[Developer] Map Improvement Poll
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okw limited crush options? lolwat
they're my least played faction by quite a bit so i may be missing something but what crush options do they have before the IR halftrack or t2 other than the sWs?
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they're my least played faction by quite a bit so i may be missing something but what crush options do they have before the IR halftrack or t2 other than the sWs?
kubel?
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i'm under the impression that it can't crush anything except some sand bags.
The Kubel has light crush, so wood fences, sandbags, bushes, wood carts, etc.
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Is there a simple way to measure travel time between points on maps, ie travel time from base to cutoff or fuel point???
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Question to any mapmakers ?
Is there a simple way to measure travel time between points on maps, ie travel time from base to cutoff or fuel point???
the endgame build order stats also list points captured alongside timing
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the endgame build order stats also list points captured alongside timing
From his post I gathered he meant is there any way to measure relative distance (time wise) between say a players base and a cap point (I could be wrong though)
The post-game stats only show at what time into the game a point was captured. there are variables that could affect this timing, such as if engineers decided to build T1 before going to cap a point for example.
But I guess it could be indicative if the player specifically went about capping the point from the start of the game without issuing any more commands in between and then recorded the timing.
Posts: 611
From his post I gathered he meant is there any way to measure relative distance (time wise) between say a players base and a cap point (I could be wrong though)
No, you are correct.
It seems strange that key points such as fuel/muni/ cutoff can be different distances relative to starting position. If one player has to travel further to certain points then logic stands that the other player has an advantage.
Maps do not need to be mirror reflections but time to traveled should be similar.
For example if you get pushed off Semosky north, it takes longer to get back to cutoff than if you were on South side, hence map favours South.
Faymoville is another example where fuel point are not equal distance for each player.
From an Ost perspective, you are already delayed due to building t1, if you have to travel further than your opponent to certain key points you are playing at a disadvantage..
Now imagine your relic trying to balance this mess, you got no chance...
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Semoisky isn't a good 2v2 map; it should be 1v1 only. In 2v2 it's a clustergarden.
Also please add Ardennes Assault maps to the automatcher, I don't find most maps to be enjoyable at all (the too campy ones like Crossing) so more variety would be nice. I have AA but I can't play the maps on automatch, what's the point? Who wants to wait for a custom game to fill up with fairly matched players?
And in general, more maps need more cutoffs that are not impossible to attack and available for both sides. On Moscow Outskirts for example, North has an immense disadvantage with the perfectly attackable cutoff that is also in a cluster with the VP while the south one is relatively remote and easier to defend. Less foilage and direct line of sight from any MG the defender may place.
More cutoffs would be an indirect buff to early game oriented doctrines and also Encirclement Doctrine which is in a bad spot right now.
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Trois Ponts needs the bridges more or less removed to make it less of a camp fest.
Vaux could use some resource rearrangement imo to make it more interesting.
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Made me chuckle
Ha ha. Maybe Germans have a sort of spiritual, even genetic aversion to Stalingrad.
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