Max resource storage.
Posts: 162
Most of us have been in that situation were we were losing and suddenly we see a chance to take out a really important tank, we commit all our available units and despite some losses we take out that really important enemy unit but then, when we are taking advantage of out hard won little victory, seconds later the same unit is again in the field and this time it proves too much for you to handle so quickly.
My idea aims to give the losing player a bit more help to come back into the game and/or punish players that don't use their resources properly and this idea consists of setting certain maximum limits to each resource type. Let's say that the fuel limit is 300/350, this way if you build a elephant or a croc and if you lose it because you didn't play properly you won't be able to build another one instantly and thus give a chance to the other player to get himself together and possibly catch up in tech/army composition. The resources limits I'm not 100% sure but something along this lines would be fine:
-Max Manpower: 1000
-Max Munitions: 500/600
-Max Fuel: 300/350
What are your thoughts on this?
Posts: 1276
I would adjust the MP value however but nice solid idea that may or may not fit in CoH2 but might be interesting to see if CoH3 has issues or something.
Posts: 13496 | Subs: 1
Posts: 493
Posts: 1021 | Subs: 1
Most of us have been in that situation were we were losing and suddenly we see a chance to take out a really important tank, we commit all our available units and despite some losses we take out that really important enemy unit but then, when we are taking advantage of out hard won little victory, seconds later the same unit is again in the field and this time it proves too much for you to handle so quickly.
if he has enough fuel and manpower for another tiger or chruchill or elefant or whatever, then you were not just losing, you were losing very badly, so your chances of a comeback should be very slim
My idea aims to give the losing player a bit more help to come back into the game and/or punish players that don't use their resources properly and this idea consists of setting certain maximum limits to each resource type.
coh2 already has a lot of comeback mechanics, things like upkeep or abandoning
many people actually argue, that it is too easy to come back
Posts: 1
Posts: 431
Posts: 1740
There is a simpler solution. Cool-down on super heavy should start when the unit is lost not when the unit appears.
Best solution here.
Everything else is just changing some fundamental gameplay properties which I will bet my balls on that it will not happen.
Posts: 1220
Posts: 1220
if he has enough fuel and manpower for another tiger or chruchill or elefant or whatever, then you were not just losing, you were losing very badly, so your chances of a comeback should be very slim
coh2 already has a lot of comeback mechanics, things like upkeep or abandoning
many people actually argue, that it is too easy to come back
What is wrong with that ?
Game is way more intresting when u can come back or maybe u are one of this players who quit after your first mg is stolen
Posts: 1021 | Subs: 1
What is wrong with that ?
Game is way more intresting when u can come back
as i already wrote, there are already rubberbanding mechanics implemented into the game
i argue against more of those mechanics, because it decreases the importance of outplaying your opponent. If you fuck up, you should pay for it and only much better plays than your opponent should get you out of your mess!
or maybe u are one of this players who quit after your first mg is stolen
i don't lose MGs
Posts: 249
There is a simpler solution. Cool-down on super heavy should start when the unit is lost not when the unit appears.
Pretty much this. Make those cooldowns longer aswell, it should teach people to be more carefull with their heavy TD's etc. It's ruining the fun of teamgames to destroy a jagdtiger/croc/ etc with another one popping up in less than a minute.
Posts: 141
There is a simpler solution. Cool-down on super heavy should start when the unit is lost not when the unit appears.
That's an exceptionally simple and good solution.
Inb4 Engine Limitations™
Posts: 3145 | Subs: 2
Posts: 89
if he has enough fuel and manpower for another tiger or chruchill or elefant or whatever, then you were not just losing, you were losing very badly, so your chances of a comeback should be very slim
coh2 already has a lot of comeback mechanics, things like upkeep or abandoning
many people actually argue, that it is too easy to come back
This.
It was hard to comeback on Coh1, when you had your pop cap limited to territories.
Also, CD on superheavies... lol , after all the nerf they´ve received and the buffs to TDs like Jackson...
Livestreams
725 | |||||
8 | |||||
4 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.35258.859+1
- 4.599234.719+7
- 5.936410.695+2
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
13 posts in the last week
28 posts in the last month
Welcome our newest member, sunwinbrussels
Most online: 2043 users on 29 Oct 2023, 01:04 AM