Why didn't I know the Road to Kharkov map has changed a lot?
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(and lately i have some problems with connecting to the relic servers, anyone else too?)
Posts: 974 | Subs: 2
This map is really close to come into my veto list
P.S: There are also shotblockers not work if they gone they still let not shoot your units. Here and there a entrance in Fences needed.
There is so much to do i could write down a book about!
#E-Sports confirmed at 2050
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Hardest to cutoff Fuel(I don't like that change) but overall is much better than before.
Posts: 1122
Cutoffs are unacceptable.
Hmgs, especially brit hmg in a small balding near right vp covers half of the map.
Everything is too open, so spam even more hmgs, flanking are impossible anyway.
It took some serious effort to turn bad map into one of the worst maps.
Posts: 10665 | Subs: 9
How it is better?
Cutoffs are unacceptable.
Hmgs, especially brit hmg in a small balding near right vp covers half of the map.
Everything is too open, so spam even more hmgs, flanking are impossible anyway.
It took some serious effort to turn bad map into one of the worst maps.
Your playercard suggests you may not have played 1v1 on this map since the patch at the end of last week, when the map was changed.
I can assure you that 5 mapmakers looked at this map and suggested changes in great detail, taking much care to argue their views and back them up with screenshots. At least 2 of them had doubts as to whether it is a 2v2 map.
The complaints you are making about HMGs were exactly the complaints which led to the map being examined in the first place...with all its foliage...
Did you require the map to be covered in dense jungle perhaps?
Vickers range in buildings still seems to be an issue, but is hardly map related, unless of course you are advocating pulling down all the buildings on every map?
Why are the cut-offs "unacceptable"? Because you cannot easily snatch them?
Posts: 1122
Your playercard suggests you may not have played 1v1 on this map since the patch at the end of last week, when the map was changed.
2v2 perspective
I can assure you that 5 mapmakers looked at this map and suggested changes in great detail, taking much care to argue their views and back them up with screenshots. At least 2 of them had doubts as to whether it is a 2v2 map.
Well, i appreciate their effort, but result is unsatisfying, at least from what i seen so far.
Why are the cut-offs "unacceptable"? Because you cannot easily snatch them?
They are so deep that sending even full health squads (which are rare when you pushed enemy) to cap em too risky, mind red cover road retreat path. Plus possible mines.
Posts: 4314 | Subs: 7
Building worse than infamous faymoville house , cut off unaccesible (look ak arnhem cut offs , no one is bitching about them), midle is blobfest , left and right is all about get the building.
Right now with no buildingcouters for some factions (HI Brits with only sniper , OKW with only incing grenades because flakweapons are bugged , USA except flametrower in 2 doctrines). Also do not forget infamous leigt/pack howie building bug
Posts: 160 | Subs: 11
I was hesitant moving 2 of the cut-off points so far back, but figured I'd try it out and see what the response was like. With that said I have no problem moving them a bit further forward (back towards their old positions).
Please continue to post your feedback.
thanks
Posts: 254
Hello everyone, thanks for all the feedback regarding the changes to Road to Kharkov.
I was hesitant moving 2 of the cut-off points so far back, but figured I'd try it out and see what the response was like. With that said I have no problem moving them a bit further forward (back towards their old positions).
Please continue to post your feedback.
thanks
Thank you for trying to get this map playable, but I think this map is still focused south to much. (fuel point)
It is realy hard to hold any point if you spawn south.
But thanks for trying....
Posts: 1094 | Subs: 20
Hello everyone, thanks for all the feedback regarding the changes to Road to Kharkov.
I was hesitant moving 2 of the cut-off points so far back, but figured I'd try it out and see what the response was like. With that said I have no problem moving them a bit further forward (back towards their old positions).
Please continue to post your feedback.
thanks
Yes the cut-off play on this map was very good and made it interesting. Now it pretty much evolves into a stalemate in the center. Push the cut-offs a little bit more to the center and remove the hedge in front of the north cut-off which used to be the main reason why Road to Kharkov was a one sided map.
Posts: 363
(and lately i have some problems with connecting to the relic servers, anyone else too?)
i got this aswell..no solution founded yet for me..but i usually retart my Pc..if it not working i restart again..until i can play COH2, then if i manage to enter the game..i cant what so ever Close the game as i will need to restart it over n over again until i can get in the game again..
it say error -4 right?..
where if our Connection problem it say -3 (tested it when i off my Modem then reopen it)if im still in the game if i got DC i can still connect but if i close n need to open while the internet is still up i cant connect to relic.. but can connect to other on9 game..
another thing i notice that if its ISP problem..how come when im able to connect to relic,
my brother that about to open the game( while im already inside) having the trouble to connect n need to do the restart PC thingy.
Posts: 3602 | Subs: 1
Posts: 363
Hey moreless3rd, i dont have any problems anymore bcs of a big Windows 10 update. Maybe check your pc's Windows 10 update status? Good luck with it and if you dont find a solution keep asking in threads!
owh i dint update my window yet..n im not using the window 10..im currently just using window 8..maybe i think about updating the window later on,.tnx man
Posts: 732
The strat points/ resources and VP placements was fine in this map. The only problem was the hedge/ wall at the northern cutoff which made it impossible to retake the point. Because of true sight you could just hide a squad there and GG.
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