Hill 400 has very good cut off design.
I you have to hold 2 points; the enemy has counter play, basically making the early game longer, since you can contest the enemy fuel all the time. Even matches will have no fuel connection for like the first 10 minutes.
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Hello.
Am I the only one suffering?
Hanz
Yes, you are. |
im literally +12w with this shit
link your playercard then |
That's plain bullshit and placebo. Grens were NEVER that strong (even today, notwithstanding alliedcucks coping) and most importantly they could never melt anything without LMG42.
Stop larping
Well, i guess you dont know what patch i am talking about then.
They got nerfed pretty fast, since cons didnt stand a chance under any circumstances |
Honorable mention: Rambo Grenadiers before ukf and usf were released.
Very high dps even on the move, would melt any infantry even without lmg42.
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Vanilla Tiger ace being able to beat 3 is2 at the same time
Vanilla B4 with precision Strike |
There's kind of 2 auto-match threads going now, but I'll add here as well: The issue isn't arranged teams, it's how they're handled. On paper, it should be possible to match any arranged team (except for the absolute best) against a random team; a 4-stack of 5,000 rank players will not beat a random collection of top 200s, for example. The issue is the handling of arranged teams is extremely naive right now.
Firstly, as Rosbone pointed out, any new combination of players is handled as a completely new team: 4x "top 10" players playing together? Totally new team with no way of knowing their skill level until they play 10 "placement" games. Then, if 1 person leaves the group, and a different "top 10" player joins, despite it being 75% of the same team, automatch says "no, this is an entirely new team. 10 placement matches please". This is pretty much the worst way of handling it. Instead, use the data we do have (maybe they played 1v1 a lot), and use that as a starting point. Even better, use an over-all "hidden ELO" score that tries to rate the players "average" skill level for all factions and all modes that they've played, if only to place them better when trying a new mode/team/etc.
Secondly, as pointed out by Rosbone and others in this thread, the match-making system can give some really terrible matches. While it does give even matches sometimes, in less popular modes, or in less popular regions/time zones, it gives some truly awful matches. Or perhaps sometimes it gives awful matches regardless of the situation. In any event, it clearly needs to be worked on, as the current system is just not very good, and it ends up giving a lot of players a poor experience.
Thirdly, even if the existing system worked flawlessly, the actual implementation of arranged teams is pretty bad. As-is, it assumes that a 4-stack is exactly equal to 4x randoms provided their ranks are the same. This is pretty flawed, as chances are that the 4-stack has voice communications, experience playing with each other in the past, and pre-made strategies/combinations that they like. Meanwhile, the 4x randoms have none of this, and might not even communicate in the same language. As a result, even if the "ranks" are the same, we need to assume that the 4-stack will be playing much, much better. Perhaps something like:
This would mean that a full pre-made team would match with players with 20% higher ELO than they actually have, and it would scale for a 2-player pre-made in a 4v4 game, for example (a 2-stack in 4v4 would give +10%).
Sums up the matter very well. |
i start to alt f4 when teamed up against high level at with low level randoms.
Edit:
Also i avoid playinig on weekends, since i encounter those high level teams always then.
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I dont have a strong opinion yet, but i think, that a lot will come down on how the maps are build and if auto vaulting will blend in and feel natural.
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Does it always have to be Victory Point all the time tho ? Annihilation is out of question because it would takes so long. I'm thinking some kind of sector attack/defense with time limit , 1 map have 4 sectors (2 if 2v2 and 3 if 3v3) and 1 sector have 4 points (also depends on gamemode), if the attacker secure all the points the defender fall back to the next sector, the attacker wins if all sector captured and loses if they ran out of time limit, the match is best of 5 and both teams switch role mid match. the idea isnt innovative actually i copied from bf5 breakthrough, but the point is it shouldn't be victory point all the time, its not boring for long time players but it wont keep new players if the game aim towards coh3's survivability
Would be intereting to see in action. I guess, one couldnt take every element of normal matches. |