If I hover over the call-in for a vehicle, I should also see basic info like how much they cost and what the unit actually does. In addition, detailed tooltips should be available (in-match as well as in menus) when hovering/clicking on each battlegroup item. First would be to have point requirements show up in menus instead of requiring you to be play a match in order to see CP requirements of each battlegroup item. Would rather something more abstract so you can just immediately tell what battlegroup you're seeing without requiring mouse-overs, like really obvious symbols to denote airborne vs tank vs artillery company, etc.Īlso some really useful QoL changes is more info on battlegroups in-game and in-menu. yellow eyeball thing? Another example are Battlegroups - these need consistent icons instead of some pictures being a face/commander, and some pictures being a picture of.a tank? I would elect for consistent icons that allow people to easily see and pick their battlegroups on the fly in-game, as previously CoH2 had the problem of screwing you over due to similar looking faces and you clicking on the wrong doctrine. Sometimes the pattern breaks really oddly, like Infantry Section recon upgrade being a picture of. ![]() An example is unit weapon upgrades - in most cases the consistent pattern is a picture of a gun with an up arrow. This is really important for clarity purposes and it's a bit of a mess. My main concern regarding visuals are UI and icon consistency. In terms of visual, glad bugs are getting fixed. ![]() Usually gameplay clarity does involve some sacrifice of 'realism', so I do understand why they're remixing some audio stuff as sometimes you need some exaggeration to make important weapons/units stand out from an audio 'callout' perspective. were really quiet (No, I didn't have settings set to low) and often got lost in battles.Ĭontrast that to earlier titles where I could actually tell what was going on with just audio alone (even down to telling MGs apart for example, I could even be blindfolded and know approximate location of an MG), which is a really good game design and helps a ton when playing the game as it helps you react faster and appropriately. It was much more difficult to have audio helping out your gameplay in the tech test, as many things like certain MG's, sniper shots, etc. Wanted to leave feedback here that I agree with junkmail22 in that I didn't have problems with sound design/quality, but more concerned in how it relates to gameplay clarity. Guides: Official Beginners Guide - Steam guides - COH2.ORG guides - Micro Tips & Tricks SeriesĬustom Hotkeys scripts and windowed borderless
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