Camping
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No flanking, not cutoff, few mg reposition, just put each unit at the best place for it and leave it there, and then wait for sniper and extremely passive tank play to drain manpower.
Maybe it's due to the custom maps?
Is WM T1 too strong that is is actually not flankable anymore?
Why not US players getting mortar in such stale games? Too bad vs snipers?
Are players in SNF all so good that there is just too few mistakes to exploit thus camping and waiting for it? Or too afraid to make said mistakes and camping to not do it?
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Well whenever I flank usually FTFL pops 0_o and the engagement ends very badly. I do get alot of mortars in my game to counter this but never see top level players utilise this.
snipers and mortars can't run away from snipers.
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The games yesterday were extremely slow and campy. It might be because of the custom maps though. Either because they are not as well designed as the retail maps, they are not played as much as the retail maps (so people don't feel safe in their abilities to flank and lack full knowledge of how the maps look) or a combination of the two.
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And snipers are too important in this patch. If you lose it you basically have to make it again in the next 3-4 minutes or you will lose the game.
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2) Stuh as a separate point. US players are no longer eager to go bars and flank since they know how extremely fast stuh can hit the field and they are in danger of having, at best, a motor pool finished when that happens.
3) Custom maps like someone mentioned, naturally everyone will play cautious, especially as US.
Posts: 133 | Subs: 7
It's because of the risks associated with flanking, Hitting one mine with the wrong squad can end up ruining the whole flank, and a failed flank - whatever the cause - ends up costing lots of manpower.
Even as we reached the end of the last patch WM was beginning to dominate earlier and earlier. So I do not believe it's because of the volks and mg change, both of which I don't find that significant.
At the same time it's now much more viable for US to tech now. Pak nerf and firestorm nerf to howi (no longer one shotting it) makes lategame US much more viable. Snipers have, for both sides, gotten easier and more efficient to use now that they don't run for cover. The stuh comes earlier and the American player may risk getting a stuh up his ass if he overly commits to anti infantry.
The result is that it's much more risky for the US to attack in the early game, compared to when he's gotten a little bit of tech, and that US lategame is pretty much on par with WM.
Most people will play safer on maps they haven't played before, but I actually believe that the layouts on them encourage continous manpower skirmishes rather than camping. The cutoffs aren't as important to hold as on normal maps (Langres, Ango cutoff and Semois bridge), especially not on Bois.
To sum up I think it's because the level of play has gotten better than ever before. This in turn has made it riskier to commit to an attack into uncharted territory (early game flanks are an attack into unknown). With balance changes to tech, it's now much more viable to get tech rather than try to end it early; good play atm is getting the tech advantage while losing as little manpower as possible.
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Since you only have a couple of games in SNF, people don't like taking risks.
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http://www.coh2.org/news/859/snf-s4-third-quali-sign-ups-now-open
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