![]() 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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