Profile of pigsoup
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Post History of pigsoup
Thread: Please, please put in more automatch 4v4 maps11 Apr 2017, 05:57 AM
i wouldnt mind. just add 10 more vetoes - or even have the new maps default vetoes and ppl who want to try them out has to unveto to try. In: COH2 Gameplay |
Thread: GCS placement match stats (w/ updates)11 Apr 2017, 04:35 AM
pinned and cloured green for visibility In: Lobby |
Thread: 3v3 match10 Apr 2017, 18:12 PM
nice insinuation of opponents cheating. its against the rules in this site. In: Replays |
Thread: Can't afford to leave 3vs3/4vs4 behind9 Apr 2017, 21:09 PM
if relic is willing to at least incorporate a handful of new competitive maps and remove some of the worst offenders, i would be happy to work overtime. In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind9 Apr 2017, 18:37 PM
i think Ele and JT should be viable in 1v1 however rarely viable they might be. more and more i think about it, with exception of FRPs, and caches everything really depends on maps. You cant simply have same number of points as 1v1. The reason why super heavies can dominate and achieve critical mass with only a bit of support is because there is just so little room to fight for. Ele, KT, JT, IS2, whatever heavies become problem because they can simply sit on one of two places where the team has to defend. ONE of TWO places. maybe that is ok for 2 players total but that cant really fly 6 players+ or even 4 players. Walking stuka becomes steadily more of a problem as the gamemode gets bigger because there is simply not much room for the opponent compared to 1v1. Same with all other arties. solution?bigger size and the whole attitude and template for making 2v2+ maps has to change. for example, in 4v4, no longer maps designed to have two separate 2v2s on separated fuel points. We just simply need bigger maps with more resource points but with each of them with lesser income - again, we need to separate gamemodes to do this. i'd say the size has to be at least as big as general mud or montargis region but with eyeball design of Hill400 and Hamlet to make distance from frontline to base not too far. p.s. just remove FRP, make OKW base have 4x higher health so it becomes good soft retreat base. L2SoftRetreat FFS. In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind9 Apr 2017, 15:26 PM
yep. there is not that much to fix to be honest. but how do you fix super heavies for 3v3+ when they are already balanced for 1v1? same with rocket arties, FRP. In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind8 Apr 2017, 05:32 AM
as long as relic refuse to separate 1v1, 2v2 and 3v3+ for balancing - which will be a harder work, you'll just have to deal with it. aand with so many people just jumping on a bandwagon yelling "let team modes die, but not 2v2 because i play 2v2 occasionally... but let 3v3+ die..." BS, i doubt we will see an improvement in coh2 or even in future relic titles. if the community balance teams get more power to do things, we might still have glimmer of "hope", but i mean, the game is already 3+ years old. and you cant micro balance teammodes like 1v1. a lot more variables and 6-8 players mean you have to rely way more on player's ability to #adapt. so only fix big shits like stupid super heavies, rocket arties, FRP. and maps if you have time. In: COH2 Balance |
Thread: How's coh2.org and CoH 2 doing?6 Apr 2017, 05:05 AM
big coh2 tourney coming up, a lot of massive patches since you left and more. In: Lobby |
Thread: COH2.ORG Staff & New Promotions5 Apr 2017, 03:36 AM
In: New Members |
Thread: can we get a arty buff for all factions2 Apr 2017, 21:36 PM
no nerf all mobile arties In: COH2 Balance |
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