno testiramo druge načine za resurse, pa je moguće da se to promijeni.

  • Hoće li vođa jedinice biti više prepoznatljiv, ili će biti samo neki tip sa drugim oružjem?

Svaka jedinica u Company of Heroes 2 će imati visoku rezoluciju Eastern Front uniformi. Mi trenutno ne planiramo o korištenju da će vođe zahtijevati dodatne uniforme za jedu jedinicu. Ako je član jedinice ubijen a nosio je posebno oružje(MG 42, panzershreck) to će oružje biti preneseno na drugog živog člana jedinice.

  • Možemo li zamisliti neku značajniju ulogu Njem. oficira za CoH2?

Oficiri će igrati dugoročnu ulogu u CoH2, ali tek kada budemo zadovoljni sa njihovim ulogama. Nemožemo dati više detalja o tome, ali smo veoma zainteresirani za njih.

  • Hoće multiplayer biti usmjeren na samo jedan period kao 1943-1944 ili će se podijeliti pa pokriti nekoliko razdoblja, kao što su recimo 1941-1942, 43, 44-45. Na primjer?

Mi ćemo raspravljati o MP detaljima u budućim izvješćima.

  • Može streljivo/gorivo biti zarobljeno od strane neprijatelja? I hoće li davati boost jedinicama koje se bore blizu?

Streljivo i gorivo su automatski zarobljeni kada su njihova područja zarobljena. Oni će se također moći i uništiti, da se spriječi daljno upravljanje od strane neprijatalja. Ali mi želimo to još dobro izbalansirati i uklopiti za sadašnje mape i vojske.

  • Može se očekivati ​​povratak nekih osoba koje su dale Wehrmachtu glasove?
  • Zbog logističkih problema nismo bili u mogućnosti da biste dobili iste glasovne glumce, ali smo pokupili par glumaca koji će neki igrači odmah prepoznati od nekoliko velikih filmova. Pitali smo našeg audio dizajnera David Renna, on će nam dati neke detalje o govornom snimanju:

David Renn: izvorna igra ima odličan balans izmedu realizma i humora, od kontekstualnih crta i onih isključivo za humor. Planiramo sa održavanjem iste kvalitete i tona sa izvorni CoH-om, a poboljšavanje na njoj gdje god je to moguće. Jedna od najuočljivijih dopuna su ženske jedinice. Mnoge sovjetske jedinice su dobile muške i ženske verzije, prvo u Company of Heroesu.

  • Hoće li biti neki sistem za ranjene i smrznute žrtve?

Trenutno Rusi će moći napraviti "upgrade" u HQ-u da im se jedinice liječe u njenom krugu. Dok će Njemci morati napraviti bunker pa ga unaprijediti za Medica.

  •  Custom mape i worldbuilder za Coh2?

Isto odgovor kao i za Mod tools.

  • Hoće li novi Truesight uzeti u obzir i visinu a ne samo objekte kao kuće, stabla, jedinice, etc.?

Truesight uzima u obzir samo predmete kao što su zgrade, zidovi, stabla i dim . To omogućuje igračima učinkovito korištenje taktika kao što su flankanja i zasjede. Sustav može uzeti u obzir i izglede terena ako želimo, ali otkrili smo da igračima najviše odgovaraju samo direktni objekti(kuce, stabla, dim, etc.).

  • Hoće li igra (nadam se) zadržati istu količinu vrhunske kvalitete u zvukovima/glasovima kao CoH-u?

Našaudio dizajner David Renn je bio u mogućnosti odgovoriti na ovaj jedan za mene:

David Renn: U pogledu na zvučne efekte, mi smo ponovno učinili gotovo svaki aspekt - od vjetra u krošnjama drveća do zvukova uništenja. Oružja su snimljena uživo, a zvuk vozila je uvelike poboljšan s dodatnom dubinom.

  • Moje najvažnije pitanje: dali će biti ANTICHEAT sustav?

O MP-u ćemo više raspravljati u budućnosti, kada se bude više znalo.

  • Hoće li biti automatski reinforce gumb kao u Dow-u?

To je odličan dodatak, trenutno dizajneri o tome raspravljaju. Ali nije još odlučeno.

  • Hoćemo li imati izbor za jezike, da Rusi pričaju Ruski, a Njemci... Njemački?

Morat ćemo vidjeti!

  • Koliko je istraživanja otišlo u uniforme?

Pokušali smo biti precizni kada smo mogli, veoma smo opširno istraživali uniforme. Mi smo tada izabrali uniforme koje smo pronašli zanimljivima i različitim. Ali morali smo napraviti neke osobine, da bi se jedinice razlikovale.

  • Hoće li biti više varijacija modela tako da izbjegnemo klonovski izgled vojske?

Dave Cheong: Da, u određenoj mjeri. CoH2 će imati random varijaciju glava, ali tijela će na osnovi biti dosljedni po vrsti jedinice.

  • Koji su strategije koje će biti za održavanje dugovječnosti u igri i zadržavanje pažnju publike? Hoće li biti više proširenja? Hoće li sredstva biti česta čak i nakon nekoliko godina?

Ja ne mogu govoriti našim budućim planovima, ali mislim da Relicova podrška o orginalnom CoH-u govori sama za sebe. Mi smo izdali dvije ekspanzije, zajedno s mnogim promjenama i balansiranja nakon dugo godina od izlaska prvog CoH-a. Mislim da je Relicova najbolja strategije je slušanje svoje "publike" i njihovo podržavanje.

  • Hoće li biti planova za sliužbenu kompetitivnu ligu?

Nemogu o tome govoriti trenutno.

  • Čija je bila ideja za TrueSight sistem?

Naš direktor Quinn Duffy ima odgovor na to pitanje:
Ja ću uzeti kredit za True Sight - iako smo zvali to "lampshade"(?) sustav, jer smo tako zamisli na početku. - vanjski radijus koji bi približno dao maksimalan prizor i unutarnji radijus gdje ste mogli vidjeti sve. Željeli smo dodati taktički sloj u igri kako bi se osiguralo da igrači mogu koristi flankanja, ili za postavljanje obrane, napraviti izviđanje važnijim, i stvoriti situaciju u kojoj znanja mape mogu dati veliku prednost.

  • Je li suppression isti kao što je bio u CoH-u?

Suppression je odličan dodatak koji je bio upoznat u orginalnom CoH-u, ali sada sa TrueSightom je moguće blokiranje pogleda MG-a sa dimnom granatom i lakše flankanje.

  • Vraća li se taktička mapa?

Trenutno nemamo detalja o tome, ali o tome se raspravlja.

  • Hoće li biti co-op za kampanju?

O MP detaljima ćemo u buduće.

  • Hoće li biti tutoriala kao što je bilo u orginalnom CoH-u?

Prvih par misija će se posvetiti sa upoznavanjem mehanikom igranja u CoH-u. Trenutno radimo dosta testiranja tako da možemo nove igrače i veterane što više informirati. Imat ćemo sustav u kojem možemo lakše reagirati na pitanja koje igrači imaju i one koji čini tutoriale mnogo više dostupnim.

Aut vincere, aut mori!
Poruka je uređivana zadnji put pet 31.8.2012 22:29 (Et_Tu_Brute?).
 
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Što se ne raspravlja u temi? Eniway novi info, o nekom liku koji je imao priliku igrati na PAX-u. Zapamtite da mnoge stvari još nisu ubačene, kao trenutno zvanje jedinica koje dolaze off map. A i stvari su sklone promjenama.btw. tekst je predug da ga prevodim :). I on je igrao na Ruskoj strani, pa nažalost ništa konkretno o wehrmachtu :/

 

I'm not a professional reporter or anything, but I'll jot down some things I noticed in my hands-on with the two missions before I crash.

 

Either all the upgades were unlocked, or there are no upgrades beyond the German Battle Phases.

 

Conscripts and Engineers are trained from the HQ. In this mission, I started with two Conscript squads, and one Combat Engineer squad. Units trained come in from behind your base, and by extention behind your base MG's protective umbrella. You can also control your units before they actually cross the boarder. This lets them come in outside of a clearly mined path. If they can attack while "off map" or not I can't tell.

Conscripts hold up surprisingly well, all things considered, and have AT grenades and Molitov [filtered]tails.

Engineers are the only Soviet squad smaller than six men barring Snipers, at four men. I'm not sure of their competency beyond "worse than Guards, better than Conscripts" to be honest. They start with the demo charge ability, the ability to toss AT grenades, and they may upgrade to the fragile, but hyper-deadly flamethrower, which absolutely wrecks basic infantry in range, but can be shot down by Snipers and entrenched basic infantry, to say nothing of MGs. Basic flamethower fare, but more pronounced. More deadly, more range, more squishy, and far, far prettier.

 

Forward Recon allows Snipers and Scout Vehicles to be built. I didn't get a hold of the scouting vehicle, but

Snipers are interesting. They cloak in cover and move at normal speed, as other articles have brought up. A couple intersting points that I noticed and never heard mentioned are first off, they are immune to cold. This made them HUGE in scouting out the blizzard condition, oversized map we were playing on. Second, Snipers no longer have a 100% hit rate. They miss about half their shots, though each shot can still be expected to drop a German soldier. Of course, they are putting out twice as many shots, but they are now just as fragile as regular troops, so you can't count on having both of them up, and while you should average about the same kill rate, it introduces an element of uncertainty.

 

Next building is the firing range, with Maxim MGs, Mortars, and AT guns. Fun facts here. The Maxim has a rather tiny firing arc and range. For having six men wheeling it around, it doesn't seem terribly effective, but only time will tell. I didn't catch any resource costs.

The Mortar is also a six man squad, and is the same 80mm caliber as the CoH1 German piece (proving Dane wrong, methinks).

The AT gun, while I didn't get it out and about, had a tooltip specifically saying that it was good against vehicles and light tanks, a far cry from the devistating PaK40 of the German side, which was the bane of my tanks' existance.

 

Then was the iforgotit'sname1, Producing Guards Infantry, Halftracks, and Light Tanks.

Guards Infantry are doctrinal elite infantry. Judging by the fact that there was no "regular" infantry in evidence, I would presume that the Doctrinal passive ability here overrides the basic Red Infantry. Equiped with cloaks making them more resistant to the cold, and being veteran troops, they ended up forming a good backbone once the initail flood of Conscripts had died down. They have a grenade ability that seems to have more in common with the CoH1 Grenadier grenade than the feared "pineapple nuke". They could upgrade to wield two DP LMGs, adding to their firepower in much the same LMGs on Grens work. They could also buy a pair of PTRS or PTRD rifles instead. Theoretically good against light armor and vehicles, I ended up having this unit get caught with its pants down by more prepared LMG equipped Grens. They don't seem to be dropped by either side. I've only seen Panzerfausts and flamethrowers drop. Maybe I just got unlucky, but I can't tell whether LMGs and AT rifles drop at all. They may be an inherent upgrade, meaning if one man made it back, he might be reinforced with another rifle buddy. Or he could just be SOL, what do I know?

Halftracks have the option to upgrade to quad MGs, reinforce squads, heat your troops, and infantry inside the halftrack can capture points without having to leave their cozy tin can due to the proximity capture system.

T-70 Light Tanks are fast, fun, and run circles around enemy positions, dominating the mid game in my match. Tanks have fairly rediculous ranges, reaching across into a second screen for Light Tanks. Utilizing this isn't too easy, as you still need an infantry squad or something to spot for them, but I can see this being pretty big. Tanks can enter "Recon Mode", which raises the LoS of the tank while disabling the main gun. As mentioned in previous materiel, tanks and trucks can toggle reverse mode on and off, and can be decrewed in a manner nearly identical to "Out of Control" results. A decrewed and recovered tank has such miniscule HP, the HP bar is nigh-invisible. It would take a miracle, or a lack of ANY AT weapons, to recrew a tank in combat. Tank cannon fire is effective and satisfying, and the co-axial MGs are very, very effective. They do easily as much damage as crew-served weapons, though I didn't see it supressing anyone any time soon.

 

The last building is a iforgotit'sname2, the tank depot, producing T34 Medium Tanks, KV1 Heavy Tanks, and the Katyusha.

The T34 is, as covered in my musings on tanks in general, a sexy, sexy machine. Dispite having less HP than I am used to in CoH, it has very effective cannon fire, even against infantry, and a coax that actually does something for a change. The T34 is a speedy little bugger, easily able to circle-strafe German PaKs, and has a RAM ability, that sounds pretty self-explanitory, along with the aforementioned reverse and recon modes.

The KV1 is a pretty low-end heavy tank. It gets killed by PaKs in a handful of shots, it gets out dueled by Panzer IV's on occasion, but, like all the tanks I encountered, it had a really, really effective cannon, and was not that much more pricy than the T34, IIRC. Downright spamabble, even.

The Katyusha is rediculous. A doctrinal unit again. (I wonder if it was replacing anything?) Firing a barrage of innacurate missiles that seem pretty much as (in)accurate at minimum range as at maximum, it unleashes a deadly hail of rockets. At least twice as many as it has rocket racks, in fact.  I mostly blame this on being a test-build, and probably the fact that I was having too much fun to notice the price tag, but the Kat seems a perhaps a bit too rediculous. I'm not complaining though, punching holes in the ice and bombarding the enemy base was a blast, both figuratively and literally, even if it was an innacurate, fickle thing.

 

I got a good glimpse at the GERMAN side as well. Perhaps a better glimpse than was intended by Relic and THQ, but when you put veteran players at the wheel, they ARE going to click on, and read the discriptions of, the base structures of the opposing side.

 

First, the basics.

The German Engineers could have flamethrowers. That is absolutely all I know about them, as I was too busy freaking out trying to bring it down to notice how many men were there, or how they were armed.

The Grenadiers are rifle-armed troops that seem to have grenades. They come in squads of four and may take Light MG42s, as they could last game, but seemed to come in pairs (see Guard Infantry for my thoughts on buying special weapons in pairs).

Panzer Grenadiers are armed with MP40s and grenades. They are four man units that can take a single(?) Panzershreck. I love the concept of a unit that have SMGs standard, without being hyper-elite troops or having to pay munitions for them.

The German MG crew is a three man unit, armed with the MG42 we all know and love. It seemed to have a narrower arc of fire from what I saw, but it supressed like no one's buisiness. 

The PaK 40 is one nasty mother. Historically armed with a 50% larger gun than the PaK 38 of CoH, and facing weaker tanks, it has massive killing power. With it's armored blast shield, it is more than a match for any armored assault head-on. Seriously, screw these things, they are amazing, but not when used against me! Circle-strafing still works, though.

The Panzer IV, as mentioned above, is a serious tank in what seems to be early 1942. It can stand its ground with a KV, and not get flattened, even coming out ahead. In the introductiory mission, it lost one on one to a T34, but I don't trust that scripted encounter over my own experiences in skirmish.

The Stug III... was present, but was fought almost exclusively by my AI ally. Sorry guys.

 

The intersting bits were the units listed in the base building.

The Panzerwerfer, Brummbar, Elefant and Ostwind are most certainly not confirmed, no siree. Neither is the battle escalation leveling system the Germans had in CoH. This is a pre-alpha build and anything can change at this point. Really.

Neither is mud season confirmed. Not at all.

 

My overall impressions were overwhelmingly positive.

 

Coldtech, after a few stumbleing blocks, became a surprisingly effective system in a way that dispelled my doubts about the system. Ice still seems a bit gimmicky, but it was interesting at the very least for simply being a huge, open kill-zone that ate foolish and unsupported infantry alive. The allegations that the freezing to death mechnainc would turn the game into a defensive campfest may not be unfounded, but they were certainly not evident here. Like I said, this map was HUGE for the forces we had, and any attempt to establish LoS over the entire river would be in vain. Maybe on smaller maps, but that has yet to be seen.

 

I noticed something interesting about deep snow. You can only move SO FAST through it, so retreating units move at the same speed as advancing units. Then freeze to death. Retreating in a blizzard is a bad idea, all things considered. Also deep snow makes roads your best friends (at least until you meet an MG)

 

True Sight really has to be experienced to belive the effect that it has on the over FEELING of CoH2. Dispite being on the massive press show map, the action felt closterphobic in a good way until artillery and tanks started knocking down walls. I really didn't notice  the different resource system, oddly enough. Everyone starts out with one point captured, and a fuel depot built right there, but after building a munitions point and another fuel point I wasn't lacking for resources at all. Again, probably because the map was designed to showcase the game to media who hadn't played CoH before.

Aut vincere, aut mori!
Poruka je uređivana zadnji put ned 2.9.2012 11:19 (Et_Tu_Brute?).
 
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Company of Heroes 2

Evo vam, uživajte. Kasnije možda prevedem, ako uhvatim vremena. BTw. Nema više smurfova {#}

 

Alright first off this is difficult to summerize everything first off I will list units seen and played with.
Russians
Guard infantry 6man {AntiTank Grenades,RDG grenade, Ohhraa Charge DP27 LMG or anti tank rifle upgrades also available}
Conscript Squad 6man {Molotovs, Anti Tank Grenades, options to merge with squads or crews}
Engineers {Possible flamethrower upgrade, campfires, demo charges}
Sniper team {Call in recon runs}
T70 light tank
T34 Medium Tank {Ram ability}
KV1 Heavy Rape tank
Katuysha {82 ml rockets, insane rape}
Half track {Reinforce Squads, Can be upgraded with quad}
Maxim Machine gun 6man squad
Light at gun 6man if I remember right do not remember the name
Mortar don't remember caliber or name
Scout Car
Buildings
HQ can deploy Engies and possibly conscripts can't remember
Force Recon Snipers, clown cars
Firing Range
MG,Mortar and AT gun basically a WSC
Small Factory
half track Gaurds amd Light t70 tank
Heavy Factory
KV1, T34 and Katyushas

For the Germans I saw several units most of which I beleive place holders in the current pre alpaha.
Grenadiers {Can throw grenades and upgrade with Mp40s}
Panzer Grenadiers {Panzer Shrek or Light MG upgrade}
Sturm Pioneers {Flames, demo and campfire maybe more}
Single man Sniper
MG42, was hoping for the mg34 seeing as it was more widely used.
Mortar team
Pak 40, beast of an AT gun
Panzer 4
Stug III {short barrel troop support gun}
Luchs light tank smile.gif
Halftrack
Armored Car similar to PE AC
Panther
Ostwind
Brumbar
Elephant
Panzer Werfer
I cannot remember the names of the German builders. There were also no bases defenses to speak of.

In regards to community concerns regarding territory sectors, callins and cold tech I will address the following seperatley...

Cold tech {Worries about it being gimmicky and introducing random problems as well as slowing down the game}
In reality cold tech is really well thought out. Units moving on roads or light snow will move at normal speed, they will move faster on roads. Units moving through heavy snow drifts will move very slow, think slower than Brits out of territory} They are also considered in red cover, so basically negative cover. Think roads in COH.
This is awesome for the following reason, thanks to how fantastic true sight has been implimented. Roads will be a main point of contention, holding roads will grant you valuble
movement and tactical advantages. Mining, Demo charging, and MG traps will create insane ambushes and create a whole new dynamic to create incredible static battles accross the entire battlefield. It will no longer devolve into "BRO GO FOR THE plus 16 FUEL, ALL THE TIME" no, instead you will be focused on keeping your troops alive, moving quickly, staying warm, thinking and scouting before you move into an area that could be a source of contention. I asked if Cold tech would be an on/off option in Multiplayer auto match. The response I got was that they are considering it, but some maps will have severe weather and others not. So you will have a choice of some kind if you want to deal with it or not. But it will be present in some form no matter what you choose in automatch. It is a core mechanic of the game that works incredibly well. Have faith guys this one is a huge win for us.

Resource/Territory points {All strat points?!?!?!? WHAT THE [filtered]?!!?!}
The second map I played a skirmish map in Moscow I believe or the outskirts of Moscow whatever, it was HUGE for a 2v2. There were I don't know 10 or so sectors all strat points and 3 vps. Here is how resources work although I really did not [filtered] around with them that much. You can build a fuel point, or munitions point on any strat sector you own and you will receive those resources accordingly. If the enemy captures the point with your depot on it they gain your resources. In the build we played you AND your ally could each put ONE resource point per sector, that means 2 depots per sector. I was worried about that, but one of the Relic devs said that was already changed. That you are only allowed ONE DEPOT PER STRAT POINT per team. One point one depot. Fromt the build we [filtered] aroud with you could build the depot anywhere in the sector {Which Pounder and I enjoyed because it allows you to stratigically position your depots} This has also been changed you will have to build the depot on the point or in a radius very near the cap sector, not sure I like that but I am sure it will be changing again.

I really to be honest was not paying attention to Resources or territories most of my 50 minute skirmish, I was too busy trying to keep my units alive and in fighting strength {Lost god knows how many squads} Anyway I did build one resource point near my home sector, and I did not even notice how much it brought in. One point Ami was worried about was that teams can just OP their close sectors with high resources and that it can be easily camped. From what I talked to Bobby about he is aware of this concern and they are thinking that the closer you build a depot to your home sector the less it will give you, encouraging you to push for the middle points to get medium and high resource depots. That is all yet to be determined. Either way I think this will encourage players to scout the [filtered] out of their opponent and encourage players to build and secure what resource THEY NEED as opposed to every 2v2 ending with both players floating 500-1000 fuel... You wont see that anymore with COH 2. The dynamic nature of the sectors and depots allows for much more player choice in terms of what is needed when it is needed. I like it, but more needs to be explained in terms of how the depots will work and if there even will be low,medium and high depots like regular COH cap poiints/OPs etc.

Off map Call in concern {BRO WUT?! ALL MY UNITS COME FROM OFFMAP?!?!?!?!}
This troubled me at first, I mean why fix what aint broke. However, I saw mixed things in my skirmish mission. For example some units came out of buildings, my first engie squad I built popped right out of the HQ.... then later my KV1 came right out of my Heavy Factory... now maybe I was a noob and examining the map and they went to those locations from off map.. It is possible but I don't think so. Either way the rest of the units I called in came in from behind the base.... No base defenses.. I still think this could pose a problem for good sneaky players who sneak around the map and mine your calling point, or demo it. However we will have to see. I asked again if the offmap callin for every unit was final and from what I understood it was not. So we will see what happens. I need to play more Multi games, and see it played more before I can fully support this change. But to be honest when I was playing I really didnt give a [filtered]. I just set the waypoints where I wanted them to go and they arrived there in a timely fashion. I don't think this will be that big of a problem but ofcourse more information is needed to aleviate this legitimate concern.

Another thing Pounder and I were worried about was Capping tanks{BULL[filtered] MY KT just got capped by a gaurd squad or whateveR}
This fear was aleviated from our play throughs. I salvaged a panzer 4 with an engie team. It was 5 percent health and needed repairs instantly. It does not regain ANY HEALTH, its not like recrewing brit emplacements. It is balanced. If you want to steal a tank you are going to have to make DAMN sure that site is secure or you are going to loose the tank and the entire 6 or 4 man squad that crewed it. This will create incredibly intense battles around these dynamic units. Yet more crazy unplanned fights will happen arounds these dynamic events will occur. I am so looking forward to the fight over the King Tiger or panther Wreck.
I also asked if your tank crew could demo the vehicle if it becomes immobile and in danger of capture. I don't think there even will tank crews but I hope so. They did say I could demo tanks and vechiles with engies rather than let them fall, or put an AT in wait and ambush the squad that attempts to take the tank hehehe, sneaky sneaky.

The feel of this game is fantastic guys. It feels like Company of Heroes but the natural evolution of it. True Sight brings so much to this game. Example I was sending two engie and conscript squads up to a villiage I thought was secure, I pop around the corner and there were THREE GREN squads who instantly raped my guys. I could not see what my units could not see, in this case their vision was blocked by a warehouse the krauts were hiding behind. That is amazing. It will actually make ambushes possible and necessary. You will have to be smart with your units, SCOUTING will be KEY in COH 2, if you do not do it, you WILL LOOSE! Two awesome points also
The Cloak button is gone forever!!!! YAY!!!!! Snipers can only cloak now when behind cover.
Just like Fallshirmjaegers. HURRAY!!!!
Snipers are immune to cold, can you say best scouting unit ever? I can.
Also if you put units in Halftracks, Buildings, Near fires, it will stop their hypothermia and warm them up. Making buildings incredibly valueble now. Can you say lol Demo charge every building? I can. Also putting your units behind cover will stop their cold meeter, it will not warm them up but it will stop their freeze to death thingy meter.

Also two more points of concerrn were esports/spectate mode/replay system etc and anti cheat measures that are being taken.
First off smurfing is done, your CD key is tied to your steam account, so one COH2 account per steam account hehe. No more smurfing.
Also Relic is very aware of how many cheats are out for COH and is doing everything it can to ban [filtered]s but it is a very time consuming process and will never fully be resolved.
COH2 will probbaly be incorporating VAC as well as custom measures they were not ready to speak of at the time.
In regards to Esports
Bobby and Sledge are pushing very hard for a spectating mode {Relic is aware fans want it} as well as an advanced replay system {Rewind, possible player view mode etc}
Mod Tools are something they are also looking into, with steam workshop I can only see this happening but again they were not ready to discuss it but they do know how awesome the community is and want to support its modding community, most likely not for launch though.

I think I am going wrap this up guys seeing as it is incredibly long. Again I would like to
thank Sledge and Lynx and everyone who invited us out and made that amazing night possible so I could bring you guys this information and tell you guys what we saw.

Pounder will be having a HUGE audio show that will probably be two segments on covering our experiances with the game as well as just yapping and telling you guys how awesome Relic is.
Thank you guys for reading all this, please post your questions and lets get this discussion going!!!!

Aut vincere, aut mori!
 
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Nova slika. Ja mislim da nije bila prije.

Ups, bila je. Zanemarite :)

Aut vincere, aut mori!
Poruka je uređivana zadnji put pet 7.9.2012 12:28 (Et_Tu_Brute?).
 
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ovo je bilo iznenada, CoH2 na steamu je na raspolaganju za preorder!

 

http://store.steampowered.com/app/55300/

KILL! Have no fear!
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