Last year there was a huge fight between the data collectors and the gameplay designers about which direction to go with the automatching/lobby system. The data collectors said "look who plays the game and what they play." The dudes who like 1v1 and want to bear Sepha's children said "no, we need to encourage competitive play and it'll be better if people aren't team stacking their pub 4v4 games. We've got this cool ELO system all worked out."
And a compromise was reached, and like all good compromises, it pleased no one. People could play with friends in automatch, but there would be no lobbies or public games. And like most compromises, it ended up having questionable long-term results.
On the whole I personally feel it's a good system. If I get a good team together, and we have enough ELO points put together, we get pretty good opponents if any are available. But it limits the game modes, your ability to play the map YOU want, etc. Relic made a poor decision to not give the customer what they want, even if what the customer wants is, in fact, pretty stupid (annihilation, Scheldt) and doesn't give rise to good competitive games, etc.
Those are maps I know a lot of people veto the shit out of.
I suspect Relic might watch that data. A bit surprised about Rzhev summer though, I thought people liked the campy/Vire River valley nature of that map. Elefant vs ISU fights are occasionally fun on it.
This is essentially what Sepha and others suggested in THAT other thread.
I don't like the idea of splitting the community into classes of players. vCOH never had that. Sure a lot of team game players didn't do 1v1 or 2v2, but there were a lot who did.
I guess I'm one of the few who enjoys all modes, I just don't want to see it happen.
What we need...is a well-designed game that scales well as you add players instead of creating imbalances.
On certain maps I think they are very hard to deal with, and in 4v4s.
Again, the issue is build time not the MG arc or whatever. Increasing the build time as well as the HP will contribute to more dynamic play and people trying to stop the builds rather than having to deal with them later.
If you do get one up, they shouldn't go down as easy as they do to AT guns I think.
Protip: put guards in a car. Drive around to the back of the bunker. Profit.
Not long, but they are a huge problem on the stupid chokepoint maps like Rzhever, Derp River, etc.
I think they should get more HP but a longer build time. I usually spot them but with two Grens on them you can't stop them from going up fast enough even if you're just on the other side of the screen.