Profile of pigsoup
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Playercard of Bo-Bobby Lion | ||||||||||||||||
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Post History of pigsoup
Thread: (2 - 4) Einhoven country11 Apr 2015, 02:16 AM
kinda feel a little small for 2v2. In: Map Sharing |
Thread: Removed map from autopool10 Apr 2015, 17:27 PM
but but... all the QA... x100 In: COH2 Gameplay |
Thread: WW2 Daily Pic10 Apr 2015, 17:12 PM
my favourite. a lot of good footage and excellent narration. In: The Library |
Thread: [Feedback requested] - balancing issues in large team games10 Apr 2015, 16:54 PM
this +200 maps like Lienne Forest, ppl have no problem helping their teammates but in maps like city 17 or lazerenth ambush, the layout of spawnpoints and the maps discourage swinging and teamwork. it devolves 4v4 into two 2v2s. In: COH2 Balance |
Thread: War Drive mod10 Apr 2015, 08:00 AM
pretty cool. it is like mini campaign scenarios like in AA. i see myself playing this a lot in the future. In: Lobby |
Thread: British Faction, what do you want to see?10 Apr 2015, 06:06 AM
all commonwelath forces represented. as much as possible. devil's brigade, anzac, indians, asians, middle eastern, north african etc etc. tired of looking at only white men fighting. Introducing a new faction is a bad idea for balance, 4 factions are enough. ... +1 In: COH2 Gameplay |
Thread: WW2 Documents, Myths and Facts10 Apr 2015, 03:27 AM
they still won. in less than 1 year since the landing. i think that is fast enough. maybe they hit critical mass and anymore really couldnt do much. im no expert like many here. anyway, the website is fun to read. not sure about credibility though. but really, any historical debate goes like "your sources is wrong but mine isn't". so who knows. In: The Library |
Thread: about the USF light AT mine10 Apr 2015, 03:08 AM
wish it was more consistent. In: COH2 Gameplay |
Thread: [Feedback requested] - balancing issues in large team games10 Apr 2015, 02:02 AM
those advantages getting amplified is a big deal but would not be the biggest bad shit if maps allowed for teamwork and coordination to work to the fullest as in less pathing issues and imba asymmetrical maps etc etc. caches being 250mp would not solve anything. whatever the cost of the caches, +3 fuel or +5 muni for minutes or an hour+ is invaluable. CP, i don't find problem with. CP progression in 2v2-4v4 are pretty similar. depends on map. in general mud, the huge size and extra two resource points means guards come later than late game tiers. in maps like rostov, clusterfuck in the town can quickly give you 2cp. to me, nothing can solve 3v3+ indefinitely except fixing the maps (which goes for all gamemodes i think tbh). team games have one thing that 1v1 does not have: teamwork. let the players use that tool effectively. In: COH2 Balance |
Thread: [Feedback requested] - balancing issues in large team games9 Apr 2015, 18:00 PM
official coh2 forum troll invading coh2.org!! although FHQ is bs. i believe these small and humble patches are getting 3v3+ balance in the right direction. the biggest problems are maps and caches. caches: for 200mp, it gives way too much and in some maps, it is impossible to punish caches becasue the territory point would be so close to enemies' base. cache's income increasing with teching is interesting, but once the first tank is out from your tech, it will be the same story again. unlimited is2,JT,KT,panther,34/85s flowing as fast as they die. maps: no cutoff, many discourages maneuvering and encourage turtling. steppes, kubel heaven. wolf's lair, much bigger, minsk pocket 3v3 version, lazerenth ambush, imba for team on the left, city 17 same, sittard is sittard, vielsam is abomination, rezhev winter imba against north team, angermuende - no such "big area for epic tank battles"/ lane warfare, etc etc. In: COH2 Balance |
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