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How different is 1V1 and 2V2 from 3V3 and 4V4

20 Jun 2015, 10:11 AM
#1
avatar of Scifiroel

Posts: 47

I know they play differently, I have read that all over this forum and it's not that I do not believe you all but I'm just wondering in what way is it different? Does it "feel" different, do you need to use other tactics, different units or something else? Is it harder to play 1v1 and 2v2 than large teamgames? What is it exactly?

I'm essentially looking for the core difference between the two.
I usually play large teamgames (3v3 and 4v4) but I'm looking to branch out to 1v1 and 2v2.
I have played a few 2V2 matches in the past but not enough to really notice any difference. Haven't played 1v1 yet though.
20 Jun 2015, 10:20 AM
#2
avatar of TheSleep3r

Posts: 670

I know they play difefrently, I have read that all over this forum and it's not that I do not believe you all but I'm just wondering in what way is it different? Does it "feel" different, do you need to use other tactics, different units or something else? Is it harder to play 1v1 and 2v2 than large teamgames? What is it exactly?

I'm essentially looking for the core difference between the two.
I usually play large teamgames(3v3 and 4v4) but I'm looking to branch out to 1v1 and 2v2.
I have played a few 2V2 matches in the past but not enough to really notice any difference. Haven't played 1v1 yet though.


When you play 1v1s you are the only one to blame if you lose and you take all the credit if you win. All that matters is your skill and maybe meta, this is why it's the most competitive mode. Some also have a kind of '1v1 anxiety' and prefer playing bigger modes. 2v2 is probably the balanced point between 1v1 skill and 4v4 teamplay possibilities.

And yes, they do play differently and you have to use different units. I mean, you don't have to, but if the opponent is at your level and uses the meta you most propably lose. Also 1v1 has most capture points per player out of all gamemodes, so while there is a constant frontline in bigger ones, everything changes very quickly here.

1v1 to go if you want to become true #mlg dorito quickblobber
20 Jun 2015, 10:36 AM
#3
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

One thing: the maps for 3v3, 4v4 are much bigger. On them I feel like it takes forever for units to get into position, retreat, etc. Forward reinforcement becomes more important on big maps, for the same reason.
20 Jun 2015, 11:02 AM
#4
avatar of Australian Magic

Posts: 4630 | Subs: 2

The biggest and most important thing for me, is that 1v1 is running and capping game, while 2v2 and higher is fully positional battle with pushing forward and being pushed back fronline. I prefer frontline battle over running and capping.
20 Jun 2015, 11:04 AM
#5
avatar of van Voort
Honorary Member Badge

Posts: 3552 | Subs: 2

1:

Resources

4v4 tends to have significantly higher resource income, initially because 4 players have more capping power so more points get capped faster, later because almost all points will get cached up sooner or later

This tends to mean that teching is faster and that there are more vehicles on the map


2:

Game Length

Because 4 players are harder to drive off the map and kill than 1, and because of the higher resource income, comebacks are easier and it is harder to win a game in a single offensive. As such games tend to be longer.

This means that large late game units and abilities with high CP values are more likely to come into play and you can afford more of them

3:

Map Size

Greater map size makes it slower to get back into action and benefits factions with forward retreat points.

eg:

USF Fast MAJ is often more important than getting CPT tier or any light vehicles


4:

Rhythm

Because of the higher resource income in 4v4 build orders are different to 1v1. There is also the issue that in 1v1 you cannot specialise so much, you cannot for example rely on your teammates for hard AT and tech through without building them


5:

Tech and Strat decisions

As resources are plentiful, teching is fast and the game will probably go to distance you generally want to get the best units you can as soon as possible.

Intermediate tech choices such as going P-IVs had better be something that wins you the game, or they will be out-classed later on.


Kaitof has observed that 4v4 often comes down to making most efficient use of your pop-cap than anything else


Further the fast teching often out classes medium level call in vehicles, going mobile Defence and getting a Puma at CP6 loses some impact when Panthers and Shermans can hit the field at CP4 or so


There's also synergistic strat decisions through picking complementary commanders


6:

Different Units

Not just because of all the above, but also because in 1v1 you only have to worry about one opponent and what he might do, in 4v4 there are 4 opponents whose units can threaten you

As such fragile units that require careful micro, such as snipers, have a short life expectancy in 4v4 and don't get used that much

7:

Different Skill Sets

4v4 involves reading the game, observing 7 other people and what they are doing

1v1 only needs to focus on 1 opponent and control your own units


For this reason 1v1 skills in micro translate better into 4v4 than 4v4 skills help in 1v1

Conversely though 4 people who try to play a 4v4 as 4 1v1s will generally lose to people who play it as a 4v4


8:

Balance

Late game comes faster and lasts longer, so the balance in 4v4 is more heavily focused on late game where Axis have the advantage through better Vet (OKW) and better tanks
21 Jun 2015, 00:09 AM
#6
avatar of assbag
Donator 22

Posts: 83

The biggest and most important thing for me, is that 1v1 is running and capping game, while 2v2 and higher is fully positional battle with pushing forward and being pushed back fronline. I prefer frontline battle over running and capping.


Capping and capping orders are important aspect of 1v1s. But if you have squads harassing your important sectors without a fight your frontline is leaking.

Biggest difference in teamgames and 1v1s is that you don't really need to split your forces. You can have your whole army in same spot so it's easier to control. In 1v1 you may have multiple engagements in different locations.
21 Jun 2015, 00:55 AM
#7
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

People here have more or less have stated the differences clearly, I'd say.

And, of course, caches having far more potential (+3 fuel for one player < +3 fuel for four players) with far less cost opportunity (In a strictly theoretical manner: 200 MP cost for one cache in 1v1 from a player that has 200 MP takes away their side's entire pool of 200 MP. 200 MP cost for one cache in 4v4 from a team that has 200 MP each takes away 25% from their side's entire pool of 800 MP).
21 Jun 2015, 01:27 AM
#8
avatar of FeelMemoryAcceptance

Posts: 834 | Subs: 2

1 vs 1s = Elit B-) ... Others Mod have maps too much small
21 Jun 2015, 06:33 AM
#9
avatar of Grumpy

Posts: 1958

+1 to van voort's reply with the following:

Commanders:
There are only a few commanders good in both 1v1 and 4v4 (Guard Motor, Shock Rifle, CAS, Mechanized Assault, Airborne). I normally have different loadouts for each mode. For example, my favorite OST commander is Mobile Defense (Osttruppen, panzer technician, command P4, Puma) but I don't use it in 4v4's. The commanders that are good in all modes are generally the ones that people complain about the most as being OP.


4v4 often dominated by heavies in late game, 1v1 rarely sees more than 1 heavy per side, and some heavies not often built. For example, I've not seen an Elefant in a 1v1 (though not a lot of games as soviet), and rarely see more than 1 IS2. A heavy is 1/4 of your pop cap in a single point, and the support it usually needs takes it to half of your total.

Impact Units:
The USF lieutenant sucks to deal with as OKW in 1v1, as does the followup M20. In 4v4, they're nowhere near as big of a deal. In 4v4, there is less of a window for impact units until heavies arrive.

Teamwork:
One of the most fun games I ever played was with Beemer in a 2v2 where we had several battles that probably turned out much better than they should have because we played as a team (him with Su76's and SU85's, me with penals, guards [before the last patch, when they were pretty awful], and AT guns). It's a lot of fun when everyone plays together. On the other hand, playing in a 4v4 when one of the players decides to go off and do their own thing results in an hour-long train wreck. Probably everyone who is reading this has experienced it if they play a 4v4 with randoms. ie - the player who goes to the top left VP on Steppes and builds a lot of defenses, while the rest of their team continuously loses a 3v4. Then the other team flanks those awesome defenses by coming in between them and their base and they wipe literally every single unit on retreat.

21 Jun 2015, 20:48 PM
#10
avatar of NinjaWJ

Posts: 2070

axis get op once you hit 3v3 and 4v4
21 Jun 2015, 22:10 PM
#11
avatar of Aradan

Posts: 1003

Much more easier as Axis in big games.
21 Jun 2015, 22:50 PM
#12
avatar of ZombiFrancis

Posts: 2742

1v1s and 2v2s are small enough that you (and your ally) have a feasible chance of predicting your opponents' moves and of being aware of where their forces are. You can make strategic and tactical decisions based on your opponent's moves.

In 3v3s and 4v4s you rarely can keep track of all the action on the field, and even if you beat an enemy opponent, there's nothing stopping another player's entire army from rolling you over after an extended engagement. 3v3s and especially 4v4s allow for players to go all-in on specific tactics or highly imbalanced army compositions. Going for, say, two Katyushas is rarely feasible in 1v1s but it's very common in 4v4s. Also, having three players send their artillery and offmaps on a single player is something that can't ever happen in 1v1s and 2v2s.

For instance one player could do well against their opponents on one side of a 4v4 map and then decide to drop an opportune arti across the map to help out their allies. That offmap for the most part comes straight out of the blue if your ally and their opponents have been isolated in their engagements. You won't ever face a 2v1 or 3v1 in the smaller matches, and even when you are double teamed in a 2v2, it's not as overwhelming as having 3 or 4 players focus their attention on the VP or fuel point you're trying to hold.

Also, the rate at which you gain CPs is much slower the more players there are. It is very possible to be fielding panthers as Ostheer long before you can call in StuG Es.
21 Jun 2015, 22:59 PM
#13
avatar of Kothre

Posts: 431

One of the most important differences that hasn't been mentioned yet is just how battles play out. In 1v1, there are far fewer units on the field, so it's much more important to get tactical and positional advantages by flanking, etc. In team games, units tend to just drive straight into each other because one, it's harder to get behind an army when they're more numerous and spread out across the map, and two, the maps tend to just be designed in a more straightforward way where flanking it harder to perform.

This is the biggest reason Axis has the advantage in team games- their units tend to just be stronger pound-for-pound than their Allied counterparts. Even if they do cost more, the resources in team games tend to be higher, so it doesn't matter as much when late game comes sooner.
22 Jun 2015, 07:00 AM
#14
avatar of ThoseDeafMutes

Posts: 1026

1) Regression to the mean - making a significant mistake in a 1v1 gives your opponent a huge advantage, sometimes it's the end of the game right there. With each new player, the likelyhood of at least one of them making a mistake is higher on both teams, and teammates exist to cover for your mistakes temporarily, meaning you won't automatically collapse just because you lost an important squad early.

2) Games tend to go on longer - in 1v1s, it's not uncommon for a game to be 30 minutes or less, especially if a mistake is made early and exploited well by the other player. In a 3v3 or 4v4, the games almost always reach late game unless it is an extremely experienced team vs an extremely inexperienced team. Even sucky players can usually drag the game out until the King Tigers roll on.

3) Fewer holes in teching - as player count increases, teching choices are no-longer "do we go for that tier" and more "which one of us will go for that tier?" You are less likely to have holes in your tech structure, and more likely to have at least one of every kind of important unit. The effects of tech decisions are diluted, and the strengths and weaknesses of specific factions are diluted similarly when you have players of different factions on the same team. Everything sort of averages out with larger player counts.

4) More plentiful resources - Since resource sectors give to everyone, and caches give resources to everyone, the number of caches on the field increases dramatically in larger team games, often every single safe sector will have a cache on it. This means that tiering happens faster than in smaller game modes, and more expensive units are more frequent per player.


Since USF is designed to be strong early but have (relatively) poor late game, and since OKW is designed to be fuel starved, points 2) and 4) lead to large team games being axis-favoured. The larger the player count, the more axis favoured. Statistics have supported this.
22 Jun 2015, 07:18 AM
#15
avatar of Scifiroel

Posts: 47

Great replies everyone! Much appreciated!
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SHOUT IT OUT!

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Osinyagov: Suddenly, coh2 is slowly dying, but you can play it, playerbase still big enough
09 Apr 2025, 17:00 PM
Osinyagov: Wow, i remember you from zansi and vali videos, good old memories
09 Apr 2025, 16:58 PM
Beinhard: o7 miss this game and zansi
09 Apr 2025, 14:09 PM
Lady Xenarra: @Willy Pete The lack of April Fools this year is odd lol
02 Apr 2025, 01:34 AM
Willy Pete: @Rosbone not dead yet. when that happens the font will switch to Papyrus :*(
02 Apr 2025, 00:16 AM
dasheepeh: it was an honor guys :guyokay:
01 Apr 2025, 20:34 PM
aerafield: yeah I already prepared my "Can't believe there's comic mode for the 10 daily visitors even on this April 1st" :guyokay:
01 Apr 2025, 20:29 PM
Rosbone: @dasheepeh I guess that means this site is officially dead :guyokay:
01 Apr 2025, 20:19 PM
dasheepeh: no comic sans font for april 1st this year?
01 Apr 2025, 19:56 PM
Willy Pete: @Lady Xenarra this you? https://i.imgflip.com/3e4thi.jpg
01 Apr 2025, 02:53 AM
Lady Xenarra: Does anyone else think that USF needs buffs? It feels like they’re on life support sometimes
01 Apr 2025, 02:36 AM
Willy Pete: @Rosbone Ahh I missed that memo. I still think its a bad decision though. Adds frustration for players and isnt gonna make them that much money
27 Mar 2025, 15:46 PM
Rosbone: It is also good they left it free until after the free to play weekend. Points for that.
27 Mar 2025, 09:34 AM
Rosbone: But I agree, the cost to get a full decent Coh game pushing $115 US is not the best idea. Especially when it needs so much more work for casuals.
27 Mar 2025, 09:32 AM
Rosbone: To be fair, it was a thank you to early fans right? They said it was not free for long and it would become a pay DLC at some point.
27 Mar 2025, 09:30 AM
Willy Pete: Re-releasing free DLC so they can charge new players money for it. Brilliant marketing strategy :clap:
27 Mar 2025, 04:31 AM
Soheil: Coh2 still broken server ?
25 Mar 2025, 18:27 PM
Rosbone: Congrats to Relic. Looks like Coh3 has finally usurped Coh2 s the popular Coh. You smell terrific. :snfQuinn:.
24 Mar 2025, 02:46 AM
Nickbn: and again someone else replies. I mean come on guys. Give @adamírcz a chance
22 Mar 2025, 14:00 PM
Willy Pete: @Nickbn you didn't ask a question, and this is a chat box...
20 Mar 2025, 13:11 PM
Nickbn: @Rosbone it's incredibly rude to speak on someone elses behalf, especially when a question is directly adressed to them. I understand your passion for the subject at hand but I want to hear from him.
20 Mar 2025, 10:16 AM
Rosbone: @Nickbn No, I am just saying people should not be using any Relic owned forum since they have proven they ban anyone who says true things about Coh3.
18 Mar 2025, 19:01 PM
Nickbn: @Rosbone do you speak on his behalf? I didn't know. In that case keep us updated please.
18 Mar 2025, 16:47 PM
Rosbone: #RelicModdedEchoChamber
16 Mar 2025, 17:54 PM
Rosbone: @Nickbn True except, the only people on the Relic Discord/Reddit/Steam are brain washed monkey zealots. They wont even understand what @adamírcz is talking about. Anyone else is banned.
16 Mar 2025, 17:54 PM
Nickbn: @adamírcz might be a better idea to voice this to relic directly than to voice it here, in a shoutbox of a nearly deade fansite #justsaying...
16 Mar 2025, 16:36 PM
webdesign-muenchen-w: @Rosbone it is sick
14 Mar 2025, 22:09 PM
aerafield: @adamírcz aren't the first two disconnects free every day?
14 Mar 2025, 19:26 PM
Rosbone: It is so unlike Relic to punish its fans and community.
14 Mar 2025, 12:07 PM
adamírcz: So, I just got a leaver penalty without even getting onto the loading screen because of the game disconnecting, bravo Relic
14 Mar 2025, 10:45 AM
Rosbone: It is an indicator of the very short sighted capitalist view that plagues any company where leadership does not understand the product.
13 Mar 2025, 20:00 PM
Rosbone: They dont care about Coh3 or Coh in general. They are just trying to grab cash by ripping off the small user base they have.
13 Mar 2025, 19:58 PM
Rosbone: Just making mistake after mistake after mistake.
13 Mar 2025, 19:57 PM
Rosbone: It is clear they crapped out an unfinished game. And are now barely supporting it as they make new smaller games. Coh3 is stillborn. It will be meh for at least another 2-4 years. Meaning they killed the whole franchise instead of growing it.
13 Mar 2025, 19:56 PM
Rosbone: For a thing they could fix in minutes. Literally minutes.
13 Mar 2025, 19:53 PM
Rosbone: If I did play coh3 and was mainly a skirmish player, I would be pissed and probably stop playing. And it has been like this since release. Why? I would not tell my friends to buy a game I am not even playing. Lost sales and angered users.
13 Mar 2025, 19:53 PM
Rosbone: I am just saddened how Relic keeps hurting themselves by not fixing 5 minute things like menus. Why anger users with stuff that could be fixed in minutes???
13 Mar 2025, 19:50 PM
Rosbone: I was wondering why people think I was raging. I think it was when I said "because coh3 sucks so bad". That was not my opinion. Just a general feel from top players/streamers. I dont play Coh3 and have NO opinion of it.
13 Mar 2025, 19:48 PM
OKSpitfire: You can rage as often as you like btw, you usually manage to make it pretty funny.
12 Mar 2025, 11:18 AM
Rosbone: So it was a systemic failure across multiple disciplines and check points.
12 Mar 2025, 04:30 AM
Rosbone: Knowing how companies work, I imagine a new hire making the menus. The API they are using is complicated and things were hard to figure out. But at some point QA or management should have addressed these things. Usually within 6 months of starting.
12 Mar 2025, 04:29 AM
Rosbone: @theekvn I dont hate Coh3 or Relic. I just dont understand how you work on Coh3 for like 7 years and the menu system is worse than if a Programming 101 student made it. Feel free to explain it to me.
12 Mar 2025, 04:07 AM
theekvn: + 33% dmg rear hit was best deal ever.
12 Mar 2025, 04:00 AM
theekvn: KT just need fuel debuf from 15% to 50%, Ele arc of fire- aim time improve and they are good to go
12 Mar 2025, 03:59 AM
theekvn: and please Rosbone,I know you hate Coh3 to the bone due to your drama with relic, Still, Can you give a proper point of view instead of raging ?.
12 Mar 2025, 03:54 AM
theekvn: you rather go 76 to unity Whizbang 2.0 or go home.
12 Mar 2025, 03:52 AM
theekvn: also US tier 4 is 145f and Sherman pen 140 nerf is too much.
12 Mar 2025, 03:52 AM
theekvn: Whizbang lock behind CP, meanwhile stuka is techtree progress
12 Mar 2025, 03:51 AM
KoRneY: @aerafield It's possible that it is underpriced for what it is capable of now, no need to go full retard and take it immediately as a massive problem. It costs 60 more MP than a pz.3 and in 2v2 the barrage can be quite strong.
07 Mar 2025, 19:14 PM
OKSpitfire: I do like that they made the Stuka more expensive instead of nerfing it into the ground though. Found it pretty unsatisfying to use before that buff a while back....
06 Mar 2025, 16:35 PM
aerafield: USF already is by far the shittiest faction in terms of countering blobbing and turtling, now they supposedly have one overtuned tool locked behind a BG and it's immediately a massive problem?
06 Mar 2025, 13:33 PM
Lady Xenarra: I think post-2.0 Whizbang buffs, the price is too low esp since the Stuka got nerfed in cost too. Speaking of which, how exactly is one supposed to successfully dive this Sherman in disguise? Med tank spam running into SSFs?
06 Mar 2025, 12:13 PM
OKSpitfire: A powerful, doctrinal unit that outperforms stock stuff? Colour me shocked! :P
06 Mar 2025, 10:49 AM
Willy Pete: Cool you wanna lose your stock lategame arty too then?
06 Mar 2025, 03:20 AM
Lady Xenarra: WTB Whizzbang for DAK instead of Stuka, 5 fuel cheape, 60MP more expensive and next to impossible to dive. :rofl:
05 Mar 2025, 20:27 PM
Rosbone: It is also hard to expect Relic to help Coh2 when they cant even make working menus in Coh3 yet, 2 years after release and at full price+ for DLCs. Thats like asking a fish to do calculus.
04 Mar 2025, 02:58 AM
Rosbone: But this last patch has made good progress for grabbing players. All we can hope is Coh3 gets to Coh2s quality level before everyone abandons the franchise. Its Relic so they will completely f*%k it up as usual. But its a hope/cope.
04 Mar 2025, 02:55 AM
Rosbone: Relic wants Coh2 to fail so players will migrate to Coh3. It is hard to blame them since Coh3 sucks so bad. It needs all the help it can get.
04 Mar 2025, 02:53 AM

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