why isn't my playercard showing under my comments? I've connected steam and made it public...
You also need to seize the means of production!
Posts: 1515
Thread: Rank = Skill4 Jan 2021, 19:24 PM
why isn't my playercard showing under my comments? I've connected steam and made it public... You also need to seize the means of production! In: COH2 Gameplay |
Thread: Rework of 3v3+ map pool any time soon?3 Jan 2021, 19:14 PM
as a 2v2 player i kinda feel offended by this thread (not really) I'm offended by your offendendism. I ask that you are to be canceled from COH2 and all of it's branches. Includes but not limited to vCoh, COH1 mods, Online COH, COH forums. thank you Jokes aside. What kinds of shitshows are you talking about? I'm all for shitshows and shitposting. however, I seldom played serious 2v2 games (standard custom games) so my knowledge is limited to the amount of shitshows. I do watch one or two 2v2 casts per week (shame there are no 3v3 casts as 4v4 casts are just pure mayhem) But I love Ettelbruck.... You love ettelbruck because you love LeFHs. Don't deny it. Own it.
As long as both teams have players spawned on the edges (so that only one player needs to walk the most to get out of base), it's all right. The great thing, IMHO, is that if you lose an area (say bottom fuel/VP), you can easily switch to mid and flank with smoke later on to retake bot. Some other maps have such strong encampments that you are forced to play calliope or some sort of mobile arty as say, USF. On steppes, any commander is viable because there are no cheese areas (like mid house on AngryMundy for MGs that can lock it out completely until some pak howi level indirect arrives, not to mention HORRIBLE pathing due to all the ramps). Agreed that 4v4 is better there but 3v3 is also quite good. Not as many arty shells due to it's wide areas and more tank engagements due to, again, wide areas. In: COH2 Gameplay |
Thread: Rework of 3v3+ map pool any time soon?3 Jan 2021, 17:24 PM
For me it's one of the best: Open, wide, plenty of flank opportunity. No strong MG buildings that can lock down an area and force you to go mortar or fast nade tech. No lanes that make it easy for stuka to wipe model after model. No obvious LeFH/ML bombard areas. Basically no cheese tactic can survive that map. In: COH2 Gameplay |
Thread: NEW: Inputlag in coh2 3 Jan 2021, 14:42 PM
We should definitely check our native connecton from time to time though (especially the Telekom guys). I don't want to use a VPN permanently because I don't understand Danish and Italian Ads. I found that doing Italian hand gestures helps with understanding it. Try to speak it out loud while doing the gestures, you're sure to understand if afterwards. As for Danish, a love child of German and English, nothing can help. First game today had low lag. I think it was about 200ms or something like that which is a godsend. Also, all players from EU and one from US I think In: COH2 Gameplay |
Thread: Rework of 3v3+ map pool any time soon?2 Jan 2021, 23:15 PM
Are maps like Angermunde, Ettelbruck station, Essen etc... ever going to be removed from the current map pool(super laney maps that favor only one play-style)? Will there be another 3v3+ map pool rework any time soon? There are a lot of quite well balanced 3v3+ community made maps and the current map pool for 3v3 is weak. Even more so when you consider that winter maps completely remove FPS later on in game (at least for me, on RX 580 and Ryzen 5 1600) so a ban on all of them is necessary. I know that the next map patch will focus on 1v1 and 2v2 (2v2 I understand as it's one of the more played modes but 1v1 only for tournaments?), but will there ever be a 3v3+ rework? Eg: I personally consider maps like Steppes and Whiteball to be one of the best designed maps, ever, but I understand why some people like Redball and Ettel as they require minimal input and favor AOE. Is the community generally leaned on that side or are there more people that consider AngryMundy and Ettel horrible maps for team modes? In: COH2 Gameplay |
Thread: Remove "Close the pocket" Arty ability2 Jan 2021, 21:25 PM
It's pure cheese. I've tried a lot to stop ctp attempts. Even putting fighting positions on vulnerable points. Stuka + ctp, at least 1 teamate is going to bail, game thrown. CTP is trash, even if your are a well organized premade team, it is extremely difficult to prevent a ctp. The best I've been able to do is quickly recap the point so only a little arty drops. I don't know if it's even possible to balance. Get rid of it and throw in a tiger. Really depends on the map. Redball is a horrible map all around. Don't know who designed it but somebody that likes using the heaviest vehicles and arty it seems, and hates flanks. There it's easy to CTP. Large, open maps it's downright impossible. Steppes, General Mud, and the likes come to mind. But redball it's all too easy In: COH2 Gameplay |
Thread: NEW: Inputlag in coh2 2 Jan 2021, 18:52 PM
2 games today. Both of them with an average delay of 2 seconds. Hard to play. In: COH2 Gameplay |
Thread: Remove "Close the pocket" Arty ability1 Jan 2021, 21:31 PM
A well coordinated team can close the pocket on some games. Storms coming out of ambient buildings with shrecks can easily decap behind enemy lines. Stuka also decaps. But again, that takes a great deal of coordination to pull off. It is an "I win" ability if pulled off though. In: COH2 Gameplay |
Thread: [Winter Balance Update] SOV Feedback1 Jan 2021, 21:29 PM
Penals don't need any combat buffs or nerfs. Give them the ability to carry 3 PTSR so that double PTSR penals can synergize well with conscripts (especially with merge to reward good micro merges in base) and they can choose to be either AT defensively proficient or offensive. AT upgrades give them the snare + satchel, but would remove maybe one ability that is more AI oriented (say they start or unlock with vet some ability that gets locked once double AT options are taken (2x 1st, 3rd PTSR 2nd)) In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion1 Jan 2021, 17:53 PM
I can verify. As a USF player, each time I jump out of the vehicle, the crew can hug it for green cover. Any side of the tank or vehicle. Sometimes it doesn't work though. Rarely In: COH2 Balance |
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