They could keep fixed spawns if they reversed the Allies/Axis spawn for the majority of 1v1 maps. I honestly wouldn't mind this, however at the moment it is all wrong and is literally unfair/boring.
For automatch I still prefer random positions as it lets you use a lot more strategies and increases replayability.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Fixed positions is automatch30 Oct 2014, 18:47 PM
In: COH2 Gameplay |
Thread: Assault grenades vs "Weak" buildings30 Oct 2014, 18:42 PM
Opinion? In: COH2 Balance |
Thread: M10-Not worthwhile?30 Oct 2014, 18:38 PM
Is that really so? And i would add vision, being able to spot for itself is a huge deal. That means you are effectively using that 50 range. The "higher armour" is almost meaningless since you are not deflecting too much things besides small arm fire. Don't get me wrong, the things is really cheap but i wouldn't see with bad eyes if it had the same CP requirements as the Stug-E (6CP). In: COH2 Balance |
Thread: M10-Not worthwhile?30 Oct 2014, 15:51 PM
He also sacrifices somes goats so artillery lands on half of enemy army ![]() In: COH2 Balance |
Thread: Obersoldaten and stuff30 Oct 2014, 15:25 PM
Obers this time. What will be next? I'm just wondering... Nerf Obers, plays with Falls/PF. GG WP. ![]() In: COH2 Balance |
Thread: ISU-152 Overnerfed29 Oct 2014, 19:41 PM
Prime example would be when the M3A1SC got changed from being a good armored transport with mediocre armor to being a lightly armored but more heavily armed car. Initially a ton of people in the community (even a few of the so called pros) were saying it will never be used again. Videos of flamer M3s in close range being killed by Pios were posted, or of the M3 at close range losing fights rather often. Almost a month later people began to spam so many M3s that they had to be nerfed repeatedly. Wasn't that patch the one which made Pios DESTROY conscripts? They were then nerf. Not a good example ![]() In: COH2 Balance |
Thread: Obersoldaten and stuff29 Oct 2014, 09:33 AM
It's not about being design to be good at distance, it's a matter of model sniping while retaining high dps on few models due to upgrades. I think it's a problem when you have to heavily rely on models with upgraded weapons rather than on the squad itself. USF is frustrating, OH is a surviving game. USF: i found annoying how your late game has to be top notch and you have to either survive the Kubel early game and take a lead against OH early game which lets you have a swift mid late game. OH: get LMGs, drag the game to the late game, win by good pak/mg control. In: COH2 Balance |
Thread: Obersoldaten and stuff29 Oct 2014, 07:48 AM
It's not about just Obers, it's that there are too many units with insane DPS at long range. It's easier to deal with Shocks with 222, sniper, MG, LMG rather than Obers with M3s, MGs and up to some point Snipers (double sniper are an awesome counter but a SLIGHT mistake and the Ober snipes them). In: COH2 Balance |
Thread: Soviet Mortar vs Ostheer Mortar29 Oct 2014, 00:59 AM
I like trains. wow so much calculations going on...im so confused This make you appreciate those who are in charge of balance, at least a bit isnt it ![]() In: COH2 Balance |
Thread: Soviet Mortar vs Ostheer Mortar28 Oct 2014, 18:00 PM
If you spam 60% faster, you have more chances of hitting something ![]() In: COH2 Balance |
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