WhY not just remove the resource penaltys, like every other faction? 
Cherry picKing at its finest
I'd be up for that. Remove the stupid 5 levels of vet too. Then it is heading in the right direction. |
as a fellow 3v3+ hero, I understand your feeling.
but these "pros" have a point due to several facts.
coh2's competitiveness only extends to 1v1 and 2v2 max. look at maps for example. 4v4 heroes once only had 4 maps and 1 veto to tinkle with. now we have more maps but they are terribly small; going from 1v1 - 4v4, in all maps but general mud, you have less than half of the space individually as you did in 1v1 setting. look how the mud tech was introduced: on hill331. look at one of the new 3v3-4v4 map (the one with 5 vps). look how it has the huge castle that might as well be a competitiveness cancer. why do these new shits kept on being introduced first to the 3v3+ maps?
look how caches and initial open blitz were designed. completely designed only for 1v1 and 1v1 only.
which relate to cheeseness. the cheeseness of units/tactics only gets worse as game mode gets larger. again, because relic designed this game to be a competitive 1v1 game and not competitive 1v1-4v4 game.
and generally speaking, more casual players (therefore worse players) play 3v3+. i means, if you are like me and you switch from 2v2 to 3v3 and vice versa frequently, the difference is unmistakable.
which is not to say that a really intense 3v3+ games where pro players coordinate and play to the max are not competitive matches. i have had those games from time to time since 2013. but only in like 1 in 40-50 games. while when i play 2v2, i get skilled opponents almost 1 out of 2 to 5 games.
True, but pandering to a select few won't be successful for this game. It never will be included in E-Sports and trying to be won't get anywhere, not with the size of this playerbase.
"Professional" competition can destroy games imo. If you want to be a "pro" and give "pro" advice, go and play DoTA or CoC as far as I'm concerned. That's where the activity and money is.. |
Nope neither is it expensive 
Why not just add them into tech then, like OKW? |
15 fuel for a faction that isn't fuel starved 
Well it's not free is it?  |
Whats tunnel visioned is people who only play 4v4s that can't possibly manage to micro more than 2 units at a time.
Again, a stigma. The fact of the matter is, CoH2 just doesn't have the playerbase to exclusively cater to the few who class themselves as "pro" or "elite" because they play more competitive modes. It's the kind of mindset that is devastating for the longevity of the game. |
Yes, being a "pro" at 3v3 and 4v4 is just wasted effort. Those ranks don't impress anybody. You might impress someone on the coh2 subreddit or steam forums though. The bigger the game mode, the more variables, and the less the win or loss actually having anything to do with your own personal skill, on top of the majority of the 3v3/4v4 playerbase being trash.
Yes there are more variables. Tinker with the variables and you complicate things even more. Its the same variables expanded into larger game modes. Just because you want something changed, it doesn't mean you merely discount 1/2 of the game modes (which are the most popular) and deem it "trash". That's a very selfish way to think, which I guess is quite common in competitive PvP games such as CoH2.
I mainly play 1v1/2v2 myself, and while I do agree somewhat with your sentiment, I don't discount the effects of any changes made that could affect 3v3/4v4 because it's "noob mode" or whatever. Very tunnel-visioned of you to think so. |
Not that I really care for noob game modes. I'm not looking for perfect balance in a gamemode I troll around in with my friends, where 90% of the players are straight trash. 3v3/4v4 is such a bad argument its funny how you people try to pull that one out to try and justify keeping axis shit lol.
So you are saying that the top 150 who play 3v3/4v4 are trash then? Even when taking both Axis and Allies win rates into account?
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Yet is still somehow the worst faction lol.
Not in 3v3/4v4 according to the charts lel. |
there is, 15 more muni every time you use it. They do the same damage.
Sidegrade, "SIDEGRADE". They're included in tech, which the cost of is conveniently included in OKW's starting resources (40 fuel). Molos have a sidegrade cost to unlock at HQ (can't remember how much) which is independent of teching.
But yeah, longer throw time and nil/less damage on impact would be good for both.
Edit: Longer throw time on the incendiary nade, not the molotov lol. |
It's not too bad. I just wish the racks would be rotated to face inwards regardless of map position. It's a pain having to go through a base with crappy pathfinding to do so. |