Why not just make VPs tick faster?
In DOW2 a 3v3 team can get +49 fuel (power) per minute EACH (much higher than 30 or so in COH2). Tanks cost the same however; 125 fuel for a standard tank (p4, sherman, etc) and between 180-200 fuel for a super-heavy unit, such as Land raiders.
More fuel -- Cheaper units -- Super heavy spam still not a problem.
Because if you wait 2.5 minutes to get your 125 fuel for a Predator, you will have lost 200 vps while you've had nothing and the opponents have parked 3-4 light vehicles outside your base (in a team game).
If you wait 4 minutes for a Land Raider, you automatically lose by VPs.
Instead of nerfing Axis late game...
12 Nov 2014, 21:01 PM
#1
Posts: 308
12 Nov 2014, 21:03 PM
#2
Posts: 158
VPs tick fast enough.
Its possible to win in less than 15 minutes just by VPs.
Its possible to win in less than 15 minutes just by VPs.
12 Nov 2014, 21:11 PM
#3
Posts: 140
Reducing veterancy bonuses for BOTH axis and allies would be a good start in making the late game more fun.
Once infantry gains enough vet it can snipe squads long distance with LMGs, take on HMGs head on, etc. leads to lame blobbing.
Vetted tanks can basically take on twice it's own value because of fire rate/accuracy/armor bonuses, then reverse and get repaired to full for free. Leaves medium tanks at a large disadvantage.
Bottom line: vet bonuses are over the top, reduce them. Will go a long way in balancing the late game, without specifically targeting any faction.
Once infantry gains enough vet it can snipe squads long distance with LMGs, take on HMGs head on, etc. leads to lame blobbing.
Vetted tanks can basically take on twice it's own value because of fire rate/accuracy/armor bonuses, then reverse and get repaired to full for free. Leaves medium tanks at a large disadvantage.
Bottom line: vet bonuses are over the top, reduce them. Will go a long way in balancing the late game, without specifically targeting any faction.
12 Nov 2014, 21:19 PM
#4
15
Posts: 1970 | Subs: 5
DoW2 is designed to be way faster paced than CoH2. I love CoH2's pacing and would prefer to leave it as it is. Besides, making a unit appear less often doesn't make it balanced. Preferably late game units should be relatively common, viable, and fair.
12 Nov 2014, 21:34 PM
#5
8
Posts: 2470
the biggest difference between dow2 and coh2 in terms of vps is that you HAVE to go for the vps and cannot allow triples caps in dow2 or you will lose very fast. in coh2 focusing the vps will often be more harmful until the late game.
12 Nov 2014, 22:49 PM
#6
4
Posts: 640 | Subs: 1
I've seen 18 minute Tigers in competitive 1v1s. Faster VPs are not a solution. It would reinforce the toxic belief that Allies need to win early or get roflstomped. Allied stronger early game is a myth, and even if it wasn't the game should be fair for both sides in all periods.
PAGES (1)
1 user is browsing this thread:
1 guest
Livestreams
8 | |||||
4 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.920405.694+4
- 5.276108.719+27
- 6.306114.729+2
- 7.626229.732-1
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1237