Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Agreed!!!! Having our own private game would be awesome. I'm sure it'll come at some point...
For now we have to keep testing various things for the devs...
Snipers and rpg camping on random roofs/windows
Bots stay inside random houses, not just at objectives
Bots should more stay behind cover and defend, not just run like headless chicken with no reason
Chance of being attacked from flank/behind by phone guy or small group of enemies.
Sharp shooting bots with fast reaction but not aimbot (devs already trying to make the right balance).
Increase time to cap objectives - with those changes more time may be needed.
Compared to source game here the coop maps are not linear, all the village is open, so objectives can be each time on different houses.
In general - less bots, harder bots
With those changes coop will be actually exhausting house to house fight even for good teams
Also, 1 life mode in coop may be good idea - less (and random) objectives with no player respawns, this should encourage teanwork.
Select how many enemi AI and difficulty settings for custom coop
I like the one life mode and would like to add a revive capability of some sort, as long as no dismemberment happened or fatal headshot. Amyways a certain type of system would be cool for coop play.
And the return of Conquer with a little less Zerg rushing.