3v3's and 4v4's need an overall resource reduction, taking away the fuel points wont fix this but reducing the income given from the standard points should be adjusted.
Not only should your muni and fuel income be lower but the MP income should also be adjusted for large team games to slow down the large teams games. Often times team games skip the early game that takes about 10 mins in 1v1 and hits the late game by 11-12 mins leaving the game feeling very rushed.
Maps are another thing that needs to be looked at as cover is pretty non-existent in 4v4 maps making early engagments only about "oh I need this house" on city 17 or the building on port of ham. I think 4v4s COULD be a comp game, it can, by going somewhat the way of Total War Arena to make your army comp smaller but with more impact. Another option they could do would to implement ARCON mode from StarCraft II where players share resources or something like that.
4v4's need to be more team strat and skill rather than who can 2v1 the guy or out blob the other guy. It needs a look at from Relic for sure and im interested in seeing what happens |
Thread: Libtard1 Feb 2016, 05:54 AM
Holy hell that is a long definition. Who spends their time to write all that crap?
The man named "Mittens" with a picture of the glorious RNJesus Quinn Duffy |
Thread: Libtard1 Feb 2016, 03:33 AM
|
in coh 1 for some maps you can select Atmosphere: rainy, overcast, ...
OH! yea I know what you mean, I would like to see maps have more variety crossing in the woods rain and what not. light snow would also be a cool little add on thing.
The issue is that their maps don't have a variants like the coh1 maps did so you cant select others. |
Atmosphere? Like toggle skybox? |
OKW for sure, horrible faction design with cheap mainline inf with hard AT coupled with a FRP that cuts the retreat in half early game as well as cheap and fast reinfoerce. Jagtiger can lock down half of 4v4 maps pretty ez and the shwer like bofors can cut up the map for 10-15 mins until a tank hits the field. |
Both solvs, brit, and Wher smoke on mortars take years to drop. Also the brit one doesnt have the same range as the normal mortar for some reason.
IF you are talking about the pop smoke on...no, its fine. It pops as soon as you press it unlike the AEC, it screens well enough that it covers your front and in combo with blitz means you can keep a tank.
The american one in my opinion is also pretty shitty, the rounds take YEARS to drop meaning you can lose your fragile tank if not timed right.
All in all, I would take a look at them as well as the pricing as I think the USF one is pretty expensive if I remember right. Maybe I'm crazy, maybe I'm an allied fan boy lol. |
Wasp hard counters enemy lies in buildings unless they have AT. Other than that, snipers which have 100% chance of hitting them.
In a vacuum this works but the Wasp is overpriced for how it preforms, also its pathfinding and low HP makes the unit impossible to keep alive. |
The upgrade its self should be global but require muni upgrade for the tank in allied territory. Unlock should be in t4 so that you dont skip teirs |
I think the AEC is fine, just needs a cost increase to delay its time to get to the field. Should come out around the 6min-min mark like the stew.
Brits need the AEC to handle the heavy lifting until another balance patch swings in to adjust brit early game. The Aoe is good but its not THAT good, just needs a time delay to allow more counters for it eg: puma, pak 40, more mines, and another volk shrek so thats roughly the time the stew comes out.
That being said, OKW at one point relied on crutches to be useful, I think the same apply s here and that brit tech overall needs to be looked at. |