It's actually more interesting and fun since the patch focused on 4v4 came out. The problem is that it is very stale in terms of ideas and competition.
Because of the varied skill levels in random 4v4, more often than not, you'll see straight forward meta builds or absolute question marks. Nowadays it's quite rare to see a high level 4v4 team game going on because 1. the queue is long 2. the game will most likely be a stomp unless you do extremely unconventional builds.
I think there's a lot of potential and unique strategies that can be discovered and made to work, especially with this December patch coming. c.B and I theorycrafted about 5 different strategies for the 4v4 tournaments we joined, like the EZ8s, Industry, Royal Arty, Tank Hunter during the Heavy TD meta, and Luftwaffe Supply against FHQs/Emplacements. No one else did anything similar, and the stream chat was very critical of our choices, almost as if to say that if we don't play meta, we will just lose(we didn't). If anything, creativity thrives in 4v4 the most because of how much you can get away with, it's just unfortunate that the playerbase is too small to bring out the creativity on a non-tourney basis.
Profile of Antaria
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Posts: 68
Post History of Antaria
Thread: The dark truth about 4v4. 7 Dec 2018, 16:52 PM
In: COH2 Balance |
Thread: Com Revamp Valentine IR Bug28 Aug 2018, 20:04 PM
Replay gives me a sync-error now, so the Valentine doesn't show up in-game.
What's the duration limit? Because 100% I could see enemy unit icons in tac-map until the end of the game. In: Replays |
Thread: Feedback for Commander Revamppatch28 Aug 2018, 08:52 AM
Yes, 2v2 custom. Good lethality and support abilities. Main gun isn't that accurate but it could just be RNG. Just consider removing the scan if the bug can't be fixed. In: Lobby |
Thread: Feedback for Commander Revamppatch28 Aug 2018, 07:45 AM
The changes on the Valentine are nice so far, but its scan/IR ability needs to be removed because it's still bugged. In: Lobby |
Thread: Best allied faction for 4v4?1 Jun 2018, 17:16 PM
Each faction has their place. It doesn't matter what faction you play because you're only 1/4th of the team. Teamwork and synergy is king in 4v4. In: Lobby |
Thread: Sunny Wednesday Afternoon in the Woods11 Apr 2018, 21:03 PM
In: Replays |
Thread: 2v2 mortar pit worth it?27 Feb 2018, 07:13 AM
@Antaria: I agree. So what do you do vs ost mortar mg spam, or just plain volk blob? I'll assume double mortar and double MG42. In that case, if the map is full of green cover, I'll go WASP and focus on the MG42s and push with infantry. If the map is open, like Crossing in the Woods, I'll go Vickers K on the UC and try to attack from an angle where cover is negated. Either way MG42s will retreat or melt. You have to be mobile vs ost mortars, they're very good and you have to flank them and catch them unprotected. If you don't like going UC, you can tech grenades vs team weapons, but keep in mind it's quite muni intensive. Pyrotechnic Flares for area denial is great as well, since the first howie acts as accurate area denial and the second howie acts as RNG bombs. If it's a true blob like 4 squads in a small area, then just use a UC with Vickers K or Vickers HMG with tommy/sapper support, buy time for the Centaur. Keep in mind this is in 2v2, so your ally can cover areas that you miss, may it be mortars, MGs, or more infantry to flank the opponent. In: COH2 Balance |
Thread: 2v2 mortar pit worth it?26 Feb 2018, 16:08 PM
Right now, it's completely situational. In a sense, like all mortars, it forces the opponent to keep moving, but it can't actually move. So as brits, if your infantry are forced to retreat, your mortar pit is vulnerable, the brace won't save you. If the enemy counter-barrage the mortar pit, you have to make time for royal engineers to keep it alive, and that's time spent off map control/vehicle maintenance. The biggest asset a mortar pit can provide is the smoke with increased range, and the fact that the HE and smoke are on separate cooldowns. It's not the AFK wiping machine it was before, because now you have to actually click twice. Its cost is entirely dependent on how you fight your early-mid game. 400mp is not cheap, people can afford double mortars with legs for only 80mp more, and what you're getting is a static emplacement that can block 1 flame nade max with brace and die to anything else after that. With this being said, it forces the brit player to revolve around the mortar pit. In the higher levels of 2v2, mortar pits are worth it if you need it, can defend it, and use all of its abilities to their fullest potential. Otherwise, buy another squad of infantry of some sort. In: COH2 Balance |
Thread: December patchnotes + Bug report5 Feb 2018, 06:13 AM
Maybe they had a valentine. IR bug if they did. In: Lobby |
Thread: Can't even win using cheats smh3 Feb 2018, 18:38 PM
Volks with double vickers k “Kwestchun mark” In: Replays |
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Latest replays uploaded by Antaria
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VSIsildur RUKAclNoggano VonAsten Scotch[c.B] Reyon [c.B] carryon~Carryon~ [c.B] Brosras {C} [c.B] Antariac.B vs Silvers Game 4by: Antaria map: Lienne Forest12-2,906
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VS[c.B] carryon~Carryon~ [c.B] Reyon [c.B] Brosras {C} [c.B] AntariaVonAsten Isildur RUKAclNoggano Scotchc.B vs Silvers Game 3by: Antaria map: Lienne Forest1-1,107
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VS[c.B] carryon~Carryon~ [c.B] Reyon [c.B] Antaria [c.B] Brosras {C}RUKAclNoggano Scotch VonAsten Isildurc.B vs Silvers Game 2by: Antaria map: Steppes3-2,125
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VSIsildur VonAsten Scotch RUKAclNoggano[c.B] Brosras {C} [c.B] Reyon [c.B] Antaria [c.B] carryon~Carryon~c.B vs Silvers Game 1by: Antaria map: Steppes3-1,381
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VS[c.B] Antaria [c.B] Wardog [c.B] pu3ska [c.B] Reyon莱茵河安全卫士 一起开黑 -帝国之鹰-Lightning sword -幻-Lightning swordAxis using Brit commandersby: Antaria map: Lienne Forest2-1,025
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VS[c.B] Captain Reyon [c.B] Antaria [c.B] Jack the Kimchi [c.B] Jason[c.B] carryon~Carryon~ [c.C] Skyfire [c.B] Brosras {C} [c.B] Carry-me[FBP] Maphack Bugby: Antaria map: Steppes9-2,260
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