#107883
Congratulations on 1.6, and Some General Suggestions Inspired by It
Hello,
I would like to keep this brief and avoid turning this into a self-introduction post, however, I would like to say that I've been playing this mod on-and-off since it was released. I always had high hopes for the mod, but aside from the compstomping the improved AI (lame, I know), I never really enjoyed the fruits of the modders' labour. Bluntly put, I always found the Soviets to be an awkwardly designed faction that was annoying and unenjoyable to play. The lack of retreat on infantry (or at least certain infantry), lack of recrewable heavy weapons, and non-retroactive unit upgrades really destroyed the gameplay for me, and so I could never get into this mod to play it potentially competitively. Most of the issues were slowly fixed over time, but it wasn't until this latest update, 1.6, that finally eliminated the Soviets' 'unique' elements, and morphed the faction into a more Relic-inspired design. The Soviets now not only fit better into CoH's gameplay design, but are actually rather fun to play as, as a result. Indeed, I would go so far as to say that these new Soviets are a more enjoyable faction to play than the British. And while that is not necessarily saying a whole lot, the truth is that a handful of modders have managed to create a faction that seems to be a decent addition to CoH. That's more than OF's developers managed.
My sincere appreciation goes out to all the modders who have been involved in this mod's creation, because 1.6 is a remarkable accomplishment.
Now, onto my general suggestion.
While I understand that most of the mod team is preoccupied with countless other more pertinent tasks, I would seriously like to suggest that the team consider giving the Royal Marines British faction more attention. Much like earlier iterations of the Soviets, this modification of the British is simply not fun to play as. As far as I can tell, its designers understood the short-comings of the vanilla British, and attempted to fix these issues, but I find that we are still left with a half-baked faction that just doesn't seem to make for an enjoyable game. Perhaps this is due to the inherently more design of the British faction from its very roots, but I have confidence that if the team is capable of making an enjoyable faction from scratch (the Soviets), then the team probably is able to do something with the British.
So, my suggestion is, if possible, give the Royal Marines British more attention at some point in time. I like to believe that the faction is not a lost cause, and that the talented people here are capable of salvaging the mess that is the vanilla British faction.
If I have learned anything from the development of the Soviets, it is that as the faction became less unique, and followed CoH's gameplay philosophy more closely, it became a more playable and enjoyable faction. This should be considered with the British as well, and so with that in mind, I have a few ideas regarding the Royal Marines British, and how they could potentially parallel the vCoH factions more closely.
These suggestions might sound ridiculous, but here they are:
1) Emplacements and Heavy Weapons Teams.
Vickers Heavy Machine Gun Teams, Mortar Teams, and 17 Pounder AT Gun teams could be trainable units. These units would be similar to the Wehrmacht and American heavy weapons teams, but with the unique exception that they can deploy themselves and thus become the emplacements that the British currently have.
My philosophy behind this is to make the British faction less radical/unique, and as a result make it more playable, fluid and with more build-order options. The British faction would still excel in entrenching itself, because it could set its heavy weapons teams to become emplacements; however, the British would not be forced into the current lame strategies that it currently must pursue. With mobile heavy weapons teams, they would obviously become a more mobile faction, enabling them to face threats across the map. For example, if the enemy has a vehicle out on the map that one simply can't reach with the emplaced 17 Pounder, one needs to either fast-tech to heavy tanks, or create a massive blob of infantry to button the vehicle and destroy it with Sappers. This is predictable and repetitive. Being able to un-entrench a 17 pounder to deal with threat would open up options that simply don't exist at the moment.
Mobile Mortar teams and Vickers HMGs could also give new dynamics to the Royal Marines British army.
This naturally means that Mortar Emplacements, Vickers Machine Gun emplacements, etc. would no longer be buildable.
25 Pounder Artillery, and Bofors emplacements would still remain buildable structures, however.
2) Trucks and teching.
I don't believe that the HQ of the British should be responsible for the 'construction' time of the higher tier trucks, because this conflicts with their capability to simultaneously raise an army. No other faction is handicapped in such a manner, that they must choose between teching to a higher tier and training soldiers (Wehrmacht can't train Pioneers while teching, but that doesn't mean they can't train other units from their barracks during this).
It would make more sense if the Royal Marines British were given the ability to call in higher tier trucks for a cost of resources, just like how the British gain the ability to call in a replacement HQ truck whenever they lose one.
This would allow the player to not need to decide whether to tech, or train units - this is a ridiculous decision to make. A player should be able to carry out both, if he has the resources for it.
I would like to keep this brief and avoid turning this into a self-introduction post, however, I would like to say that I've been playing this mod on-and-off since it was released. I always had high hopes for the mod, but aside from the compstomping the improved AI (lame, I know), I never really enjoyed the fruits of the modders' labour. Bluntly put, I always found the Soviets to be an awkwardly designed faction that was annoying and unenjoyable to play. The lack of retreat on infantry (or at least certain infantry), lack of recrewable heavy weapons, and non-retroactive unit upgrades really destroyed the gameplay for me, and so I could never get into this mod to play it potentially competitively. Most of the issues were slowly fixed over time, but it wasn't until this latest update, 1.6, that finally eliminated the Soviets' 'unique' elements, and morphed the faction into a more Relic-inspired design. The Soviets now not only fit better into CoH's gameplay design, but are actually rather fun to play as, as a result. Indeed, I would go so far as to say that these new Soviets are a more enjoyable faction to play than the British. And while that is not necessarily saying a whole lot, the truth is that a handful of modders have managed to create a faction that seems to be a decent addition to CoH. That's more than OF's developers managed.
My sincere appreciation goes out to all the modders who have been involved in this mod's creation, because 1.6 is a remarkable accomplishment.
Now, onto my general suggestion.
While I understand that most of the mod team is preoccupied with countless other more pertinent tasks, I would seriously like to suggest that the team consider giving the Royal Marines British faction more attention. Much like earlier iterations of the Soviets, this modification of the British is simply not fun to play as. As far as I can tell, its designers understood the short-comings of the vanilla British, and attempted to fix these issues, but I find that we are still left with a half-baked faction that just doesn't seem to make for an enjoyable game. Perhaps this is due to the inherently more design of the British faction from its very roots, but I have confidence that if the team is capable of making an enjoyable faction from scratch (the Soviets), then the team probably is able to do something with the British.
So, my suggestion is, if possible, give the Royal Marines British more attention at some point in time. I like to believe that the faction is not a lost cause, and that the talented people here are capable of salvaging the mess that is the vanilla British faction.
If I have learned anything from the development of the Soviets, it is that as the faction became less unique, and followed CoH's gameplay philosophy more closely, it became a more playable and enjoyable faction. This should be considered with the British as well, and so with that in mind, I have a few ideas regarding the Royal Marines British, and how they could potentially parallel the vCoH factions more closely.
These suggestions might sound ridiculous, but here they are:
1) Emplacements and Heavy Weapons Teams.
Vickers Heavy Machine Gun Teams, Mortar Teams, and 17 Pounder AT Gun teams could be trainable units. These units would be similar to the Wehrmacht and American heavy weapons teams, but with the unique exception that they can deploy themselves and thus become the emplacements that the British currently have.
My philosophy behind this is to make the British faction less radical/unique, and as a result make it more playable, fluid and with more build-order options. The British faction would still excel in entrenching itself, because it could set its heavy weapons teams to become emplacements; however, the British would not be forced into the current lame strategies that it currently must pursue. With mobile heavy weapons teams, they would obviously become a more mobile faction, enabling them to face threats across the map. For example, if the enemy has a vehicle out on the map that one simply can't reach with the emplaced 17 Pounder, one needs to either fast-tech to heavy tanks, or create a massive blob of infantry to button the vehicle and destroy it with Sappers. This is predictable and repetitive. Being able to un-entrench a 17 pounder to deal with threat would open up options that simply don't exist at the moment.
Mobile Mortar teams and Vickers HMGs could also give new dynamics to the Royal Marines British army.
This naturally means that Mortar Emplacements, Vickers Machine Gun emplacements, etc. would no longer be buildable.
25 Pounder Artillery, and Bofors emplacements would still remain buildable structures, however.
2) Trucks and teching.
I don't believe that the HQ of the British should be responsible for the 'construction' time of the higher tier trucks, because this conflicts with their capability to simultaneously raise an army. No other faction is handicapped in such a manner, that they must choose between teching to a higher tier and training soldiers (Wehrmacht can't train Pioneers while teching, but that doesn't mean they can't train other units from their barracks during this).
It would make more sense if the Royal Marines British were given the ability to call in higher tier trucks for a cost of resources, just like how the British gain the ability to call in a replacement HQ truck whenever they lose one.
This would allow the player to not need to decide whether to tech, or train units - this is a ridiculous decision to make. A player should be able to carry out both, if he has the resources for it.


