The game is too damn FAST
Posts: 137
Posts: 17914 | Subs: 8
There was never mid game there, resource inflation is way over the top to have normal stages of early mid and late like in 2s or 1s.
Posts: 721
Or waiting for mortar crew to actually shoot smoke.
Yeah I get full points for smoke n flank.
Posts: 1276
Posts: 732
I have the filling that after december patch the game is too fast. There is no early-mid game, 2-3 skirmishes, and then suddenly tanks apear on the battlefield... I dont think that is a good idea Relic. The game was much more fun to play. Now is such a pro game..is not fun anymore. 3v3 and 4v4 are totally broken...just a tank slaughter from the beginning to the end...It's so sad...
Are you using all hotkeys and/ or tactical map/ control groups? I mean micro/ countering of these light vehicles is probably impossible if you dont. If you have to click ur mouse 10 times before trowing AT nade you might have problemz
Posts: 1024 | Subs: 1
Are you using all hotkeys and/ or tactical map/ control groups? I mean micro/ countering of these light vehicles is probably impossible if you dont. If you have to click ur mouse 10 times before trowing AT nade you might have problemz
I dont use it Only depending on my own hotkeys micro
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Posts: 1604 | Subs: 3
Posts: 199
I would love a mod of this if someone made it. Actual strategic game play when playing with friends instead of stacking blobs of infantry and using nothing but anti blob counters.
At the moment it is who blobs wins.
Posts: 344
There should be a reduction in resource income in the higher game modes to bring the pacing back to similar to the 1v1 modes. Not hard to do from relics end and would help improve balance issues blowing out in the larger game modes.
I would love a mod of this if someone made it. Actual strategic game play when playing with friends instead of stacking blobs of infantry and using nothing but anti blob counters.
At the moment it is who blobs wins.
+1
Posts: 2561
There should be a reduction in resource income in the higher game modes to bring the pacing back to similar to the 1v1 modes. Not hard to do from relics end and would help improve balance issues blowing out in the larger game modes.or we can just stop letting teammates benefit from caches which is actually the problem. It's not like teamgames have more default points then 1v1. It's just that caches put out 4x the resources into the game then they would in a normal 1v1.
I would love a mod of this if someone made it. Actual strategic game play when playing with friends instead of stacking blobs of infantry and using nothing but anti blob counters.
At the moment it is who blobs wins.
Posts: 254
or we can just stop letting teammates benefit from caches which is actually the problem. It's not like teamgames have more default points then 1v1. It's just that caches put out 4x the resources into the game then they would in a normal 1v1.
I would expect that 4v4s will go much more than an hour, or 2, and that is not practicable.
Posts: 2561
what are you talking about? Caches don't have an effect on length of the game. That's determined by VPs.
I would expect that 4v4s will go much more than an hour, or 2, and that is not practicable.
Posts: 254
what are you talking about? Caches don't have an effect on length of the game. That's determined by VPs.
True,but the VP changes were much often. I mean they would switch more than now. And this would extend the game drasticaly in terms as there is more time to play.
I would appreciate that there would be a mid game because 4v4 lags of it. if there is a solution to not extend the gameplay. Because 1 hours is enough, even good games go more than 1 hours., as for now
Posts: 2779
Posts: 70
Scaling income down to 1v1 levels would go a long way towards reducing their balance headache. In 4v4 it's much harder to cut off some ones resources for an extended period of time to hurt them economically.
That or having a completely different set of rules and balance for 3v3/4v4 but that's asking a bit much.
Posts: 199
or we can just stop letting teammates benefit from caches which is actually the problem. It's not like teamgames have more default points then 1v1. It's just that caches put out 4x the resources into the game then they would in a normal 1v1.
I brought this up in other posts prior, The caches are not an issue for me as everyone built is essentially a unit not on the field and you should be able to punish them with map presence. The massive MP float allowing people to field large armies and build caches does stack this issue though. Remove the massive MP float and less caches will be built because like 1v1 you will feel the lack of unit presence and loose map control.
Relic needs to reduce income stacking, reduce team auras (Target weakness should be left as is and the like), fix pop cap issues and a few minor adjustments around 1v1 balance and relic will be most the way there to giving us the game we paid for after all this time.
Posts: 1954
I would expect that 4v4s will go much more than an hour, or 2, and that is not practicable.
There are still only 500 VP's, and someone is almost always losing one every 3 seconds. Occasionally games go beyond an hour but that usually requires contested VP's to be uncapped at times.
Resource inflation happens partly because capping is faster and partly because it's easy to build caches early in team games. Fuel and ammo drops help make it go faster also.
Posts: 1954
or we can just stop letting teammates benefit from caches which is actually the problem. It's not like teamgames have more default points then 1v1. It's just that caches put out 4x the resources into the game then they would in a normal 1v1.
Is there any doubt in your mind that people who play random 4v4's would start killing their own team's caches so they could get the extra resources for themselves? It might be funny to watch, but only from a safe distance as things go nuclear.
If you want something like this, just reduce the added fuel or muni per player. Right now, a cache makes +20 total fuel or muni per team in a 4v4 instead of the +5 that it does in a 1v1.
Posts: 2561
Everytime I mention this someone brings up this. But that's easily worked around by making chaches stackable. That would even make raiding the backlines more important as you can end up taking out a cache worth 800mp.
Is there any doubt in your mind that people who play random 4v4's would start killing their own team's caches so they could get the extra resources for themselves? It might be funny to watch, but only from a safe distance as things go nuclear.
If you want something like this, just reduce the added fuel or muni per player. Right now, a cache makes +20 total fuel or muni per team in a 4v4 instead of the +5 that it does in a 1v1.
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