I wish there were asymmetrical game modes in CoH 2. Frontline mode from Men of War is my goto example in my head.
I think an attacker/defender game mode would really spice this game up. There could be a 3v4 where the 3 have good defensive positions. Or we could have a classic weakened defender with extra time to prepare.
Asymmetrical gamemodes
2 Apr 2016, 21:37 PM
#1
![avatar of theblitz6794](/images/no_av.png)
Posts: 395
2 Apr 2016, 21:42 PM
#2
![avatar of AudetoriLV](/images/avatars/major.png?updated=1414778153)
Posts: 21
Sounds like a good idea +1
2 Apr 2016, 22:03 PM
#3
![avatar of MarkedRaptor](/uploads/avatar/17595.png?updated=1449297017)
Posts: 320
I completely agree, an attack and defend for fun mode would be great.
3 Apr 2016, 00:02 AM
#4
![avatar of Gbpirate](/uploads/avatar/9433.jpg?updated=1399239147)
![Senior Editor Badge](/images/badges/badge_SENIOR_EDITOR.png)
Posts: 1150
Heyyyy make a mod man!
If I had the time and the knowledge of how code works, I would do that.
Alas, I have neither.
If I had the time and the knowledge of how code works, I would do that.
Alas, I have neither.
3 Apr 2016, 00:25 AM
#5
![avatar of Intelligence209](/images/avatars/tiger.png?updated=1395697084)
Posts: 1124
Attack and defend would be awesome. Attackers having more MP and more income. Defenders having less
3 Apr 2016, 00:57 AM
#6
![avatar of rymetyme09](/images/no_av.png)
Posts: 75
Frontline would an awesome gamemode for Relic to put into the game!
3 Apr 2016, 04:13 AM
#7
![avatar of Hans G. Schultz](/uploads/avatar/18125.jpg?updated=1481773596)
Posts: 875 | Subs: 2
I think an attacker/defender game mode would really spice this game up. There could be a 3v4 where the 3 have good defensive positions. Or we could have a classic weakened defender with extra time to prepare.
+1
3 Apr 2016, 06:38 AM
#8
![avatar of squippy](/uploads/avatar/13878.jpg?updated=1483351363)
Posts: 484
Played MoH: Pacific Assault online way back,and it had a mechanic that took me by surprise at first but which made perfect sense; in effect only the attacking side could cap points. This meant that the defending Japanese side would first fight at the outermost defences, and as the match proceeded, would get pushed back to inner defences. The question was whether they could cost the attackers enough tickets that the assault lost momentum and failed.
While that doesn't map to CoH's use of points exactly, I've always thought it was an interesting and clever idea.
While that doesn't map to CoH's use of points exactly, I've always thought it was an interesting and clever idea.
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