I was doing very very well for rank in 4v4s last patch but this patch i struggle to even make it out of my base as USF unless my opponent is afk or drops, its virtually unplayable and thats just balance.
However from the matchmaking perspective I have seen myself in games with multiple top 10-50 players when i have gone OKW and this seems to happen quite often. Balance issues aside matchmaking does not seem to be putting equally skilled opponents against each other and it is getting ridiculous.
There seems to be a new thread on 4v4 problems every day and it's well justified the mode is in really bad shape right now. Just watch relics recent stream, PQ was on a team with top 4v4 players and they struggles to leave their base sector as allies and easily dominated the map with axis. This is typical of games nowdays
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Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
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Post History of Hon3ynuts
Thread: 4v4 - perceived balance and match making 20 Sep 2014, 23:08 PM
In: COH2 Balance |
Thread: Intense battle20 Sep 2014, 21:19 PM
Gg wp In: Replays |
Thread: Hon3ynuts Vs Donniechan20 Sep 2014, 20:18 PM
Crazy game on Kolodny winter In: Replays |
Thread: The Cost of Balance and Meta20 Sep 2014, 16:21 PM
Personally i would love to have some balance within the commanders Its dumb to see 20 commanders but only 5-6 that are remotely viable. Presently Guards Motor coordination is the best commander in game IMO not because its OP but because simply put all the abilities are either extremely useful or game changing. With almost no other doctrine can i confidently say will use all these abilities to impact the game. Compare that to something Like NKVD which overlaps with many other doctrines in the first place and has some poor abilities, some ok ones, some that are in fact useful, but most i may not even use in the game. The germans are even worse off than the soviets often not needing or using their commanders to win. One of the best parts of DOW2 and Coh was the commander system and i really feel it has regressed with poor commander design in COH 2 In: Lobby |
Thread: CoH2 Stats20 Sep 2014, 00:54 AM
They are.. weird.. those mines. To this day I am not sure if they are working, as I had things happening with them that were not represented in the files. I've seen them work on light vehicles and immobilize or shock them, but never on heavy tanks and ive had quite a few run over these mines, Is there a particular thresh hold at which these mines stop working? In: Lobby |
Thread: Bars are the worst upgrade in the game.19 Sep 2014, 14:45 PM
Actually i looked at the numbers after i did this comparison and the G43s make Pgrens worse at every range except for 29-35, at which they are marginally better so they are the worst upgrade in the game thread was a lie, will update first post ![]() In: COH2 Balance |
Thread: Relic: Rebuff the 34/7619 Sep 2014, 14:40 PM
Compare the t34 to the sherman and 10 fuel and 30 mp cannot justify the performance difference. Nerf one or buff the other changes must be made In: COH2 Balance |
Thread: Bars are the worst upgrade in the game.18 Sep 2014, 16:12 PM
If you want a constructive discussion, then please try to not showcase stuff in the way that profits your points omitting anything that doesn't fit. I did have a disclaimer -> "I am going to list dps numbers and state how much more effective a unit becomes after buying an upgrade at their intended role(close range, long range ect.) its understood that there are other consequences to upgrades but i'm just looking at how much better your unit will become at what you want them to do" The BAR as a weapon isn't bad but equiping them on rifles costs too much for too little benefit. This game will always have infantry balance issues until they can address the ridiculously good or Bad returns that munitions upgrades can give to units. It eliminates the viability of units who can't get munitions upgrades and makes those that can get it so cost efficient they are a no brainer to buy. Infantry combat is the both the most important part of balance and the hardest thing to get right. When units win cost for cost in 1v1 engagements it is probably the biggest advantage in the game and right now it's not usually down to RNG or micro its down to which units have better stats which is not fair for any faction. This is what needs to be fixed In: COH2 Balance |
Thread: Ostheer 1v1 USF18 Sep 2014, 13:58 PM
3 grens 1 mg into t2 then scout car is the most effective build IMO. You get a pak before 7 minutes if they don't have an m20. Problem is someone who goes vet rifles and goes 4 rifles into lieutenant then a fast AA halftrack can kill you in 7 mins if they just run all their units at your cutoff and flank your mg. Of course that is map dependant. If you have a pak, an lmg gren and you havn't been pushed off the field though you probably won the game Its a dumb meta, USF can win in 7 minutes if they don't get screwed by an mg but if they don't win they pretty much lose b/c lmg grens outperform the more expensive riflemen even with upgrades In: COH2 Gameplay |
Thread: Why were scripts nerfed again 2 patches ago?18 Sep 2014, 02:50 AM
Too all those who say that conscripts were nerfed, is it just your gut feeling or do you have any data to support it? Conscripts in the early game are about as good as they were. Mid to late game when enemies have upgrades the extra damage they take increases exponentially b/c of the survivability nerf. In short their damage helps early but does not scale. Their lower survivability does not hurt them early too much but makes them scale worse than ever In: COH2 Balance |
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