• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Have you even played 1v1 in Closer Combat? It makes phase A pushes more difficult because the AT guns are already well-positioned - in spots they may not have been able to reach in time in the event of a rush during a Conquest game.

It guess it does favour some concentration of forces on start to break through these at guns on one part of the map quickly. The close combat mode allows you to do it. But to say the mode is static and defensive, sir no sir. After the start, there is no difference at all with conquest mode except for the +2% needed.
 
It guess it does favour some concentration of forces on start to break through these at guns on one part of the map quickly. The close combat mode allows you to do it. But to say the mode is static and defensive, sir no sir. After the start, there is no difference at all with conquest mode except for the +2% needed.

I said that it is more static, which it is. It's not comparable to Destruction, but it's very different from regular Conquest. Starting close to the front makes a huge difference. I would estimate that I use about twice as much artillery and supplies in 1v1 games now in Closer Combat, compared to when it was Conquest.
 
I said that it is more static, which it is. It's not comparable to Destruction, but it's very different from regular Conquest. Starting close to the front makes a huge difference. I would estimate that I use about twice as much artillery and supplies in 1v1 games now in Closer Combat, compared to when it was Conquest.

I gave some thought about what you said and something was bothering me cause i was playing some close combat before this patch and didn't feel close combat was static in any way. I gave an answer in this post.
http://forum.paradoxplaza.com/forum...ut-the-new-crit-system.1063150/#post-23668363

Imo you use twice as much arty due to the new crit system more than close combat, it's not about at guns well entrenched at the beginning due to close combat, it's about the new crit system which does favor concentration of vehicles and breakthrough : camp and rush. It is the "one shot one kill" we have lost which change a lot about the meta not close combat mode in particular. I was playing close combat mode and not feeling that way before the patch.

So when you say "The gameplay in even matches in Closer Combat is more static and favors strong defensive divisions with solid artillery and plenty of infantry like 2ID and 16LW.", i feel this is more the change to crit system which leads to it.
And i agree with you definitely. It's not just mainly cause of close combat. Imo you look in the wrong direction. Close combat does almost nothing to the rythm of the game, the whole AP system does.
 
Last edited: