I think there are many reasons for this.
Its easier to balance build and commandercombinations in a 1v1 (and somewhat in a (2v2) since there are few synergies to take into account.
They want to cater 1v1 because they want in on the e-sport market.
Another thing, pulled out of my ass but from what I can remember when the stats were shown, it seems more players were searching 2v2 games rather than 4v4s, meaning a bigger playerbase that they can please here.
But mostly, I think its just easier to balance, especially with this assymetric design as Babaroga pointed out. |
I would really like to know more details myself. From what I know, is that unit XP is dealt 75% from damage dealtt and 25% from damage recieved. As for XP kickers when a unit is killed, I have no idea if that XP is given to the actual unit or if it provides XP towards commandpoints. Would be nice to have some clarifications on this. |
Honestly who gets offended by something someone else says on the internet?
Looking at these forums, quite a few
Also, I dont think we should consider internet a lawless and norm-less space. I know alot of ppl do not agree with me on this, but thats my standpoint. And I very very seldom feel offended myself.
Edit: added txt |
I still can't understand why to make the game so unrealistic. 35 pounds shells bounce off the crew helmets, molotovs do zero damage to tanks, 14,5mm PTRS is useless against infantry and so on so on...
Its a game. For many reasons its hard to portray realisticly. Like tanks, they had really long ranges that they used, as well as ATGs, who relied alot on camo and shooting across long distances. Everyhing in CoH2 is more or less short range. Also, alot of more targetzones will add programming complexity etc etc. Gameplay wins over realism. Also, not a sim. |
I would challenge the dev's to provide a plan for improvements and make it transparent.
They keep talking about a roadmap for the future, so I have to presume there is one. However they also keep on telling us that they will not show it to the comunity to avoid getting cornered as some may think of roadmap=promises. Also, there are a select few who went to their HQ and from my understanding saw atleast part of the roadmap, still they are under NDA. So I dont think that they really will reveal what is going on and what is planned. Sadly.
I have no idea how the developement process looks like at relic, and what they have in their pipeline for this or other games. From my perspective I think they have a long term gameplan (say 2-3 major releases of features a year) with what to incorporate into the game. Alongside with that they have their tentacles out and listen to the community for patches and hotfixes at quite a semi-regular monthly basis. No idea if that is how it works, but to me it would make sense. |
Welcome! |
Le Wish: I think it would be hard to begin balancing 4vs4 and go down from that, so many more aspects to consider.
Might have expressed myself unclear. I do agree the only way to balance the game is from 1v1 and upwards, not the other way around. What I did say was that if they for some strange reason would balance 4v4s first (again, something that in my eyes is a terrible idea), it would lead to problems down to 1v1s. Last I also said that any changes that apply only for 3v3+ games doesnt seem like a good idea to me. |
Can answer the first. enforcement@relic.com . And depends I guess where the line is drawn.
As for bad language, the best you can do, I suppose, is to take screenshots. Dont think they are saved in the replay (not sure though). |
They specifically said in one of the last 2 casts on twitch that they are primarily balance for 1v1 and then 2v2s. Anything above will not recieve direct balacing (might change in the future?). Still, it scales up. So if soviet have an ever so slight disadvantage in 2v2, it will scale badly to more amounts of players.
This is something I actually find sad, many ppl play and may not like 1v1s. They might want to play the unit-fest that is 3v3+. I dont have any stats that show how many ppl are playing each of the 4 variants, and I figure they dont want to release those numbers.
As for suggestions to make soviet viable in larger teamgames, I dont really know apart from suggestions that will also affect all the way down to 1v1. I dont think a specific "the more players the less resources for ostheer" would make any sense.
In my eyes it looks like this, and this is my very personal opinion. Soviet tech overall in teamgames complement eachother, wich is good in a 2v2 situaion. But with any more players, it seems that it is actually harder to complement eachothers builds well. How many should go t3? All? How many T4? 3ppl? And if you are playing with random ppl, this is even harder since it might be hard to communicate. Ostheer on the other hand tech straight and a couple of hard hitting tanks that most players know how to use and can see a point of building, making it somewhat eaiser for them to play together, even if with randoms.
EDIT: As far as 2v2s go, I think the pool is close to 50/50 at the moment. |
Im with Blovski on this one. It would make sense to make changes to the unit that seems to be the problem rather than to construct a new counter. |