OP didn't open up a thread with Rifle/Volks change
GG Repost.
Locked. |
While i don't agree with OP, these comments just shows how little some people know about 1v1 maps and the mode.
For those who play team games only, you wouldn't realise that there are maps on which the base MG bunkers cover strat points near your base. Putting a Flak HQ just outside your base and covering your cut off is plenty safe.
It's as risky as constructing your tiers with Soviets and OH towards the exit of your base so you can reinforce from farther away.
PD: no risk at all.
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I'm interested in how the game would look like in 4v4 if we were to reduce the max popcap by say 30 or more. |
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Yea the game was a hot mess, but there was another beta after that one I think, which was a little better. Still remember #Pripyat river
Winter version was a little more interesting to play than "rush to middle with an MG" summer version. |
General logic that applies to any multiplayer game composed of random teams:
In an average to decent matchmaking:
-No matter what you do, you will lose 20% of your games.
This becomes more reliable the more players you add to the equation.
-No matter what you do, you will win 20% of your games.
Same shit applies in the other way. You will get carried no matter how badly you are throwing.
-This leaves you to a 60% were you have a clear influence on the result of the game.
Now you have 2 ways to improve your odds.
1-Git gud. Really.
A more elaborate explanation: when you can dominate your "lane" or your opposing opponent that you have leeway to help your teammates go from a 1v1 to a 2v1. The same goes the other way when you lose your army or have to mass retreat. Suddenly you are putting the burden on your team and reduce your winning chances.
2-Learn leadership/social skills and eat down your ego.
-Some people are good but self sabotage themselves by triggering their snowflake teammates. No matter how good or right you are, wasting time typing/insulting/criticising someone MIDGAME is pointless. Leave that for after match talk. If you don't have anything productive and CONCISE to say, stay silent.
Pro tip: if you are someone who is easy to get triggered just install autohotkey and disable the chat hotkey.
- Shotcalling. Be the leader. Initiative.
You don't need to give extensive speeches roleplaying you are a WW2 commander. If you can't keep it simple, it's pointless.
Pro tip: don't give orders. Give suggestions or information. At the end of the day you can't force others to do what you want.
- MORE OFTEN THAN NOT, if the whole team commits to something, it's better to take the wrong choice as a team rather than committing to the right call alone.
You have better chances going full stupid rather than half stupid. If someones proceeds to suicide dive, you might as well make the most out of it.
Play to win, don't play to not lose. |
Fuel is not necessarily a limiting factor for teamgames, which will make the change pointless and affect 1v1 the most.
It's just a side effect of having 800 worth of popcap available while fighting over the same/similar amount of points as 1v1, which makes artillery good. |
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Lol, i got some serious PTSD triggers out of that video.
-Nuclear homing mortars
-Infantry doing 0 dmg
-Company of houses
-Random flame crits
-Random building crits
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ELO/MMR is a hidden value assigned by the matchmaking algorithm to determine your skill.
CoH uses this to determine your rank compared to people who are available atm (people who have at least 1 match) for that faction and mode. Yes, this means that each new team (be it 2v2 or 4v4) have a different ELO. Same with playing random on 2v2, 3v3 or 4v4 for each faction.
Interesting enough, you can "rank" as AT with a team of 2, by playing with randoms in 3v3 and 4v4.
For newcomers, they get assigned an arbitrary value with a high uncertainty with absolutely NO consideration as to who you will be matching with (as far as i'm concerned).
This is why you can get extreme high rankings in the first games, even if you only face potatoes.
You could also get demolished by high ranks.
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I seriously doubt that. Big changes are only need when one want to redesign things or sift the meta.
After seven years of patches I would expect that people should have a rough idea what "values" should be close to balanced and playing around these values should be enough to balance a unit.
Read again what i wrote after that.
"But once you consider that something needs a "rework" or more than 2 values have to change in order to be effective, then i don't think you can realistically speculate solutions without side effects."
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