Why did they reduce the vp tick down?
Posts: 1276
Allies may be missing late game but this could be fixed if the victory point timer is adjusted making OKW heavys be a last resort push to take hold of the map. As of right now vp's don't matter in terms of victory and only consist of a background battle that makes for stale gameplay. Its either total annihilation or its just a base rush to see who can kill the most of the enemy stuff rather than hold them off. The game are rarely about Victory points and that is just depressing as it is such a fun gamemode.
In the beta sure we saw quicker games but it made holding those points crucial to victor and I feel as though we have lost that feeling.
Posts: 2779
- COH2 VP ticks much faster than COH1
I have no idea what are you talking about.
Posts: 249
Posts: 1276
- Allies lategame callin and skillplanes are very strong
- COH2 VP ticks much faster than COH1
I have no idea what are you talking about.
Increasing bleed from vp's would amblify that they are just as important as a fuel point or a muni point making them key parts of the map. Often times they are skipped or not even touched as they lack significant impact to the game.
Posts: 341
Where as Team games generally come down to attrition and denying the enemy any form of lengthy control over VP's. Until you start to bleed your opponent of his units your not really looking to continuously hold VP's uninterrupted.
Posts: 503
they changed it?
its different in coh1?
i always thought it is/always was [amount of additional controlled VPs] every 3 secs...
patchnotes on this pls?
Posts: 1802 | Subs: 1
Posts: 786
In most maps tho the center vp is the sector most fought over since it provides positional advantage for branching out so it kind of balances things.
Posts: 394
I feel like lately a lot of the games I play or watch end up being a battle of attrition rather than of victory points.
Allies may be missing late game but this could be fixed if the victory point timer is adjusted making OKW heavys be a last resort push to take hold of the map. As of right now vp's don't matter in terms of victory and only consist of a background battle that makes for stale gameplay. Its either total annihilation or its just a base rush to see who can kill the most of the enemy stuff rather than hold them off. The game are rarely about Victory points and that is just depressing as it is such a fun gamemode.
In the beta sure we saw quicker games but it made holding those points crucial to victor and I feel as though we have lost that feeling.
You do realise you have to cap a majority of the VP's to make them tick down right?
Posts: 2838 | Subs: 3
Posts: 229
Posts: 308
And tanks can't cap
I was, of course, promply ridiculed by a bunch of axis fanbois and Romeo
Posts: 954
I made a thread once that DOW2 has no late-game tank spam abilities because, despite having MORE fuel (energy) and cheaper tanks (baneblade is 200 energy instead of 260 for KT, IG gets 52 energy per minute like anyone else), because if you wait 3 mins to get a baneblade out your opponent will bleed you down to 100 vps left
And tanks can't cap
I was, of course, promply ridiculed by a bunch of axis fanbois and Romeo
the DOW2 tank attacking priority is a completely utterly failure, tanks will always attacking the cheapest units instead of enemy valuable units, or even automatically attacking power node, DOW2 is an rushed product.
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