They were the fastest points to cap, which improved game flow and encouraged assaults for the cut-offs. A strategic point did not yield any meaningful resources from outposts which kept them open and exploitable. The way cut-offs work in COH1 was also outstanding. The dynamic involvement in the decision to build an OP, or to attack and destroy OPs was great. ![]() Players had to weigh where to put an outpost to keep them safe. ![]() The difference in capping speeds on high and low value points, the potential diversity in having more or less sectors with higher or lower values was a stroke of genius which should be exploited to the fullest once again. Defining strategies based on a map's resource points is a fundamental part of COH1.
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