How is this explained then?
(source: https://www.coh2.org/news/59489/automatch-statistics-map-vetoes-and-win-percentages)
"The diagrams above display win percentages as a difference from each faction’s average."
![](https://www.coh2.org/file/13742/1v1-pre-win.png)
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But all other factions get the same fuel benifit, which in theory should simply make the mid/late game happen approximately 30 seconds faster.
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The changes improve the map, however the side with the house on the cutoff and the timbers stacks is still at a disadvantage. This is due to the wood stacks and the shack acting as shotblockers. The second issue is the house and hedge on the cutoff makes transitioning from left to right more restrictive compared to the other starting position.
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I think balance wise, it's okay to have the two extra strat points, and that it's not the resource points themselves causing the issue, but balance and faction design. Currently light vehicle rushes and the ability to counter them in time usually predict the outcome of a game unless it goes beyond the 30 minute mark. It's one of a few serious balance issues that I'm hoping will be resolved with work by Mr. Smith in the test patch.
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Exactly.
A serious number of changes have been added to the map compared to the current ladder version. Considering this version of the map has had almost no serious testing and after thinking a lot about it im going to keep the sector count the way it is unless someone can come up with a seriously compelling case otherwise.
In the past competitive maps have been temporarily made worse by balance decisions from Relic, if there is a light vehicle issue then it will be resolved in time.
More feedback is appreciated, replays illustrating a point (any point) are the best resource. For example when 15 minute KTs are claimed, please keep in mind, matches between evenly skilled players are the only thing that matters when determining a maps balance.
Thanks again for the continued feedback everyone, it is appreciated
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Exactly.
A serious number of changes have been added to the map compared to the current ladder version. Considering this version of the map has had almost no serious testing and after thinking a lot about it im going to keep the sector count the way it is unless someone can come up with a seriously compelling case otherwise.
In the past competitive maps have been temporarily made worse by balance decisions from Relic, if there is a light vehicle issue then it will be resolved in time.
More feedback is appreciated, replays illustrating a point (any point) are the best resource. For example when 15 minute KTs are claimed, please keep in mind, matches between evenly skilled players are the only thing that matters when determining a maps balance.
Thanks again for the continued feedback everyone, it is appreciated
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Why?
Why do you need a reason to change away from 12 strat points?
Even the one's argueing in favor of 12 strats points admit it affects balance (eventho they all focus on lv's while there are numarous other things listed).
No mapdesign should affect balance, no faction should have an advantage or disadvantage based on mapdesign, especially if that design is different from the norm.
So I ask again: What is the reason for 12 strat points?
In what way does it improve this map?
How can it affect balance but still be allowed to persist?
And why do we need to come up with a "compelling reason" to move away from it, when so far there has been no reason to go for 12 strat points in the first place?
Has anyone measured how long it takes for the different factions to cap the points?
Point being that a OKW player using the Kubel will cap the map much faster than a brit player, or a Soviet player going T1. And so will gain more resources faster, and most likely gain over half the map?
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I hope i read everything right, while i'm in vacation.
A )Delete 2 Strategy Points without asking Kyle/ Relic is a no-go! Thats a huge Change.
B) IS cap faster then OKW inf btw. Just the kübel is faster.
C) In FBP Kübel got changed. So no 2 Kübel into Luchs rush anymore!
So until WhiteFlash did not heared anything from Kyle it could / will be hard.
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They cap the same i think, but with Brit Squads being slower on the field than OKE capping power, the disparity may be more.
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This is also what makes coh 2 great, the standard resource layout for territory points is 8-12 (usually being even). This will allow for different timings, styles of play, pressure, map movement, ect;
IMO there is nothing overtly negative to having 12 points is besides cluttering the map (which is negated here by LoS blocking), and providing (very slightly) more income. Its just as a slight adjustment of play. Nothing that needs to be looked at UNLESS cutoff play or map movement is being comprised, and here it isn't an issue.
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