I deleted COH2 from both machines. Problem solved.
I'll lurk here and complain once in a while as I wait for there to be a major change in the games meta.
OK..... but no trolling, if you're not playing, otherwise consequences ensue.
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I deleted COH2 from both machines. Problem solved.
I'll lurk here and complain once in a while as I wait for there to be a major change in the games meta.
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Maybe Relic should just make a paid DLC MP mode centered on 4v4 team games? So not a regular skirmish, but rather something designed to be fun and balanced with teams of four.
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There are only 2 issues with 4v4
1. Automatch 4v4 never has 8 equally skilled players
Allies (read Soviet) are infinitely harder for less skilled player to use
Weak player on Axis side becomes threat with heavy tanks, weak player on allies side gradually becomes worse liability and harder to carry as match progresses.
2. It's a lot easier to abuse weaknesses or OP units in team games than 1v1
Both issues are to do with core army designs and that will never change.
Same goes for 2v2
If you want balanced (playable) 4v4 game, you have to find group of players with equal skill and play amongst eachother.
Its always been like that, even in COH1.
Play custom games with friends
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4VS4 and 3vs3 Its not about balance, this is about FUN and its not fun when u know what army is the best in game (AXIS)best tanks, best inf, best at etc...
P.S My english its pretty bad
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Some very interesting points made... having different unit stats is probably the best way, but it is so much work.
I don't play 4v4 or 3v3 often. Sometimes when I'm bored and don't want to be as stressed, I play with big teams.
It is less micro; if you lose a gren squad at ten minutes it's not that big of a deal.
I think the biggest issue in 1v1 is call-ins/heavy tanks. A big part of 4v4 imbalance is the same thing.
I think halving the fuel income of all factions would be beneficial to balance. Not sure how OKW would do with that...maybe strategic points should give one less fuel and/or fuel cache bonuses would not apply to okw players? Also, cutting off resources to players should be easier. If two players are cut off from the map, but if the other two players in the other base sector are connected to territory, the two 'cut off' players still receive resources.
These are all my ideas/brainstorming. I'm not saying they would all work, but they could all be altered slightly to improve balance.
There's not much that can be done with automatching...It seems to be working fine on 1v1, so I assume it works fine with 4v4, but, there are eight players instead of two. Your best chance is to play during the hours of the day (or night) when CoH2 has the most players online.
I like playing 4v4/3v3. It's fun, not as stressful, and awesome at times (awesome in the sense of instilling fear... when railway artillery obliterates clumped infantry). It's fun to see so many units on the field and there's always action somewhere to watch or to help your friends out.
It's incredibly rewarding to flank the south of La Gleize with three Shermans, driving west to east, to catch a Jagdtiger in the ass
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vermak? did you only hear it pronounced by english people or something?
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To start I do feel that any RTS, CoH 2 included, should be balanced for is made game mode, which is normally 1v1s.
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