Ettelbruck station unbalance - team games
Posts: 359
Video: http://youtu.be/4urlnc8FKRc
I play a lot of team games and this map bugs me a lot. Seems like a coin flip for who wins this match. Because the right side has a huge advantage over the left side.
To name a few problems:
- The left side is very vulnerable to flanking and their forward points are very open towards the enemy leading to an easy decap and destruction of caches.
- They have one point of entry to the top point whereas the right side has two points of entry.
- The right side has a choke point near middle where they can camp and watch top and bottom safely. While the left side has a significantly harder to defend choke and the left side cannot watch mid and bot from the same position (more running distance). Mortars on the right side are easier to defend than the same on the left side.
- The left side has two buildings near middle at full HP which are very dangerous when enemy infantry (right side's troops) garrison into them. These two buildings overwatch the point that behind them which helps the right side contain the left side. While the right side does not have the mirrored buildings but instead has an alley way which is much less dangerous and can be easily defended.
- At the southern point, between the southern VP and the left munitions there is green cover for an MG to be placed that can watch the entire munitions point as well as the choke.
- Also the spawns seem to favour the right side. Right side units spawn more very close to their top neutral point. The left side has to move their units down a bit, through a choke to get to theirs.
- Fuel points could use some mirroring as well. The left side's fuel is covered by buildings but the right side's fuel points are not covered. Meaning right side's units can shoot as soon as they can see them but the left side must move around some buildings.
Just a couple complaints I have with this map.
tl;dr Ettelbruck Station unbalanced in team games
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Posts: 359
I'll make a video later today about all the things I've talked about in this thread.
Edit: Video added to OP
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I think this would be a much better 2v2 map, maybe a 3v3 but I think it needs opening up more on the right hand side of the map. Too many buildings and ruins, just so damn cramped.
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Posts: 577
Not that anyone really cares about 3v3 and 4v4, ...
I would not say that. The 4v4 community is usually just not as vocal, as a lot of 1v1 players think they are all that is important. 1v1 is actually the smallest part of the community. There are more vs AI players than 1v1 players. 3v3 and 4v4 are by far the biggest part of the community, so I wouldn't say nobody cares for that.
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Posts: 381
Quite frankly this map is too small for 3v3 and 4v4. I have had it veto'd in my team games since release, and do not regret it.
same unfortunately i always get into a group and they forget to veto it and it is always the first map we have to play. win or lose we veto it immediately afterwards. it is just too small for 4v4. i want Montargis Region and route n17(or whatever # it was) in rotation. those were such classics.
Posts: 359
Quite frankly this map is too small for 3v3 and 4v4. I have had it veto'd in my team games since release, and do not regret it.
I completely agree but there are still some issues with the map regarding sides. Right side is much more advantageous than the left.
Oh yeah, another problem is artillery can shell the base to base. Build it in your base and it can shell the enemy's base.
Posts: 359
^^ I hope my post was considered in the remake of this map. I'll be removing this map off veto from now on!
Posts: 2070
Posts: 359
This map is kinda wonky. It either provides easy wins or fast losses
With the new fixes it shouldn't be like that because the map only becomes crazy after every player acquires some artillery.
I'm really glad they fixed some of the major imbalances of this map. It should be more even now.
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VOTE:
https://trello.com/c/blX0lXdp/110-spawn-in-enemy-base-via-ambient-building
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