To bring something constructive to the thread:
CoH1 gave you increased manpower income with every "minor" cap point.
I preferred that since this meant that you would also win the manpower income when holding the map.
Why does capturing territory do absolutely nothing?
10 Aug 2017, 13:16 PM
#21
Posts: 1217
10 Aug 2017, 17:10 PM
#22
Posts: 3423 | Subs: 1
How about a replay OP? Cause the game is designed around territory control, and saying Macro plays no part is just downright wrong. Tiger Ace appaearance is the only vehicle that seems to fit the description of what you're talking about.
11 Aug 2017, 00:43 AM
#23
Posts: 3053
To bring something constructive to the thread:
CoH1 gave you increased manpower income with every "minor" cap point.
I preferred that since this meant that you would also win the manpower income when holding the map.
Me too. Especially in teamgames, sometimes one side will be really aggressive and establish a ton of map control but the other side will just sit on their ass and spam caches and stuff because they aren't really fighting much.
11 Aug 2017, 05:49 AM
#24
Posts: 284 | Subs: 1
If you don't fight how can you gain enough CP for calling big gun Kappa.
But I agree about caches in big team game, yoo much promote tank, arty call in spam festival Kappa.
But I agree about caches in big team game, yoo much promote tank, arty call in spam festival Kappa.
12 Aug 2017, 05:53 AM
#25
Posts: 210
CoH2 is more forgiving on territory loss because CoH1 was too extreme. In CoH1, you could just grab a cut off point or sit on a high fuel/muni point and stall for armor. This made camping certain parts of the map more rewarding than actually moving out to capture territory.
It was ridiculously hard to make come backs and almost a guaranteed loss if you could not decap the fuel. CoH2 encourages players to actually run out and cap territory instead of trying to lock down 1 area with a MG.
Of course this is completely different when it comes to team games.
It was ridiculously hard to make come backs and almost a guaranteed loss if you could not decap the fuel. CoH2 encourages players to actually run out and cap territory instead of trying to lock down 1 area with a MG.
Of course this is completely different when it comes to team games.
12 Aug 2017, 10:26 AM
#26
Posts: 485 | Subs: 1
CoH2 is more forgiving on territory loss because CoH1 was too extreme. In CoH1, you could just grab a cut off point or sit on a high fuel/muni point and stall for armor. This made camping certain parts of the map more rewarding than actually moving out to capture territory.
It was ridiculously hard to make come backs and almost a guaranteed loss if you could not decap the fuel. CoH2 encourages players to actually run out and cap territory instead of trying to lock down 1 area with a MG.
Of course this is completely different when it comes to team games.
this is also why coh2 is much less tactical.
12 Aug 2017, 13:41 PM
#27
Posts: 2742
CoH2 is more forgiving on territory loss because CoH1 was too extreme. In CoH1, you could just grab a cut off point or sit on a high fuel/muni point and stall for armor. This made camping certain parts of the map more rewarding than actually moving out to capture territory.
It was ridiculously hard to make come backs and almost a guaranteed loss if you could not decap the fuel. CoH2 encourages players to actually run out and cap territory instead of trying to lock down 1 area with a MG.
Of course this is completely different when it comes to team games.
It's probably worth mentioning that the value and importance of fuel in CoH1 was entirely different than in CoH2.
In CoH2 it's for armor and teching for armor.
In CoH1 it was for armor, teching, infantry upgrades, wehrmacht vet (the BIG reason fuel was important) and other global type upgrades that augmented unit and army performance.
The importance of cutting off your opponent was actually present in Coh1.
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