is Rzhev summer back?
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Posts: 80
I had a quick comp stomp with a friend a while ago and it wasn't a bad map, just challenging.
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What exactly makes Rzhev krappy?
I had a quick comp stomp with a friend a while ago and it wasn't a bad map, just challenging.
thats just it. you played it as a comp stomp
Posts: 3145 | Subs: 2
What exactly makes Rzhev krappy?
I had a quick comp stomp with a friend a while ago and it wasn't a bad map, just challenging.
It's a sort of "Choke point" map ideal for Comp Stomps mostly, and as you notice, very camping gameplay where Players either slug it out with the AI or with other players with combat units OR artillery.
It's akin to the "Scheldt" map from the original CoH, it's one of the most hated maps by all of the faster paced competitive people but the most loved one by Comp Stompers and especially Royal Canadian Artillery Support British players.
I never understood people that joined games with the Scheldt and then left when we became bogged down and the game turned into a slugging match.
Posts: 80
It's not as bad as achelous river, lyon, vire river valley or a few others...
I like that the map isn't a dadgum mirrorimage. I kinda like the idea that there's a little offset on the map which gives no options but to adapt.
Personally i hate "arena" style maps where there's no real difference between sides. And scheldt. I pudding hate scheldt.
Posts: 5441 | Subs: 36
What exactly makes Rzhev krappy?
I had a quick comp stomp with a friend a while ago and it wasn't a bad map, just challenging.
Also about south and north.
You have the middle Vp on the south island. You have at the middle VP south a House, where you can put a mg in it.
Left side, if you wire the small bridge you can't really attack left fuel and left vp.
There is only 1 munition point on the map. And ofc South has green cover for it
--> South free win. North almost 0 chance
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--> South free win. North almost 0 chance
Unfortunately this happens with many maps
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The map is extremely chokepointy.
Large advances in total area result in very small changes in resource income.
Many points are effectively off limits from minute 0.
Short retreat paths mean constant blobbing.
This map is an arty festival. There is no way against evenly matched opponents to win quickly, and as a result everyone techs to arty as quickly as possible and blows each other away until the game ends.
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Anyway, is it back? Anyone else played it in automatch?
Posts: 5441 | Subs: 36
Nobody can say there aren't huge problems with this map unless you only play allies. If there weren't so many shot blockers and bottlenecks it wouldn't be bad.
Anyway, is it back? Anyone else played it in automatch?
its a bug you can ge this map, but you can't veto it.
Same to Hill400 it just disappeared
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