http://www.coh2.org/ladders/playercard/steamid/76561197970298866
You only play OKW so...
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Thread: Current Soviet Meta + British = GG Germans?21 Aug 2015, 09:34 AM
In: COH2 Gameplay |
Thread: Current Soviet Meta + British = GG Germans?21 Aug 2015, 09:32 AM
Artillery isn't going to kill emplacements trust me. Emplacements have the brace structuure ability that reduces received damage by something crazy like 80%. Simply activate all your emplacements with brace structure when you hear arty go off and you are safe. Bottom like is you can't kill emplacements with short duration arty such as Stuka Dive Bomb, Walking Stuka, LEFH, or other call in abilities. Only effective ways are mortar, LEIG, or infantry/tanks that can provide sustain fire against emplacements. In: COH2 Gameplay |
Thread: Conscript MERGE ability - bulletin interactions21 Aug 2015, 03:33 AM
I suggest not merging at all according to Cruzz's findings that merged Conscript entities take more damage than say an AT gun crewman. DON'T MERGE EVAR! This has only been a problem as of recently. To get more info read "Cruzz's The More You Know" |
Thread: Issues with OKW20 Aug 2015, 06:04 AM
Changes for OKW:
In: COH2 Balance |
Thread: Relic says: Something BIG after the brits...20 Aug 2015, 02:49 AM
New community map rotation Hints & foreshadowing: http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/199392-map-feedback-vote-on-your-favorite-map In: Lobby |
Thread: CAS commander in team games18 Aug 2015, 08:00 AM
OP because spamable. What if USF could spam P47s without muni problem ? LOL. I could only imagine. FREEDOM AND LIBERTY FOR ALL. LET THE DEMOCRACY RAIN OVER YOU In: COH2 Balance |
Thread: RELIC please make MORTAR SMOKE barrages quicker4 Aug 2015, 06:20 AM
+19 1/2 In: COH2 Gameplay |
Thread: 2v2, 3v3, and 4v4 maps need to be proportional to 1v1 maps4 Aug 2015, 06:13 AM
larger maps more points to capture less resources to each point, it will let people use the map more instead of just a-move to this point that holds the everything, people will have to either capture even slower or promote them to spilt up the units more over. EXACTLY what I was pointing at. Relic has taken note of this issue however and they are making some adjustments, albeit minor ones. For example in the UKF Alpha there were maps with 5 victory points. This favors distributed map control gameplay instead of blob vs. blob combat. In: COH2 Gameplay |
Thread: 2v2, 3v3, and 4v4 maps need to be proportional to 1v1 maps2 Aug 2015, 01:51 AM
As we all know, CoH 2 gets worse and worse in terms of balance/blobbing/spamming as we progress up the playlists from 1v1 to 2v2 to 3v3 to 4v4. It isn't as if the game mechanics suddenly change as you switch playlists. So why is there less blobbing in the smaller playlists? I believe it has to do entirely with the maps. In 1v1s, we all have the choice to blob if we wanted to. However it is discouraged not only by anti-blob units like HMGs or Artillery, but by the map itself because of their large size in comparison to the amount of units on the field. But the size of the map isn't the only factor. You have more sectors on the map in comparison to the amount of units on the field as well. 1v1 maps are around 325 x 325 meters (105,625 m^2), therefore its 52,812 m^2 of space per player. On the other hand you have 4v4 maps that are only 512 x 512 (262,144 m^2) with 32,768 m^2 of space per player. This clearly poses a problem for larger playlists especially when its snowball effected by the small amount of sectors. So at the end in 1v1s you have two players battling over a proportionally large map with lots of sectors and in 4v4s you have eight players battling over a proportionally small map with few sectors... and we wonder why 4v4 is AIDS. If 2v2, 3v3, and 4v4 maps are ever to be made more interesting and less blob/spam fest, we will have to use the magic number of 52,812 m^2 amount of space per player. That way we have 700 x 600 maps for 4v4s instead of 512 x 512. Note: I am using 1v1s and 4v4s as extremes. 2v2s and 3v3s suffer from the same disproportion issue and need to be fixed like so. I am not exactly sure how the whole sector issue can be addressed as it will probably be complicated and will surely come with unforeseen issues, but 1v1s have around 10 sectors. And so do 4v4s. So I am suggesting 5 sectors per player for a total of 40 sectors in 4v4s (lmao that's insane). Then you divide the resource income per sector including fuel and munitions to 1v1 proportions. Agree? Disagree? In: COH2 Gameplay |
Thread: Why do YOU prefer Axis over Allies?1 Aug 2015, 07:42 AM
Nooo Halo Wars 2 is work in progress... I just hope its for PC In: COH2 Gameplay |