who is the best faction in 1v1
Posts: 77
its very hard to balance this game, so perhaps one faction may be better than others at this current patch
im asking whos the strongest of the 4
absolutely no fanboying/bias posts
i want to know who is the best out of the 4 in 1v1 and should be answered with only objective reasoning
i want to see a clear pros and cons weighted out and a conclusion of why that faction is the best
and no bias arguments either
and also no noob answers either. i want a professional answer.
i want also want to see whos the best to worst if you can
and also you can talk about the best to worst in 2v2 3v3 4v4
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Ostheer is worst faction in every matchup
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Starting on the wrong side of a map makes a huge diffrence. That's the problem with Relic's asymmetrical maps. They are not balanced.
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Maps > factions
Starting on the wrong side of a map makes a huge diffrence. That's the problem with Relic's asymmetrical maps. They are not balanced.
I wonder why not more players have perceived this issue yet. On certain positions in maps it is almost impossible or extremely challenging to win in certain constellation (provided both players have the same skill level), such as Langreskaya Axis south/Allies north. Other maps are horrible for one special faction as Stalingrad for Ostheer or Crossing in the Woods for USF. If CoH2's maps were kind of balanced or fair I bet gameplay would be far more enjoyable than nowadays and could allow more variety in terms of strategy too since you have to choose the best doctrines in order to equal unfair conditions caused by unwise map design.
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I wonder why not more players have perceived this issue yet. On certain positions in maps it is almost impossible or extremely challenging to win in certain constellation (provided both players have the same skill level), such as Langreskaya Axis south/Allies north. Other maps are horrible for one special faction as Stalingrad for Ostheer or Crossing in the Woods for USF. If CoH2's maps were kind of balanced or fair I bet gameplay would be far more enjoyable than nowadays and could allow more variety in terms of strategy too since you have to choose the best doctrines in order to equal unfair conditions caused by unwise map design.
Well said Theo.
I wonder if Relic ever gonna take the advice we gave them in their own Map improvement poll. We stated the most obvious issues there like the Kharkov cutoff on the left side. I bet some of these changes could be implemented with the map editor within a day's work. But this thread is from Nov 29, 2014 which makes me wondering a little bit.
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I wonder why not more players have perceived this issue yet. On certain positions in maps it is almost impossible or extremely challenging to win in certain constellation (provided both players have the same skill level), such as Langreskaya Axis south/Allies north. Other maps are horrible for one special faction as Stalingrad for Ostheer or Crossing in the Woods for USF. If CoH2's maps were kind of balanced or fair I bet gameplay would be far more enjoyable than nowadays and could allow more variety in terms of strategy too since you have to choose the best doctrines in order to equal unfair conditions caused by unwise map design.
+1
The Maps are one of the biggest issues CoH2 currently has. There is only ONE good 2v2 map and maybe 2-3 decent 1v1 maps. And by that I do not only mean map balance but also map design in general. The map are generally too narrow and don't provide enough open fields to have nice tank battles etc. (somethign like Duclair in CoH1 would be sooo cool)
Posts: 432
OKW, hands down. You don't need much skill besides blobbing and abusing to win
I can say the exact same thing of USF and their American Rifleblobs.
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The Maps are one of the biggest issues CoH2 currently has. There is only ONE good 2v2 map and maybe 2-3 decent 1v1 maps. And by that I do not only mean map balance but also map design in general. The map are generally too narrow and don't provide enough open fields to have nice tank battles etc. (somethign like Duclair in CoH1 would be sooo cool)
I don´t play enough to join this discusion but map design was always relics weak point since DoW1. Relic games feature interesting and innovative game mechanics but the maps never really support this mechanics. Often enough flaws like the horrible pathing in DoW1 increase the existing problems with the maps. CoH1 for example had two acceptable 2v2 maps (Duclair and Rails and Metall) and about two or maybe three decent 1v1 maps. But none of them was really perfect. And thats just not enough.
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Well said Theo.
I wonder if Relic ever gonna take the advice we gave them in their own Map improvement poll. We stated the most obvious issues there like the Kharkov cutoff on the left side. I bet some of these changes could be implemented with the map editor within a day's work. But this thread is from Nov 29, 2014 which makes me wondering a little bit.
Since Relic is/was working on other stuff I wouldn't wonder to be honest. I think the next balance patch could be a suitable momentum to implement map changes. Maybe they had no better opportunity.
And adding something like Duclair would indeed enrich 2v2's map pool with a balanced map, GiaA. Most of current 2v2 maps promote blobby, bunkery and non innovative gameplay and build orders due to their tremendous lack of flanking opportunities.
Posts: 91
I like to see a patch that verses that order just for a nice change.
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