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Changes to existing maps with March 31st patch

1 Apr 2015, 18:06 PM
#1
avatar of redcloud

Posts: 22

The March 31st patch introduced changes to several existing maps, but with no details about what those changes are. This thread is meant to collect as many details on those changes as possible.

The maps that have been refined are:

(6-8) Hill 331
(2-4) Minsk Pocket
(2-4) Moscow Outskirts
(2-4) Semoskiy Winter
(2-4) Semoskiy
(2) La Gleize


-The fuel points on Semoskiy have been moved to the corners of the map so that they are no longer adjacent to each players' base.

-Two large buildings have been removed from La Gleize, one from each side of the central area (near the side VPs).


What other changes to existing maps have you spotted since the March 31st patch?
1 Apr 2015, 18:08 PM
#2
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

Hill 331, from official forums:



Good news: The mud has been completely removed, and the map feels brilliant now. It's balanced, fun, and offers plenty of opportunities for early and late game. Why not add this map back to the automatch roaster?


source: http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/coh-2-map-feedback/162051-hill-331-31st-march-changes
1 Apr 2015, 21:10 PM
#3
avatar of synThrax
Donator 11

Posts: 144

I think moscow summer has one house at the top-right side removed if am not mistaken.
1 Apr 2015, 21:20 PM
#4
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

Moved to CoH2 Gameplay
1 Apr 2015, 21:33 PM
#5
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post1 Apr 2015, 18:08 PMnigo
Hill 331, from official forums:



good, I think mud could be used well in a way that actual adds something to the game, but just placing it everywhere like that was stupid.
1 Apr 2015, 21:35 PM
#6
avatar of redcloud

Posts: 22

Moved to CoH2 Gameplay


Thanks, wasn't sure if map changes qualified as balancing or not.
1 Apr 2015, 21:51 PM
#7
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

the mud works well on general mud because there's plenty of non-mud spots to work through. the problem with hill331 was that it was almost everywhere you could actually walk.
1 Apr 2015, 21:53 PM
#8
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9



Thanks, wasn't sure if map changes qualified as balancing or not.


np
1 Apr 2015, 22:09 PM
#9
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Mud gone from Hill331 (a classic map!) is great news.
1 Apr 2015, 22:21 PM
#10
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

They moved the south spawn on Road to Kharkov (1v1) closer to the cutoff instead of being jammed in the corner of the map.
1 Apr 2015, 22:22 PM
#11
avatar of broodwarjc

Posts: 824

So what Relic hopefully learned from this, is that cluttering maps with houses and ground obstacles may look cool, but hinders game-play. LEARN RELIC AND IMPROVE!
1 Apr 2015, 23:08 PM
#12
avatar of B.Lastbar

Posts: 41

Minsk Pocket: The cutoff points between the bases and the respecting fuel points have been moved and covered with sight and shotblockers so it is possible to decap them without being shot by the base mgs. This is a requested change from the map poll and should improve the strategical possibilities on this map. Also, the strategical points in the southeastern corner have been moved and it is now possible to attack the VP there from more than one angle.
2 Apr 2015, 04:53 AM
#13
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

also, wolf's lair. units can shoot through the bunker in the middle.

:facepalm:
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