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Neocities.org
an eAIDter
coh. coh. coh. maybe Neocities?
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Thanks for releasing the pre-alpha for us to try. I'm an old man of 38 and an addict of the franchise.
I started as Coh1 player with ~1000 hours in game. I've recently gotten into Coh2 as well.
I play only multiplayer component of the game, mainly 1v1 and the occasional 2v2.
So far I'm really enjoying the new directions . I'm especially excited with how the factions play,
Seems that all factions get the basic tools eg. non doc mines. And the new direction in faction asymmetry.
What I love about the Coh franchise above Starcraft/Warcraft and really sets it apart is the Tactical map.
As a mediocre player and someone with low APM, some of my favourite game moments were pulling off awesome flanks with BAR'ed up US riflemen and forcing the MG retreat .
Pulling moves like that with tactical map is what made me addicted to the game.
I think that Relic really hit a home run with the tactical map. It is a real point of difference compared with other RTS games,
and it makes the game more satisfying for me to play as a mediocre player because I can still pull off some awesome plays while not having the APM of an RTS god.
I think that if they can iterate and make it more functional it would make the game even more satisfying and bring in and retrain players like me who are not APM wizards.
So with that in mind this is my feedback/requests Tactical map in Coh3. I have ordered them in priority for what I would most value.
Tier 1
Tier 2
Tier 3
(So we know when to expect opponent's next power spike and be able to prepare)
Now there may be some who argue that the tactical map should not have increased functionality
because it might take away from the micro and adversely impact the competitive scene.
I would argue that the core idea of the Coh franchise and what differentiates it from other RTS games
like Starcraft was its emphasise on tactics and positioning over "busy work" and micro.
eg.
Would welcome Tactical map suggestions/discussions.
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coh. coh. coh.