Here is the pòst in the official forum: https://community.companyofheroes.com/discussion/244174/we-need-more-vetoes-westwall-balance-issues
Later
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Posts: 712
Posts: 1944 | Subs: 2
Then we have a problem there, these maps issues are clearly from someone who doesnt play the game, it is ok that you like mapping and such but please think in the other players that actually like playing the game, next time please dont submit a map that is going to be in the map rotation.
I dont know what game mode do you play, but almost every decen player in 1v1 will agree that buildings on vetoes = no bueno
As you can see my opinions are suported by top players like Luvnest, HelpingHans, VonIvan, that we almost agree with everything on how a map needs to be designed.
Posts: 712
You don't need to be a good player (or even average) to make good maps, void point there. Tbh you should go apologize for that comment. Also some of the best maps there are (Angoville for example) have buildings next to or near cutoffs, there is no such golden rule against it, its just something to be considered in the context of the entire map. Finally just because someone like Luvnest agreed with your feedback one time is not a trump card for winning every future coh2 debate.
Posts: 1944 | Subs: 2
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Luvnest agreeing with you on another topic does not carry over. And yes Angoville is a good map. I'm not saying the map doesn't suck because I never played it, but most of your arguments were poor.
Posts: 1944 | Subs: 2
Yeah, if they are poor why almost everyone agreed on the poll in the previous post? Not only the top players, im just trying to help to balance the game. Those are well known balance isues and almost every 1v1 player agrees with them. And not, Angoville is not a good map in terms of balance, its a good looking map but if i could veto it i would do it and why it wasnt in the map poll for the gcs tourney if it is a good map?
Still waiting the playercard btw
Posts: 712
Angoville was fantastic for COH1 and still good for vanilla COH2 factions before WFA. I haven't played the map very many times since the new factions came out, but if new problems arose on a staple map its the fault of the factions. Now if you were only saying that the brick house by the cutoff was too powerful of a building type that might be a decent point, but you took it a step further and said that putting a building near a cutoff automatically breaks a map, which is not true.
The "playercard" stuff is a childish request btw. It would be like if an old timer said 1v1 me COH1. Good points are good and bad ones are bad, having a certain ladder rank does not bolster a weak argument...but if you really must know I've been top 30 1v1/2v2 when I played a lot.
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Because Luciano got rank 17 with EZ faction now he is map expert?
Sounds like L2P issue!
Posts: 611
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Hey guys, im here again looking for support, i think this map needs some changes
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What changes would you suggest?
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Posts: 611
Remove the dragontheets, nivelate the floor to the same level, remove the red cover roads outside the base and remove the cutoff buildings
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Posts: 957
I can't comment on any of the issues you brought up, but I have another issue with the map. Maybe I'm alone on this, but I feel that too much of the map has super long sight lines. I think this map feels really imbalanced in some matchups because of how this favors long range infantry and machine guns. Factions that have the best HMGs are put at an advantage, while factions that have lacking HMGs are put at a disadvantage - so much so that the team with the worse MGs or worse defensive options feels helpless.
Posts: 611
Well, this is a problem of 90% of maps in the mappool, troughout all the game mods
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