In 3v3 and 4v4s its usually not too big a deal but in 2v2s it decides the match. At least for more competitive levels...
If any sort of rage quit penalty were to be applied id want it to be a temporary lock from multiplayer modes for X amount of minutes. Kinda like the password locking system for Apple Devices which gets exponentially longer the more times in a row you rage quit.
I don't think you should have any penalty the first time you rage quit though because sometimes its crash related.
Profile of PanzerGeneralForever
Post History of PanzerGeneralForever
Thread: Ragequitters in ranked22 Mar 2016, 02:36 AM
In: Lobby |
Thread: Stuka bomb in base 21 Mar 2016, 05:49 AM
thanks In: COH2 Balance |
Thread: Changes to 3v3/4vs4 mechanics20 Mar 2016, 20:25 PM
1. no 2. no 3. no 4. yes 5. sure 6. sure In: COH2 Gameplay |
Thread: 1v1 Against Ost Sniper19 Mar 2016, 23:24 PM
Be intentional with your flanks. Try to get as far behind enemy territory without detection if you can. |
Thread: Royal Engineers are broken19 Mar 2016, 17:26 PM
Broken? Not really. (has REs spam become a thing, now, and I missed the memo?) Sappers are amazing. In green cover they do huge damage with all there cooldown/reload buffs. Most cost efficient utility squad imo. I had them bring 4 man Spios down to 2 men on approach cuz I was in green cover. Tommie's: In 1v1s I can imagine they are fairly weak because of the reasons you described. However, in team games they are amazing. Don't blob them, put the behind cover (that you can build) and let the enemy die as they approach you. Their long range DPS is amazing even without the extra man and brens. I always seem to float munis as Brits despite laying mines all game. I always get the medical supplies upgrade which allows you to prevent the heavy bleed you described. In green cover (where they should be) they take half damage from everything flame. This means if they can survive lots of engagements with zero casualties and heal up for free. The extra man helps them stay alive alot better as well. Compared to grens they are amazing. Vs obers they struggle but that's what sniper is for. That or commando ambushes. Best defensive unit, lacking in offensive power but (IMO) not the worst. Grens are the worst cuz they die fast and have only 4 model's. Halfway through the game there's yellow cover everywhere anyways In: COH2 Balance |
Thread: Stuka bomb in base 19 Mar 2016, 08:42 AM
In: COH2 Balance |
Thread: Stuka bomb in base 19 Mar 2016, 08:31 AM
I just wanna know what a stupa is :/ In: COH2 Balance |
Thread: British command vehicle maphack18 Mar 2016, 20:45 PM
222 with scopes even at vet 0 gives huge LOS range. On open mps 222 is better, on close quarters with lots of shot blockers command vehicle is better. Also, 222 counters command vehicle recon. In: COH2 Balance |
Thread: 4vs4 Balance feelings v2 : Fun !18 Mar 2016, 14:54 PM
Keep your feelings to your wife, girlfriend or mom. We are not interested in this nonsense. That's just low and hypocritical On topic: I agree with OP more or less. My favourite part about 4v4s is being able to rampage over volks blobs with cromwells. Most satisfying thing in the game is planting them XP flowers. In: COH2 Balance |
Thread: Sturmpioneers - Uberpioneers18 Mar 2016, 14:02 PM
I think the reason we get so many complaints about Spios is because they are excellent at the first few engagements of the game. I've had a single Spios squad 1v2 my cons and CEs without losing a model. On the flip side, I've also has my 4 man sapper squad force a 75% health 4 man Spios squad to retreat with 1 model left. What was the difference here? Cover. Learn to use it and drop Spios models before they can close the distance to your cover. In: COH2 Balance |
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