Similar to Blizzard's Starcraft and Warcraft RTS games, the terrain interacts with the units but through the usage of blocking line of sight for example: when an Orc Grunt is behind a tree and couldn't see what's going on at the otherside of it. Should CoH have this similar concept too because it just feels weird how a mortar can find out your location with its natural line of sight and suddenly see what's going on at the otherside of a line of trees. It should bring more surprises to me IMO.
At this point in CoH's lifecycle, there's really no point in introducing a drastic change such as this. Relic designed CoH with the current sight system in mind; altering it would create serious issues.
This post has been edited by Inverse: Feb 7 2010, 08:51 AM
At this point in CoH's lifecycle, there's really no point in introducing a drastic change such as this. Relic designed CoH with the current sight system in mind; altering it would create serious issues.
Yeah, you won't find this in CoH. As much as I love CoH, MoW is newer, thus better looking, and more realistic. Very realistic. And fun.
I thought about it, and I probably think this because I play CoH on lowest settings, which I forgot about. MoW is still more realistic, though, I don't think you can debate that.
Similar to Blizzard's Starcraft and Warcraft RTS games, the terrain interacts with the units but through the usage of blocking line of sight for example: when an Orc Grunt is behind a tree and couldn't see what's going on at the otherside of it. Should CoH have this similar concept too because it just feels weird how a mortar can find out your location with its natural line of sight and suddenly see what's going on at the otherside of a line of trees. It should bring more surprises to me IMO.
Starcraft had terrain like cliffs which made it so you can't see anything higher than the ground you're on. CoH isn't like that. Some landscape is very hilly and it just wouldn't make any sense implementing this feature. Does it make sense to not be able to see past some hedgerows under you when you're clearing standing on top of a hill? It doesn't really make sense.
Starcraft had terrain like cliffs which made it so you can't see anything higher than the ground you're on. CoH isn't like that. Some landscape is very hilly and it just wouldn't make any sense implementing this feature. Does it make sense to not be able to see past some hedgerows under you when you're clearing standing on top of a hill? It doesn't really make sense.
I love how buildings that have hedges near them, get completely blocked even if the hedge is like AT the wall of the house and the window is like three stories higher than it. It doesn't really make sense.
Know what else doesn't really make sense? Changing a core mechanic of CoH 3.5 years later.
Well they have radios (see 1 rifleman with radio on his back?). So there is like in RL units "can see" what happens even with no LoS because some friendly unit spots an enemy and gives it's location to other friendly units.
I think mortars particulary are fired with no LoS using forward observers.
yes mortars were fired with no LoS. My Pop was in the peruvian army in a mortar squad. He barely see any action agaisnt the terrorist force because the squad used radio.
it just feels weird how a mortar can find out your location with its natural line of sight and suddenly see what's going on at the otherside of a line of trees
um, no... omg doesn't have line of sight blockers. and mow sucks at all those things coh excelled like hell at, graphics specifically. they were way ahead in 2006 when it came out and now i think they're still ahead though much close to the crowd
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