Added thoughts for the new patch
I don't think much has changed for this Commander, but I shall keep things under review

Posts: 3552 | Subs: 2
Thread: Partisan Guide23 Jun 2015, 09:57 AM
Added thoughts for the new patch I don't think much has changed for this Commander, but I shall keep things under review In: Guides |
Thread: Zeroing Barrage23 Jun 2015, 04:39 AM
It works best if you have line of sight to the effect, and if you can't have and maintain that it's a waste of munitions So things like Recon and Artillery flares from your teammates will help you. It works well defensively to stop a position being overrun You can drop it around your own offensives as support (works well around KT) If you can sneak a unit, like a Raketen, somewhere it gives vision onto a major clump (like inside a building) In: OKW Strategies |
Thread: opel truck22 Jun 2015, 02:36 AM
Boosts income for the owner only In: COH2 Gameplay |
Thread: USF Easy-Win Company20 Jun 2015, 20:25 PM
Bono needs something new to get upset about And if you fire it off into space some aliens might find it; this would probably be considered a declaration of war In: Scrap Yard |
Thread: Tea Make Machine's state of the game overview20 Jun 2015, 20:17 PM
Will this beat Luvnest state of the game post? Who knows? In: Scrap Yard |
Thread: USF Easy-Win Company20 Jun 2015, 20:14 PM
Can we move it on from the Scrapyard to somewhere in the 3rd world where children will pick over it in the vain attempt to salvage some sort of value? In: Scrap Yard |
Thread: How different is 1V1 and 2V2 from 3V3 and 4V420 Jun 2015, 11:04 AM
1: Resources 4v4 tends to have significantly higher resource income, initially because 4 players have more capping power so more points get capped faster, later because almost all points will get cached up sooner or later This tends to mean that teching is faster and that there are more vehicles on the map 2: Game Length Because 4 players are harder to drive off the map and kill than 1, and because of the higher resource income, comebacks are easier and it is harder to win a game in a single offensive. As such games tend to be longer. This means that large late game units and abilities with high CP values are more likely to come into play and you can afford more of them 3: Map Size Greater map size makes it slower to get back into action and benefits factions with forward retreat points. eg: USF Fast MAJ is often more important than getting CPT tier or any light vehicles 4: Rhythm Because of the higher resource income in 4v4 build orders are different to 1v1. There is also the issue that in 1v1 you cannot specialise so much, you cannot for example rely on your teammates for hard AT and tech through without building them 5: Tech and Strat decisions As resources are plentiful, teching is fast and the game will probably go to distance you generally want to get the best units you can as soon as possible. Intermediate tech choices such as going P-IVs had better be something that wins you the game, or they will be out-classed later on. Kaitof has observed that 4v4 often comes down to making most efficient use of your pop-cap than anything else Further the fast teching often out classes medium level call in vehicles, going mobile Defence and getting a Puma at CP6 loses some impact when Panthers and Shermans can hit the field at CP4 or so There's also synergistic strat decisions through picking complementary commanders 6: Different Units Not just because of all the above, but also because in 1v1 you only have to worry about one opponent and what he might do, in 4v4 there are 4 opponents whose units can threaten you As such fragile units that require careful micro, such as snipers, have a short life expectancy in 4v4 and don't get used that much 7: Different Skill Sets 4v4 involves reading the game, observing 7 other people and what they are doing 1v1 only needs to focus on 1 opponent and control your own units For this reason 1v1 skills in micro translate better into 4v4 than 4v4 skills help in 1v1 Conversely though 4 people who try to play a 4v4 as 4 1v1s will generally lose to people who play it as a 4v4 8: Balance Late game comes faster and lasts longer, so the balance in 4v4 is more heavily focused on late game where Axis have the advantage through better Vet (OKW) and better tanks In: Lobby |
Thread: Patch notes for 23rd June20 Jun 2015, 09:33 AM
Infantry should be afraid of tanks Not the other way around In: Lobby |
Thread: Patch notes for 23rd June20 Jun 2015, 06:53 AM
Praise RNJesus! In: Lobby |
Thread: USF Easy-Win Company20 Jun 2015, 01:44 AM
No review/comment on the replay/palyer please. Stay on the subject, which is the ez8 being cheap for it's performance. Well don't post a replay in order to make a point and then tell people not to look at it. In: Scrap Yard |
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