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City of Heroes: Issue 17: Dark Mirror Enters Open Beta!

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  • Xondar123Xondar123 Member CommonPosts: 2,543

    Originally posted by championsFan



    This massively article paints a different picture, more familiar to my friends and I who played CoX, in which the Mission Architect greatly damaged the game with its exploit-ability.   As the article correctly points out, this will never be resolved.

    Uhh, it's actually been resolved and is actively being resolved.

    http://boards.cityofheroes.com/showthread.php?p=2766807#post2766807

    They are making the MA system less and less exploitable all the time.

  • TeiloTeilo Member Posts: 284

    I'm a CO lifer who resubbed to CoH last month after a year away.

    CO has a lot of things going for it, but teaming is virtually non-existant, and when it does happen there's no sense of any strategy, no-one has a particular part to play in team - everyone is DPS. I can get a PUG easily in CoH and play a useful part in a team, above and beyond hitting things.

    The economy in CO is pointless, the AH useless, the crafting...needs work; I didn't think CoH needed loot or crafting back when it was introduced, but they've managed to make it work, and it's so much better than CO's.

    The only real thing CO has over CoH is a (much) better engine (no war walls!), but they squander it with overly cartoony graphics - I'm not talking about the outlines, I turn those off - I mean the general chunky plastic feel all the characters have.

    Classless characters sounded great on paper, but in practise it just meant that 99% of the player base was playing a variation on one class - the 'kill everything' class - and for the most part playing it solo.

    The CO costume creator has much more detailed costumes, the sliders are great, the ability to take any part and make it cloth or metal is fantastic, but there are many many more options to choose from in CoH, despite not looking so shiny, it's far easier to get close to a concept in CoH - without having to buy extra parts.

    I never, ever PvP in CoH, but all I do in CO now is play the occasional round of Zombie Apocalypse while I wait for them to finish the game. I like CO, but gameplay-wise, it still has long way to go.

  • gandalesgandales Member UncommonPosts: 472

    Originally posted by Teilo



    I'm a CO lifer who resubbed to CoH last month after a year away.

    CO has a lot of things going for it, but teaming is virtually non-existant, and when it does happen there's no sense of any strategy, no-one has a particular part to play in team - everyone is DPS. I can get a PUG easily in CoH and play a useful part in a team, above and beyond hitting things.

    You can take traditional roles if you want, and the lair goes a lot of smoother that way, especially the new Lair Therakiel temple, this one and probably the ones to be release in the future  prevents you from winning by zerging, so a tankish person is required and a healer is highly appreciated.  You may still do it without the specialist but expect a pretty hard and long lair.  However, I give you that teaming is smoother in CoH, especially fun having 8 heroes ripping apart villains

     

    The economy in CO is pointless, the AH useless, the crafting...needs work; I didn't think CoH needed loot or crafting back when it was introduced, but they've managed to make it work, and it's so much better than CO's.

    Not sure, but here both games are pretty much guilty, CoH crafting was designed to be optional and probably more related to pvp, so it is pretty laid back. In CO, crafting requirement is mainly about costumes, travel powers and action figures. Most of the good equipment are drops.

     

    The only real thing CO has over CoH is a (much) better engine (no war walls!), but they squander it with overly cartoony graphics - I'm not talking about the outlines, I turn those off - I mean the general chunky plastic feel all the characters have.

    That's mainly the reason I chose CO because its potential. The graphics is more a matter of preference, but I agree that CoH gives an atmosphere that maybe sets better the hero mood.

     

    Classless characters sounded great on paper, but in practise it just meant that 99% of the player base was playing a variation on one class - the 'kill everything' class - and for the most part playing it solo.

    Here I completely disagree. You can have serious combinations, synergies and animations that makes you want to have several heroes. It is true that most heroes are self-sufficient for almost anything outside the lairs but I don't see anything wrong with that, at least there is a choice. 

     

    The CO costume creator has much more detailed costumes, the sliders are great, the ability to take any part and make it cloth or metal is fantastic, but there are many many more options to choose from in CoH, despite not looking so shiny, it's far easier to get close to a concept in CoH - without having to buy extra parts.

    Again, it is a matter of perception. I took advantage of the free weekend at CoH and I tried the hero creator and I found out that while more options in general, it felt more limited, the reason is that CO has more major categories but less options in each one.  

     

    I never, ever PvP in CoH, but all I do in CO now is play the occasional round of Zombie Apocalypse while I wait for them to finish the game. I like CO, but gameplay-wise, it still has long way to go.

    Not much into pvp, so I won't argue about it since I haven't experienced both games' pvp for a decent amount of time. Yes, CO has a long way to go to reach its potential but the game is barely 6 month old and it is improving a decent pace. 

     

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