A few wins against high ranking opponents is better than lots of wins against very low ranking ones.
But that only applies while the sample is fairly low. Spam games at a 60/70% WL ratio and you can top the ladder.
Thread: A question about the ladder510 Apr 2017, 20:52 PM
A few wins against high ranking opponents is better than lots of wins against very low ranking ones. But that only applies while the sample is fairly low. Spam games at a 60/70% WL ratio and you can top the ladder. In: COH2 Gameplay |
Thread: Coh2chart.com new data tell us alot....10 Apr 2017, 16:06 PM
TBH top250 doesn't tell much. Top30 or top50 at least would say a bit more, but just for the sake of N° sample, leave it at top100. A)1-100, B)100-250 and C)250+. A) I want the data of those who knows how to abuse B) I want the data of those who are still adapting C) " " " who just play. That been said, this was expected. While a little higher on 2v2+, let's see how it devolves over the next weeks. In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind10 Apr 2017, 15:47 PM
Hi there, Disclaimer: the game should be balanced for 1v1 and somehow 2v2. This does not mean neither 3v3+ modes should be forgotten but the notion that if 1v1 is balanced, teamgames modes would be balanced is a fallacy (specially for 3v3+). I've already give you some pretty CLEAR examples of how, balance is completely different on 1v1 compared to 2v2 or 3v3+. Just to give you a more CLEAR example: take a look at Crossing in the woods. Look at any replay on 1v1 and then take a look at 2v2. Check which is more "cancer" to play. Show me how much space you have to maneuver and outflank an opponent. "Honestly guys we are looking down the wrong pipe here , it has nothing to do with the ammount of players but individual units and abilities that are in dire need of fixing." What needs to be changed, are units and abilities. I agree on this. But you need to look out the context on which the change is gonna be done. Try this: play with sniper on 1v1, try them on 2v2 and then go up into 3v3+. Do the same with a JT. You would see their worth is completely different. In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind9 Apr 2017, 15:44 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. Super heavies TD: they have been niche and i don't mind them been SUPER niche on 1v1 but not stupid units on 2v2+. CalliOP: it was nerf in the wrong way. They just removed the 3rd barrage instead of nerfing and spreading the damage of the first and 2nd barrage. FRP: make it have a cooldown. Ex. Upon activation, for the next X seconds, all units who retreat will do so to the FRP. After that there's a 2X seconds of cooldown til the ability can be used again. In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind9 Apr 2017, 15:30 PM
What are you guys talking about " balanced for 1vs1 2vs2 3vs3"??? NOT REALLY. Some history. -USF release completely OP and specially broken against OH, but really UP on 3v3+ with it's paper tanks (on 2v2 it was more of a, let's finish the game as fast as possible with LT into Sherman rushes). -OKW release kinda underwhelming on 1v1 but completely OP for teamgames. -UKF release kinda underwhelming on 1v1 but completely OP for teamgames. -Sniper did shine/op on 1v1 but not so much on 2v2 and kinda a joke on 3v3+ -Wunderwaffe units which are hard to support on 1v1 are no brainers on 2v2+. snip While those are more important issues, resource inflation and specially volume of units on field per size of map and strategic points is still a problem. 1-You cap 3x/4x times faster the map which means the transition to early lights or even mediums is done faster. 2-Caches, while been a detrimental for the one building it, benefit the whole team. Been able to field 1 less unit on 1v1 can be a risk. When you have 4x the amount of units on map, that single 200mp investment isn't as risky. 3-If you have the same amount of pop as the lower modes, but equal amount of pop, then it's obvious that you are gonna end up with Note: what i mentioned can't be changed most probably (been what you mentioned the only things which can be changed in favour of the mode). Basically, i'm saying those are real issues, not myths, but those are part of what makes 3v3+ appealing for some people (Not having to bother with capping, huge amount of units on map). If it was mine decision, i would had test early on, having 3v3 and 4v4 have less pop (also less mp gain) to accommodate the players/volume of units into the map. In: COH2 Balance |
Thread: Panthers need adjustment7 Apr 2017, 19:00 PM
Do not underestimate 4 (i've seen way more than that) T34/76's though. The other day a swarm of these took out my vet 2 and vet 1 Panthers with the loss of only 1 T34. They can be incredibly mobile and take a fair number of hits from a panther. -If you were getting hit from behind, then the high armor of PV and low pen of T3476 is irrelevant. -PV DPS is not good, alternative, the high pen is irrelevant against low armor T76. In: COH2 Balance |
Thread: where do i report a cheater?5 Apr 2017, 18:39 PM
2.2 Cheating Cheating is absolutely not allowed and anyone found to be cheating, publicly accusing others of cheating, or posting links to third party cheats, will be banned. Please report cheating directly to Relic via email: enforcement@relic.com. If you are not sure about whether or not you should post something on COH2.ORG, it's always best to PM a COH2.ORG Admin to ask first. Note: COH2.ORG will take any action considered necessary, when dealing with bugs/exploits which impact upon game balance by favouring players using them, which enforcement includes, but is not limited to making threads, posts, replays and stream links invisible, and/or locking them, including reporting users to Relic Entertainment. Our main goal is to favour fair competition and to increase the popularity of the game to a point where it to reach eSports levels: disallowing bugs/exploits use is simply the natural consequence of our goal. In: COH2 Gameplay |
Thread: Contest: New Maxim vet1 ability4 Apr 2017, 17:55 PM
Basically i like the idea of having the maxim crew (being that its 6 man) do something useful. Maybe a 'crew repair the Maxim' ability or the crew do some USF RE style volley fire thing. Do not get your maxim stolen or recrewed with any semi/full automatic weapon cause it would be pretty bad. In: COH2 Gameplay |
Thread: Contest: New Maxim vet1 ability4 Apr 2017, 11:54 AM
A very unconventional idea: For some reason, the first thing i thought with this was putting them inside an M3/M5 HT. That would be bad for balance but good for the lulz. In: COH2 Gameplay |
Thread: OKW Scavenge values should be boosted3 Apr 2017, 17:20 PM
Or we could nerf both and make them use the 100muni version of SU ![]() In: COH2 Balance |
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