Steam ID#: 76561197967671449
Steam Alias: Cann0nBall |
my point is that moving the fuel points back to the original spot will reemphasize harassment of that side of the map more. The areas with the fuel now is already important because of the munitions cutoff. It would open up the map more. |
your point? |
I don't like the map. The fuels not being close to the base gives zero reason for me to care aboutt the two sector points next to my base because they do not connect shit. Fuel points in the normal vCOH position would allow for more focus on other parts of the maps and battles would still occur near the current one for the cutoff sector (munitions). Just my thoughts. |
^ Game play > Realism
*face palm* |
Roads do provide a movement bonus for vehicles.
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I understand that developers want the building to stay the way it is but I personally can't stand the resulting gameplay. Buildings promote static gameplay and I rather spend majority of my time fighting across the map than slapping my dick trying to clear a building. It's plain boring because it requires practically hard counters to clear which was the exact same reasoning that made trenches hated so much in COH 1. (impervious to small arms/sniper fire and can only be cleared with grenades/flames)
My main gripe is why was it changed from COH 1? There were never really any problems with that system and people used buildings all the time. Now every game I play it's all about rushing to the building and fielding the appropriate counters to clear buildings.
Edit: Some might argue that buildings in COH 1 required hardcounters and yes it did. However, there were a lot more viable counters which included flanking the building, using green cover against the side with the least amount of windows, using a sniper)
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gg |
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