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Author Topic: 1vs1 with vcoh retreat ?  (Read 5254 times)
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skaffa Offline
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Posts: 3130


The very best player of one of the four factions.

« on: June 17, 2010, 03:27:02 am »

Could 1vs1 be a lot more awesome to play if you can retreat your units back to your spawnpoint/HQ (not off the map).

I think yes.
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Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #1 on: June 17, 2010, 03:35:43 am »

...ok...

1) this is a team mod
2) you would just end up wiping out your entire company that way
3) would lead to so much more bad play that EIR eliminates...
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1. New tactics? it's like JAWS, first one in the water dies

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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #2 on: June 17, 2010, 04:29:38 am »

crazy you could get them to retreat to spawn and then manually retreat if you want to, so the 2nd point is probably wrong.

Other than that, we're lucky to have a 1v1 option, this mod is not designed for 1v1 perhaps it should be mentioned a bit more.
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LeoPhone Offline
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« Reply #3 on: June 17, 2010, 05:30:55 am »

no retreat is what this mod makes so much better.
if you fuck it up, you cant just press some magic button to save everything.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #4 on: June 17, 2010, 05:46:07 am »

if you fuck it up, you cant just press some magic button to save everything and still expect to win

Fixed.
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skaffa Offline
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Posts: 3130


The very best player of one of the four factions.

« Reply #5 on: June 17, 2010, 05:50:49 am »

No retreat also makes 1vs1s crappy.

If you are playing Semois 1v1, you cant really cap an edge of the map without having to move your entire force over there. Splitting out your forces is 1 thing you cant do in EIR. This I think makes teamgames good but 1vs1 fail.
If you can spread out, cap, retreat to spawn (or offmap if u want) you can play a lot faster and less campy in a 1vs1.
Could make it in the form of an extra gamemode for 1v1, which enables an extra retreat button that makes you retreat to spawn.
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StikUpKid Offline
EIR Veteran
Posts: 51


« Reply #6 on: June 17, 2010, 06:04:26 am »

isnt the whole point of 1v1s to train noobs and part of the training involves learning to not retreat anywhere near as easily in Vcoh cos it will cos you dearly. seeing as this is 1 major difference from vcoh i think it would be confusing to new players to change it purely for 1v1s.
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LeoPhone Offline
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« Reply #7 on: June 17, 2010, 07:04:28 am »

No retreat also makes 1vs1s crappy.

If you are playing Semois 1v1, you cant really cap an edge of the map without having to move your entire force over there. Splitting out your forces is 1 thing you cant do in EIR. This I think makes teamgames good but 1vs1 fail.
If you can spread out, cap, retreat to spawn (or offmap if u want) you can play a lot faster and less campy in a 1vs1.
Could make it in the form of an extra gamemode for 1v1, which enables an extra retreat button that makes you retreat to spawn.

semois is just a bad map for eir.
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ImmanioEiR Offline
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Posts: 247


« Reply #8 on: June 17, 2010, 07:34:13 am »

As people have said, 1v1s exist pretty much for the sole purpose of training new players anyway. The game isn't really balanced for them, and there aren't really any balanced maps for it.
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skaffa Offline
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The very best player of one of the four factions.

« Reply #9 on: June 17, 2010, 07:38:09 am »

Thats only because 1vs1 in its current state is crap, it doesnt work.
If you make it fun, improve it, a lot of people who only play 1v1 in vcoh might give it a try, also people in here, like myself, will play some 1vs1s.
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ImmanioEiR Offline
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« Reply #10 on: June 17, 2010, 07:45:55 am »

I really don't think a lot of effort will be put into 1v1s. They're simply not part of the core focus of the game. It used to be you had to make a 2v2 and just start it with 1 player on each team just to play one. They added 1v1 to make it possible to still play that, as a training tool, but you get reduced xp/pp for it (and with good reason, in my opinion). The mod is focused on and balanced around being a team game.
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winisez Offline
EIR Veteran
Posts: 400


« Reply #11 on: June 17, 2010, 09:27:02 am »

no retreat is what this mod makes so much better.
if you fuck it up, you cant just press some magic button to save everything.
fireup?
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LeoPhone Offline
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Posts: 0


« Reply #12 on: June 17, 2010, 09:59:51 am »

no retreat is what this mod makes so much better.
if you fuck it up, you cant just press some magic button to save everything.
fireup?

fireup sucks  Grin

but fireup has big cooldown, and if u push hard enough you can still kill the rangers/AB coz theyre slowed by the fireup
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #13 on: June 17, 2010, 10:02:46 am »

tbh simple fix for 1v1s could be 2x pop for players so they can play unretarded 2v2 eir maps.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #14 on: June 17, 2010, 10:16:24 am »

no retreat is what this mod makes so much better.
if you fuck it up, you cant just press some magic button to save everything.
fireup?

If you know what your doing, it is only a 1-time get outta jail free card.

When they hit exhaustion, you just firestorm their asses.
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #15 on: June 17, 2010, 10:52:32 am »

tbh simple fix for 1v1s could be 2x pop for players so they can play unretarded 2v2 eir maps.

That would be cool, especially if you could call in all of your call ins 2x.

Like a 2v2 but one player controls both players.
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To err is human, to eirr is retard
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