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4v4 problems

General Discussion

#75842

4v4 problems

This has probably been discussed, however, I try to play 4v4 matches on EF and they almost never work. I have been told that this is a relic problem.

If this is a relic problem, what does EF have to do to fix these problems? Is the answer to be bought out by relic, or hope relic picks up eastern front?  Do these same 4v4 problems exist on regular COH.

When I used to play COHO exclusively, I remember there were small 4v4 problems, but on the whole 4v4 functioned very well. Why are there so many problems with EF. 4v4s just rarely seem to work. Is relic aware of this, and if so, is anything in the works for them to fix this problem?
#75843

Re: 4v4 problems

To sort some things out lower graphics first that you get decent frame rates in a 4vs4.

Relic server problems cant be solved by EF as you know
#75848

Re: 4v4 problems

So my question is, what is relic doing about this? 4v4 games are horrible. They crash all the time, have connection issues. It is really bad.
#75852

Re: 4v4 problems

I never had these issues... :-\
#75857

Re: 4v4 problems

They probably aren't doing anything the game came out over half a decade ago they have newer games. Most people think ww2 is lame. They make more money of space orcs and elfs. It sucks but its the way of the road.
#75860

Re: 4v4 problems

vonklaus wrote:
Most people think ww2 is lame. They make more money of space orcs and elfs. It sucks but its the way of the road.

+99999
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#75862

Re: 4v4 problems

Less than half a decade ago, actually. ;)
#75888

Re: 4v4 problems

2006, IIRC. So that's half a decade this year.
"Balancers are 10 a penny"
#75889

Re: 4v4 problems

September, i believe. I'd have to find my receipt again... It's around here somewhere....
#75912

Re: 4v4 problems

4v4's are disaster balance wise and performance wise - I avoid any matches above a 2v2
Soviet is OP
#75928

Re: 4v4 problems

3v3's are ok with players with good preformance and connection.

Most 4v4 maps are just stupendous and ignore most balance, and the maps are too large, so as soon as you make a unit it could take a few minutes for it to arrive to the front lines by infantry. (Haltracks come in handy here but otherwise travel times are ridiculous.)
"Balancers are 10 a penny"
#75931

Re: 4v4 problems

What, you want 8 players on a small map? ::)
#75934

Re: 4v4 problems

Medium sized maps are ok, such as Hochwald Gap. Maps like EFs Rostov however are too huge for infantry (travel times of several minutes), I agree with Cranial here.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#75935

Re: 4v4 problems

I don't like Hochwald Gap because the A.I. gets all its vehicles caught up on the bridges, preventing me from moving any of my own out of the base area. ::)

But i don't mind waiting for my troops to arrive, because my enemy has the same problem. ;)
#75937

Re: 4v4 problems

pariah wrote:
I don't like Hochwald Gap because the A.I. gets all its vehicles caught up on the bridges, preventing me from moving any of my own out of the base area. ::)


I was only talking about the map size here and not the crappy layout :P

pariah wrote:
But i don't mind waiting for my troops to arrive, because my enemy has the same problem. ;)


Yeah but it kills the dynamic charakter of CoH. It isn't meant to be like Age of Empires with huuuuge maps.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#75940

Re: 4v4 problems

that's 1:0 for factions with halftracks.
I identify as a four-eyed bird man. /s
#75943

Re: 4v4 problems

walki1 wrote:
that's 1:0 for factions with halftracks.

lol!!! +1 ;D.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#75946

Re: 4v4 problems

That's seriously, I usally build two halftracks on big 3vs3 maps to transport my retreated troops to the front again.
I identify as a four-eyed bird man. /s
#75948

Re: 4v4 problems

In my experience, building Halftracks when you could be building/teching to tanks is a waste of money. Unless you're Panzer Elite, because their Halftracks come with a very good weapon, as opposed to the others which must be upgraded.
#75949

Re: 4v4 problems

but wehr halftracks have a lot more space than the PE halftrack.
I identify as a four-eyed bird man. /s
#75952

Re: 4v4 problems

Panzer Elite doesn't need troops inside to operate the gun. And on top of that, it's not a tickle machine like those of the American and Wehrmacht Halftrack guns. Buying Halftracks for the sole purpose of loading troops into them is pretty pointless...
#75961

Re: 4v4 problems

pariah wrote:
Panzer Elite doesn't need troops inside to operate the gun. And on top of that, it's not a tickle machine like those of the American and Wehrmacht Halftrack guns. Buying Halftracks for the sole purpose of loading troops into them is pretty pointless...


Not if the god damn map is 5 miles wide and it takes almost 6 minutes for a Volks/Gren/Rifle squad to get to where the action is(COUGH KIEV ROSTOV ROUTE N13 STEEL PACT COUGH  :D)...the action might not be there in 6 minutes.

Plus you can mobile reinforce from halftracks of all kind, which is great if you're playing those 3v3 4v4 huge maps...and Wehr halftracks have a decent pinning rate. I normally load a flame pio in my halftrack if I'm not transporting for the sake of the gunner. In the event the thing is destroyed the pio hops out and cleans up. That way it can take the munis from the wreck too :D
"Balancers are 10 a penny"
#75962

Re: 4v4 problems

Cranialwizard wrote:
pariah wrote:
Panzer Elite doesn't need troops inside to operate the gun. And on top of that, it's not a tickle machine like those of the American and Wehrmacht Halftrack guns. Buying Halftracks for the sole purpose of loading troops into them is pretty pointless...


Not if the god damn map is 5 miles wide and it takes almost 6 minutes for a Volks/Gren/Rifle squad to get to where the action is(COUGH KIEV ROSTOV ROUTE N13 STEEL PACT COUGH  :D)...the action might not be there in 6 minutes.


Yeah umm that.

I was just saying what i said because i ussually use halftracks to skim across MG points (basically against chokepoints), since the PE lack anything that breaks suppression, and it would be awesome to get bigger halftracks so i can move more squads across, for less losses. But that is naught but another bit of my fancy
#75974

Re: 4v4 problems

loading halftracks and driving through base MG bunkers is a game ender if you can mercilessly gun down their half dead squads  ;) ;D

but if I end up using halftrack to reinforce during firefights my experience is you usually end up burning way more MP than usual, so you have to be smart about it and know when to reinforce a few guys, or full retreat
Soviet is OP
#75988

Re: 4v4 problems

Pro tip: When you've got your troops hiding behind cover defending a position, and then they start getting picked off by a Sniper, that's your queue to bring in a Halftrack to reinforce, so you can keep holding the position. That's what they do in real life, you know!
#76000

Re: 4v4 problems

QuoteThat's what they do in real life, you know!


Yeah, everybody knows that there are unlimited men inside a halftrack :P.

The wehr has a advantage here. If their tanks come the halftracks can be upgraded to flamethrower/stuka and be really useful when pushing forward.
I identify as a four-eyed bird man. /s
#76059

Re: 4v4 problems

I agree, 3v3 maps are pretty good. I have not had many issues with them.  4v4 maps are horrible. It's a shame too, because on coho they were great and a ton of fun. I wish relic would look into whatever coho did to make EF and COH run more smoothly in the 4v4.

[quote author=Cranialwizard link=topic=6205.msg75928#msg75928 date=1308865319]
3v3's are ok with players with good preformance and connection.



Post Merge: [time]1308935042[/time]

I should clarify. I like the 4v4 maps, I just don't like the problems associated with them in game and in the ready room before the game.

Last edited June 24, 2011 at 5:04 PM by FLgator

#76193

Re: 4v4 problems

4v4 runs perfectly fine IMO. You just need to play with people who have decent computers and under 500 ping.
If you get into an argument with me, you're wrong.
#76235

Re: 4v4 problems

GodlikeDennis wrote:
4v4 runs perfectly fine IMO. You just need to play with people who have decent computers and under 500 ping.


+1
#76238

Re: 4v4 problems

That's been my experience, yeah. Larger map + more players = more resources used for the P.C., and i guess more players = more work for the Internet? I'm not sure about that, though; I don't know much about the Internet. :-\
#76239

Re: 4v4 problems

pariah wrote:
That's been my experience, yeah. Larger map + more players = more resources used for the P.C., and i guess more players = more work for the Internet? I'm not sure about that, though; I don't know much about the Internet. :-\


Correct! Anyone in a 4v4 with over 250-400 ping is going to struggle.
"Balancers are 10 a penny"
#76240

Re: 4v4 problems

Cool. So how does 1 reduce this "ping"?
#76244

Re: 4v4 problems

Well, I have 800 ping, and I rarely lag. Does ping stay on your account forever?
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme
#76252

Re: 4v4 problems

Ping isn't real time, it refreshes every second or so. If your net is a little unstable but usually fast it might just be recording your ping as it spikes which wouldn't be noticeable ingame. It might be that you get faulty readings because of your port issues Seeme. It might read 800 but is probably 200-400 in reality.

Ping isn't all that important anyway. The important thing is stability. For instance, if someone has 500 ping but is perfectly stable your orders may take awhile to be reached by your units (half a second instead of instant) but the game will run fine. If instead they have 300 ping but shitty net, orders will reach your units but the game will stutter and lag.

Ping can only be reduced by getting better net (only affects it slightly), opening ports that may be blocking traffic or physically moving closer to the host which obviously isn't feasible.
If you get into an argument with me, you're wrong.