We all know Charkov north is terrible.
In the north you have two houses with plenty of windows right next to the fuel. So southern player can rush it and camp there very easily. (UKF and OKW mainly). In the south there are two irrelevant houses almost midway between fuel and base and then one useless (due to lack of windows) house next to the fuel. That means that if northern player decides to rush the southern fuel he can´t use a garrison to camp and wait for more units to arrive.
Even though this house is useless for north the southern player can put an MG in there to cover both fuel and cut off. It can be flanked but it still is a decent position. Northern spawn doesn´t have this luxury because the trees block vision from fuel house to cut off.
That means that if northern player decides to rush the southern fuel he can´t use a garrison to camp and wait for more units to arrive but the southern player can.
This is what I mean:
So my proposal:
1. Remove the sight blocker in the north so the MG can cover the fuel cut off.
2. Move the big house that is situated between muni and fuel point in the north away towards base. Basically mirroring southern fuel point garrisons in a way.
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Broadcast: https://www.twitch.tv/blvckdream
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Nationality: Germany
Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality: Germany
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Post History of blvckdream
Thread: Ideas on how to rebalance Charkov 17 Jun 2018, 09:01 AM
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Thread: Why shouldn't CoH3 be set in WW1 instead?16 Jun 2018, 11:02 AM
How about nope ! WW1 theme already ruined a game i liked(BattleField), i would like to keep playing COH. Dice ruined Battlefield 1. Not WW1. Just like they are going to ruin BF V. Trash game developer and terrible publisher (EA). In: COH2 Gameplay |
Thread: Why shouldn't CoH3 be set in WW1 instead?15 Jun 2018, 22:49 PM
WW1 wouldn´t be that bad... People act like it was only trench warfare but it wasn´t. Also no one would really bat an eyelid if Relic portrayed WW1 a bit more dynamic than it really was. I´d prefer WW1 over any modern scenario. Maybe even over the boring, overdone western front France 1944 WW2 scenario. In: COH2 Gameplay |
Thread: Late game mg bunker spam15 Jun 2018, 18:42 PM
I dont know why are u arguing about that. I did tons of games, never seens a bunker spam. Maybe coz i play mostly 2v2 and maybe that's a problem about 3v3-4v4 but yet i dont see the trouble. If u make urself outplayed by bunker spam it means ur enemy had already the controll of game. It´s not about balance as I said. It´s just not fun to play vs. people that build multiple bunkers, which does happen a lot even in 2v2 unless you only play vs top 50-100 opponents. And to discourage people from buildings/spamming bunkers it would be good to give them a small population size. If you use google you will find plenty of threads of people complaining about bunkers. I am far from the only one that thinks that way and by the way I wasnt the one opening this thread either. In: Lobby |
Thread: Late game mg bunker spam15 Jun 2018, 18:23 PM
Well at least you are honest enough to admit not even reading what people reply to you. Will make refraining from discussing things with you so much easier in the future. In: Lobby |
Thread: Late game mg bunker spam15 Jun 2018, 18:19 PM
So on a scale of 0-10 how good do you think you read what I wrote. I literally said there is a good reason Mortar Pits and Bofors have a pop cap attached to them. You answer: "Your proposal to make Bofors and Mortar Pit pop cap free is stupid". In: Lobby |
Thread: Late game mg bunker spam15 Jun 2018, 18:12 PM
Reading comprehension 0/10. I said there are good reasons why Bofors and mortar pits have a pop cap. In: Lobby |
Thread: Late game mg bunker spam15 Jun 2018, 18:10 PM
Can you just read what I wrote before answering maybe? In: Lobby |
Thread: Late game mg bunker spam15 Jun 2018, 17:38 PM
So why don´t we make Bofors and Mortar pits pop cap free. Same for OKW emplacements. There are plenty of reasons why this isn´t a good idea but they also apply to Ost bunker and USF fighting positions. Or do you think it´d be fun to fight vs 10 bofors every game just because late game bofors cost means next to nothing? Or OKW players spamming flak emplacements everywhere because they have nothing else to spend their ressources on? Just give all emplacements a pop cap cost. It would actually improve gameplay because people would not be encouraged to camp and actually have to micro their units instead of just AFKing and waiting for opponent to do something. They SHOULD be in the game and serve the role that they do right now. But they should have some drawback instead of being a brainless way to spend ressources when you are pop capped. In: Lobby |
Thread: Late game mg bunker spam15 Jun 2018, 17:18 PM
OKW flak emplacements are a good example of how an emplacement should be designed. They cost fuel + pop cap and thus aren´t spammed. That being said they can still be useful if used right. They are actually decent after the changes to them in DBP. Much better way to design a static emplacement. Again, I did not say that bunkers can´t be countered or even that they are OP. Just that they are annoying and poorly designed. Why should you be allowed to spam an unlimited of MG positions while having no pop cap? Makes no sense. In: Lobby |
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