Hey everyone,
we'll be looking to make improvements to the map La Gleize Breakout. Please post any feedback you have on that map here.
thank you
(RELIC) looking for map feedback on (2) La Gleize Breakout
Only Relic post
24 Aug 2014, 02:41 AM
#1
Posts: 117 | Subs: 5
25 Aug 2014, 16:08 PM
#2
Posts: 306
I would say this map has some weird retreat pathfinding issues in the right far side of the map. Cemetery and fuel point hedgerows...
Troops run away from the enemy and realize, "Oh wait, I dropped my purse" going back to look around and then realizing "Oh, nevermind, it was in my pocket the whole time," proceeding to run back to base. All the while getting shot at.
Troops run away from the enemy and realize, "Oh wait, I dropped my purse" going back to look around and then realizing "Oh, nevermind, it was in my pocket the whole time," proceeding to run back to base. All the while getting shot at.
25 Aug 2014, 16:16 PM
#3
Posts: 2742
Many maps would naturally benefit an extensive amount from a reworking of retreat mechanics to include vaulting. Or, failing that, a higher threshold of rerouting their path while retreating or even letting retreating units phase through each other while fleeing simply to unclog paths.
26 Aug 2014, 05:31 AM
#4
Posts: 246
I've got the feeling that it is a lot easier to defend your fuel when starting south. Also, too much close quarter combat where the action takes place, especially bad for Ostheer.
28 Mar 2015, 01:00 AM
#5
Posts: 166
Permanently BannedI thought I'd resurrect this thread for lols since bämbabäm predicted the future.
28 Mar 2015, 01:37 AM
#6
Posts: 135
screw balance on maps, give me more damn maps in automatch...
28 Mar 2015, 02:08 AM
#7
1
Posts: 1838 | Subs: 17
This maps largely favours the allies because of the close quarter fighting and buildings everywhere making it really easy for the allies to jump building to building and camp on cut offs. Furthermore this problem is only made worse by the fact OKW have no real counter to units in buildings early on. I say make it so one side of the map is much more open than the other so the Axis have the ability to defend. Imagine Angoville. Here we had the left side of the map completely open whereas the right was more built up with more sight/shot blockers.
Also remove Stalingrad from the map pool. I really don't need to explain why.
Also remove Stalingrad from the map pool. I really don't need to explain why.
28 Mar 2015, 06:47 AM
#8
Posts: 1802 | Subs: 1
This maps largely favours the allies because of the close quarter fighting and buildings everywhere making it really easy for the allies to jump building to building and camp on cut offs. Furthermore this problem is only made worse by the fact OKW have no real counter to units in buildings early on. I say make it so one side of the map is much more open than the other so the Axis have the ability to defend. Imagine Angoville. Here we had the left side of the map completely open whereas the right was more built up with more sight/shot blockers.
Also remove Stalingrad from the map pool. I really don't need to explain why.
This would actually fix a lot of maps. Half urban, half open fields.
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