something along those lines, a lot of the 3v3 and 4v4 maps are just a really long rectangle. Narrow frontline, long supply lines.
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.
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.
Nah, I certainly disagree.
Obviously any monocausal explanation will lack sufficient explanatory plausibility, but if you ie. consider the volume of logistical support, speed of advance, etc. of the Allied push through France and into Germany after the German defeat in Normandy, the conclusion is hard to avoid that other factors were at least as significant as "mere" logistical shortcomings, and the same applies to some degree to the Eastern theatre. I think its hard to avoid the conclusion that there was grosso modo a certain lack of initiative and overall operational timidity in the Western Allies' generalship that prevented them from actually bagging and destroying the German army (instead of "only" routing it) in a similar fashion as ie. the Germans exercised during Fall Gelb, or later in the East. This is all the more glaring as the quantitative factors were disproportionately heavily stacked in the Allied favour, not to mention that their entire armies were mechanised and therefore at least theoretically capable of much faster movement than the largely foot/horsemobile bulk of the Wehrmacht.
Looking only at the range of any given advance here is IMO quite misleading; speed is every bit as important a factor, and on average, the Western Allies were never quite able to match the speed of the PzAOKs in the East, despite operating on much more favourable infrastructure and facing much weaker opposition.
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.
even these would go a long way, the problem with large team games is really how quickly they spiral out of control. Early ahead allies incredibly increase their early game advantage due to how quick their other early/mid game amplifiers come out. The same way with axis, if the game gets stalled well enough their huge late game advantages become really easy to obtain and hard to knock down
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.
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.