Don't take allied games seriously, or play with friends, or play axis and have fun. Allies just too limited in strategy choices and too dependent on all players to know what they doing in any moment of the game.
MM sucks hardcore.
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Thread: 6 consecutive losses against arranged teams4 Apr 2015, 12:41 PM
In: COH2 Gameplay |
Thread: PTRS now OP?3 Apr 2015, 01:50 AM
PTRS cons blobs are op but vetted volks blobs which thanks to acc bonuses snipe squads on retreat with shrecks are balanced. Hypocrite match. Only op thing about PTRS conblobs their damage against team weapons. In: COH2 Balance |
Thread: General Mud (6-8) - The new map for team games2 Apr 2015, 14:05 PM
does it still have those reinforcement points like in tow? No. In: Lobby |
Thread: General Mud (6-8) - The new map for team games2 Apr 2015, 14:02 PM
Cant say about balance (reminded me of steppes considering how open it is), played too little, but map sure looks fantastic and have amazingly done atmosphere which gives unique feeling of bleak, cold and exhausted war autumn. Mud without infantry slow effect was right choice. In: Lobby |
Thread: Announcement later today?2 Apr 2015, 09:17 AM
I bet they will tell people how Relic stuff excited on things under NDA. In: COH2 Gameplay |
Thread: New Patch - New Bugs1 Apr 2015, 23:57 PM
On Pavlov House OKW able to spawn FJ from destroyed buildings. In: COH2 Bugs |
Thread: Really? my mate was OP!1 Apr 2015, 23:48 PM
No, it is an old bug, and when you pick commander there is no abilities. In: COH2 Bugs |
Thread: Sittard Summer - Does not Belong in Rotation1 Apr 2015, 19:35 PM
Aside from my bad manners your example is 2v2 map and we discussing 4v4 maps here. Deep snow brings a lot of imbalance into 4v4, just because deep snow allows okw players rush and cap important points even more ahead of Allies (kubel as well as sturm pios unaffected by rough terrain). Not to mention deep snow is extremely frustrating even without OKW presence, slowing troops and putting them into danger of being wiped on retreat (another advantage for Axis thanks to their superior long-range dps), limiting flanks and grenade dodges. It is horrible mechanic, everyone hates it so as blizzards. All 3 most banned 4v4 maps were either deep snow or thick mud which is re-colored deep snow (City 17 winter, Rostov, Hill). All of them removed from automatch for further improvements. Tunnels nightmare for 4v4, because retreating tanks always risk to be blocked by team weapons or other tanks and lost as a result, and there a lot of tanks and team weapons around in 4v4. Undeserved tank losses bad both for gameplay and even more frustrating than deep snow. For example, on Ettelbruck even hmg can block tank movement on straight street between middle and right vp. Not to mention, again, limited flanks, ease to cover whole tunnel with just 1 at gun and extended potency of the mines due to chokepoints. Bridges across deep rivers without a lot of alternative crossings even worse. Bridges have all problems of tunnels plus when you pushed away from them, it is gg. Regaining territory behind bridge is near impossible thanks to demo charges, mines, and near-dead bridge health when they reduced to very little hp by at guns/tanks ground attacks to blow bridge instantly with one more shoot when needed. Imagine Steppes with 3 bridges and deep river around bottom victory point. Whoever takes their opponent bridges first and covers them with mg, and later by mines and at guns, wins whole bottom for entire game. Who would play this map with such changes? From my perspective, all 3 of those instances is just bad design which should be avoided. I am not a map maker to point you what is right and what is wrong, but i (may) have some understanding about influence of map design on 4v4 games flow. In: Lobby |
Thread: PTRS now OP?1 Apr 2015, 18:21 PM
This is so epic. I love new anti-material rifles In: COH2 Balance |
Thread: Sittard Summer - Does not Belong in Rotation1 Apr 2015, 08:51 AM
you dishonouring it in such ways is just plain bullshit m8. I might be harsh and overreacting but i was really angry after seeing this map. It should never be in automatch, and i don't care whose fault it is (probably Relic stupid decision to add it to multilayer map pool), just remove it. But can anyone honestly say that they are playing 4vs4 maps without expecting spam? Honestly? I play 1v1 as well and i see more spam there, whoa. At least in 4v4 tech and medium armor play still means something and not everybody just spammming 5 cons into engies into occasional t2 units/t3 t70 rush into is2. Lets not start another 1v1 elitists vs 4v4 scrubs discussion. Problem is not balance of the map (sorry, but truth if neither team can cross river in the middle, said limitation is not making map balanced), but limited movement. OKW indestructible barb wire from minute one, then some ost mortars to kill zis which would be there attempting to kill wire, then Axis would win. It is absurd. Just want my 1 veto back :3 Btw, Monolith, if you want to keep your map in auto match, i suggest making auto match version where bridges on left and right side being replaced with VERY WIDE TERRAN PASSAGES. Then at least players would have some space to maneuver and develop their strategy. In: Lobby |
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