I am very sorry to ruin your coping.
You rly need to stop dropping the cope lines man, you do that every time when you have nothing sensible to say anymore
Thread: disable random players vs at teams26 Apr 2022, 20:41 PM
You rly need to stop dropping the cope lines man, you do that every time when you have nothing sensible to say anymore In: COH3 Central |
Thread: disable random players vs at teams26 Apr 2022, 18:15 PM
I think you didnt understand what I was saying. AT vs randoms is a non-issue because you can count the amount of actual tryhard-squads in CoH2 with 1 or 2 hands. The rest of them are some casual noobs playing together who either dont use voicechat or who talk about what they had for lunch today. I win at least half of my random games versus arranged teams, because it's teams like this which you meet many times: And keep in mind this is a "top 200" team of 4. No matter who my teammates are, it's pretty much a balanced match. "Better coordination", yeah I'm sure Random McGee and his casual friends who play coh2 for 3 hours per week are gonna pull off some insane plays against you. And for the rare case you meet actual tryhard squads with bad teammates, you do the exact same as when you get trash random matchmaking: surrender or leave after few mins. In: COH3 Central |
Thread: disable random players vs at teams26 Apr 2022, 17:04 PM
And here is the future CoH3 steamchart when co-op multiplayer isnt possible because of crybabies that had to waste a whole 5 minutes against a sweaty premade team in CoH2. (meanwhile 95% of premade teams are supercasual and not better than randoms) In: COH3 Central |
Thread: disable random players vs at teams22 Apr 2022, 17:31 PM
No this is the problem, it doesn't work. There isn't enough teams searching. AT team queue would be 30 minutes. It was nearly impossible to get a AT 3v3 or 4v4 game in CoH1 because of this. And by taking away the possibility to get a match in a timely manner as arranged team, you would kill a large portion of the community. And if it was an option, then every random would disable it obviously LOL. I think a better solution would be to (almost) remove any ELO penalty that you get as a random if you lose vs a premade team. In: COH3 Central |
Thread: disable random players vs at teams22 Apr 2022, 16:51 PM
So the arranged teams mode is gonna be completely dead again in 3v3/4v4 like in CoH1? Which would be massive because a lot of players wanna play with their friends you know In: COH3 Central |
Thread: Don't spam conscripts 21 Apr 2022, 12:09 PM
Howie is back In: Replays |
Thread: [CoH3] Auto-vaulting19 Apr 2022, 12:44 PM
I feel like auto-vault is a feature that should be in the game, but in the form of a toggle or key combination, like ALT+RClick. agree, that would be a way where I support this feature In: COH3 Central |
Thread: [CoH3] Auto-vaulting18 Apr 2022, 14:01 PM
I would like to use this thread to gather some opinions about the new Auto-vaulting mechanic in CoH3. For those who don't know, squads in CoH3 now always jump over obstacles like fences automatically, you cannot do it manually anymore. I will start by saying that I dislike this new feature. Here is why: Auto-vaulting sucks in combat In a gunfight, you want to maximize your dps by shooting as long as possible of course. However, (unintended) vaulting interrupts this action and therefore decreases your damage output. There is also the terrible issue where some squadmembers vault over cover instead of using it. I think autovault during combat does nothing apart from being extremely annoying Auto-vaulting takes control away from the player Being able to select a tiny chunk of fence to vault over with pinpoint accuracy is extremely important in order to execute precise movement, necessary to avoid HMG arcs, mines or the line of sight of your enemy. It also plays a minor role in the control over how much you want to space your squad out which can be important. Auto-vaulting hurts this aspect of CoH. Auto-vaulting on retreat is overpowered You want to make a risky play and wipe a squad on retreat? Good luck with that when your vehicles need to drive all the way around a stonewall while your enemy just vaults over it with high running speed. "Necessary vs unnecessary micro" Precision-Vaulting like in CoH2 is a prime example for necessary micro, as explained above. It gives you access to precise movement required to play the game how you want. It also is mostly un-intended during combat, therefore should require player input! Not to mention how auto-vaulting nullifies the map balance where mapmakers create fences in a certain way so one side can reach the area faster than the other, unless you do the input like in CoH2. A good example for "unnecessary" micro was the spam-clicking in CoH1 when you wanted a vehicle to reverse long distances, which is why the reverse hotkey got added to CoH2. A massive QoL improvement and stark contrast to auto vaulting in my opinion. This whole auto-vault feature feels like something you would expect from a RTS that you play on Console with a Gamepad, but not in a CoH PC game! Conclusion: I am not asking to completely scrap this feature, but to give us the ability to make it an optional choice. Make it so you have to press a new hotkey for auto-vault (similar to attack-move but now the name is "vault move" ) or give us the option to disable it completely in the menu or something. In: COH3 Central |
Thread: Greyhound question10 Apr 2022, 15:43 PM
Greyhound is 222 with enough AT power I would compare it more with the T-70. Also I think with the Greyhound and when it's useful, it's the exact same with the Puma from Wehrmacht. If you managed to farm 4/5cps extremely fast (talking 8-9 minutes or even faster) in 1v1 and maybe 2v2, then go for it to keep up the snowballing. If your cp gain is slow or you play 3v3/4v4 then dont use it |
Thread: USF Pathfinder spam is too efficient (2v2)6 Apr 2022, 22:53 PM
Grenadier A-move blobs with double pak40, 222 and spotting scope brummbar is also too efficient in 2v2 and what 95% of the wehr one-trick players are doing, but I'm not making a thread about that This pathfinder meta is annoying cancer but some people rly need to stop pretending like axis don't have some absolute cancer strats as well. And there is counters available for both OKW and Wehrmacht against this. This whole 2v2 USF situation is the result you get with a map pool & meta that are too hostile for Riflemen. In: COH2 Balance |
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