And in general having fuel somewhat safe can do good for player mentality, since a lot of ppl, if they see that both fuel are lost tent to leave.
Good point!
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And in general having fuel somewhat safe can do good for player mentality, since a lot of ppl, if they see that both fuel are lost tent to leave.
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How do 3v3 players feel about fuel, cutoff, and VP locations?
4v4 = All fights are for the fuel, fuels are usually center line located.
2v2 = Usually have a safe fuel but maybe a strong fuel cutoff.
Having fuels in the center forces players to fight there immediately. Having a safe fuel lets players focus on combat and flanking.
Each mode seems to have its own style. Just trying to nail down what 3v3 players prefer.
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-"General Mud": Map feels way too big for 3v3. Good map for flanking and anti camping in general.
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Essen: Decent idea but cutoffs are too safe and fuels are exactly between teams.
General Mud: Well made
Steppes: No real cutoff play because fuels are between the teams and the fuel south/VPs north split is annoying.
Lienne: Awful
La Gleize: Best fuel/cutoff play by far.
Ettelbruck: Extremely safe fuels which is bad.
Angermuende: Fuels are way too safe and the cutoffs are so far away from your base that you either commit your whole force to take them or you don't touch them. Way too hard to harrass.
Red Ball: Fuel points between teams = 0 cutoff play and just bash your head against the wall.
Across the Rhine: Good positions, wish there was more cutoff play. I'd personally replace the muni points with regular cutoff points.
Oka River: Weird map in general
Whiteball: Very hard to get cutoff play and the fuels are between the teams so all the action is there.
Hamburg: Again, if you focus the whole game on a single point you can't have cutoff play.
Hill 400: Lots of cutoff play which makes the map better than it really is.
Rzhev: Very safe fuel but excellent cutoff positions which allow for either hard attacks on fuel or medium difficulty attacks on cutoffs.
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and the base placement can be really awkward in 3s. Sometimes you get a player in the back and front as opposed to guaranteeing 3 designated slots. Can be really punishing retreat wise.
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We tried to fix this by creating a designated (6) version of Mud (the far middle spawn got removed like we did on Angermünde).
But unfortunately the wrong version got uploaded to servers so we are still stuck with the (8) version in 3v3
Redball needs a medium redesign.
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