View Full Version : Annoying, missing features (CoH retail)
ZodWallop
14th Sep 06, 11:10 PM
Just started playing retail CoH this Wednesday.
My first impression is about missing features ...
** why no auto-repair (toggle) for engineers? Micro-managing repairs is a pain!!!
** why no unit/squad "stance" settings? My tanks will take off after enemy when I want them to "hold ground" or "defend" - so enemy can try to draw my units to ambush.
If I missed these features, let me know how to use them.
If they aren't there - Relic, put them in the game!
:argh:
The stance feature was in DoW, why not CoH?
Seattle (earthquakes :bricks: and volcanoes, O my!)
Not liking the lack of GAME SPEED controls. I love slow games, seeing unit animations running around and capturing points, things like that. This game has every unit moving as if it was on crack or speed.
TheDeadlyShoe
15th Sep 06, 12:01 AM
Tanks never take off without orders.
stumpster
15th Sep 06, 12:16 AM
Tanks never take off without orders.
Aye, but infantry do. It's damned annoying to see them jump out from behind sandbags and into worse cover to get a shot off that they could have gotten off from behind the bags.
MasterToad
15th Sep 06, 2:12 AM
No that doesn't happen. If anything when under fire they move into better cover to not get hit.
If they move from sandbags it must be because the place they move to is better cover.
However a few times this hasn't worked and they move into the open. Still though, very rare that that happens, and it's probably due to them needing a line of fire on the enemy.
Mirage Knight
15th Sep 06, 7:49 AM
...and it's probably due to them needing a line of fire on the enemy.
Either that or the soldiers are total n00bs :D
Bridger
15th Sep 06, 9:40 AM
Eh, repairs should cost resources anyway.
Reverie
15th Sep 06, 10:06 AM
There's an auto-repair bunker for axis...and I don't see how difficult it is to bring a pair of engys with your tanks. It's a standard thing, though ppl have complained about the realism of it.
Tanks chasing retreating enemies is a pain, usually happens when my micro sucked:p
Relic needs to add some more orders for units like patrol/follow etc, that's true.
Noble
15th Sep 06, 10:11 AM
as far as i know, if you give infantry a move command, they wont move from that spot until you tell them otherwise. if, however you tell them to attack a target they will follow it until the target or they themselves are dead. this is sort of a work around but we do need stances. Im used to DOW and i keep pressing F2 to no avail.
nourenemy
15th Sep 06, 10:16 AM
Yeah micro'ing engineers to follow tanks around is kinda a pain in the arse
Bonius
15th Sep 06, 11:23 AM
Yeah I have to have engineers in a squad by themself on my keypad to keep them behind tanks, the Tank Monkeywrenches
solidus
15th Sep 06, 12:37 PM
Lol shoe ive had a flakpanzer take off after a company of rangers and it followed them all the way back to their base and just started hammering everything in their base on his OWN. I think that was 1.17 for the beta..around that time.
Alcorr
15th Sep 06, 12:38 PM
What the first guy mentions annoys me.
Also, no fast foward for replays...
lordkosc
16th Sep 06, 2:01 AM
I mentioned the auto - repair feature awhile back, I was told to just use the engineers and hold shift to que up multiple repairs on units. :joy:
The Sheriff
16th Sep 06, 3:40 AM
personally i hope they leave it down to the players own skill & micro management , i recall age of empires , age o kings , great game then came the sequel , conquerors , with the said included automated "noob skills" killed the game for me & the online community , all that aside the replay system was to die for imho .
PurplePaladin
16th Sep 06, 8:10 AM
Yes, the lack of GAME SPEED adjustment was a big shock to all of us; in fact, my 4 gaming buds are thinking about putting off buying this game until when/if it comes out in a patch. It was standard in most RTS, and in DoW too. We like the slower speed to learn the controls, game rules, and have time to think, rather that having the person best a "click spazing" win.
Another thing not in this game, but that has been implemented in several others for years now: "Auto group assignment". If you have not seen it, all it is a little box next to each buildable unit; if you put a number in the box, every unit that is built is automatically assigned to that group #. In addition, you can set each buildable unit to move to that groups locations after it's built. Having to click on EVERY SINGLE unit that is made, and THEN having to Ctrl-# it after that also, is such major micro and busy work, it drives me crazy :juggle: . If you've ever played games with the above tweak implemented, you'll NEVER want to go back to that constant Left-click+Ctrl-# for every produced unit ever again
Gerfervonbob
16th Sep 06, 8:40 AM
Hurray for patches, since theres just a massive demand for the speed control and other controls to reduce the micro Im sure Relic will be or is working on a patch to fix it. Or hopfuly they can release the mod tools so players can fix it until relic dose.
Pretender
16th Sep 06, 9:01 AM
the game is already pretty slow as it is... I wouldn't want to play slow-motion games online.. I hated those slow games in C&C generals online.. This game is perfectly paced and if you think it's too fast you should play some skirmish first to see how everything works before you jump online... The matches already take long enough.. I wouldn't want to play a 2 hour match, which could have been a 30 minute match in normal pace..
angrysquirrel
16th Sep 06, 9:24 AM
I agree auto repairs would be good. Also, auto heal would be good for units (they return to triage and return back to squad when healed).
I would like to see range of fire indicators for all units
ability to repair buildings that are on map (i.e. houses you occupy).
ability to get out of 88 gun that you capture (couldn't do it on special forces v2 rocket mission).
show how many command points building a unit will cost
stance feature (aggressive, defensive).
ai scripts (patrolling way point to way point, protecting/follow/heal assigned units, command queing). :ninja:
not have infantry engage armor that they cannot do damage to. If they have nades or demo charges they will use them (ai behavior). If they have nothing they retreat and/or seek cover.
Vicious_CB
16th Sep 06, 9:42 AM
stance feature (aggressive, defensive).
How about no...
Reverie
16th Sep 06, 9:50 AM
V_CB:
Funny, that's his only suggestion I agree with. We need more options for unit behavior...just look at TA. CoH is a much more tactical game and somehow we have less options...
Command queues are in the game, hold down shift and clicky.
MirrorImage
16th Sep 06, 11:35 AM
How about the ability to select what "HQ" your units retreat to, so I forward hqs are more useful?
adisca
16th Sep 06, 12:46 PM
No that doesn't happen. If anything when under fire they move into better cover to not get hit.
If they move from sandbags it must be because the place they move to is better cover.
However a few times this hasn't worked and they move into the open. Still though, very rare that that happens, and it's probably due to them needing a line of fire on the enemy.
You're mistaken, this does happen. Just today I watched a squad move from heavy cover behind a wall into the open.
Also, I can't believe the replay system doesn't have a fast forward or speed control of any kind. Someone from Relic mentioned that these things would be included at retail, but nothing...
Rambocop
16th Sep 06, 1:56 PM
Please do NOT give the engineers auto-repair! Having to manually repair a tank feels just right. It balances being able to repair any kind of damage on the spot just nicely, auto-repair would turn combined arms use into StarCraft M&Ms.
ceejayoz
16th Sep 06, 2:23 PM
You're mistaken, this does happen. Just today I watched a squad move from heavy cover behind a wall into the open. I believe some walls cannot be fired through.
adisca
16th Sep 06, 8:52 PM
I believe some walls cannot be fired through.This is true, but I'm talking about the wall just above the west victory point on Semois, which is not one of those walls.
I think this problem occurs when the team is using short range weapons like MP40s and Thompsons and they need to move in to improve effectiveness... in my case though I just wanted to keep them behind the wall, and their failure to do so cost them their lives... RIP soldiers.
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