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Kick out 4vs4 maps

Remove from Automatchmaking. You have 3 Votes. So do 1 veto in each Question
Option Distribution Votes
10%
10%
2%
2%
2%
4%
11%
10%
39%
6%
3%
Remove from Automatchmaking. You have 3 Votes. So do 1 veto in each Question
Option Distribution Votes
7%
10%
7%
2%
5%
4%
16%
11%
22%
7%
9%
Remove from Automatchmaking. You have 3 Votes. So do 1 veto in each Question
Option Distribution Votes
11%
6%
2%
3%
3%
4%
9%
23%
20%
7%
12%
Total votes: 368
Vote VOTE! Vote ABSTAIN
5 Aug 2017, 14:14 PM
#1
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

I know in the Poll are Steelwork Essen, Vielsam and Lanzerath Ambush missing.

There is a Reason. So pls do your 3 Votes in each poll 1.

(Because i think its not possible that people have more Votes for a poll on this forum)
5 Aug 2017, 14:25 PM
#2
avatar of Svalbard SD

Posts: 327

My reasoning for voting for Lorch, Steppe and Red Ball:

Lorch: Approximately half of the map is just wasted in design that does not accommodate any space for tactical gameplay: the south VP is just one long lane seeing the opponents clash head-on repeatedly, which is just not fun. Plus the castle remains in the middle are one huge labyrinth that is not conductive to maneuvers and flanking, plus one side can lock it down easily with barbed wire and units. Not fun.

Steppe: The south always turns into a huge clusterfuck of head-bashing, area-lockdown, arty-fest silliness, while the middle can be dominated in late game by long-range supertanks. Again, not fun.

Red Ball: Again, the lanes on the flanks serve lockdown gameplay instead of flanking, especially the northern part where there are not enough sight blockers to allow for infantry flanking without constantly getting into HMG fire. Could become a decent map with redesign, but this version was not fun in vCoH and it is not fun in CoH2.
5 Aug 2017, 16:00 PM
#3
avatar of Sinister

Posts: 96 | Subs: 1

Montargis, most vetoed by both allies and axis. Lorch with its southern 2 vps which have very limited access by infantry/armour and hamburg for me personally because I dont like the map design.
5 Aug 2017, 16:24 PM
#4
avatar of RifleMan

Posts: 52

Montargis: The resource placement is horrible
Hill(the big one): Bad map design
Steppes: This map favors axis big time
5 Aug 2017, 16:41 PM
#5
avatar of ZombiFrancis

Posts: 2742

I know in the Poll are Steelwork Essen, Vielsam and Lanzerath Ambush missing.

There is a Reason. So pls do your 3 Votes in each poll 1.

(Because i think its not possible that people have more Votes for a poll on this forum)


Yeah, I would've voted for Vielsam three times.
5 Aug 2017, 23:06 PM
#6
avatar of RoswellBonewell

Posts: 38

Hill 331 has way too many level changes, unless you like shooting the ground a lot. And it plays like a maze on the sides.

City 17 is always a mess. Never any real fun play until the end, but even then most dont like the heavy tank arty fest it becomes on the middle VP.

Lorch - everything Torniks said and its a mortar fest. Its usually pretty fun to play if your not stuck in the bottom. If you wanted to play a 1v1 you wouldn't be playing a 4v4. I have to fight the urge to drop if I get stuck down that rabbit hole. Really cool looking map, I can see why it got put in though.

Personally I like Steppes, Redball, and Hamburg (even though its not overly balanced). Those are always fun with a lot of free moving action.
6 Aug 2017, 00:12 AM
#7
avatar of buttcheeksontoast

Posts: 59

My votes:

Montardis Region: My apologies to the mapmaker - changing resource placement was a cool idea, but in practice it works out horribly. One team dominates the two fuels and just wins the game through vehicular superiority. The game is decided in literally the first few minutes, especially because there like thirty very strong garrisons around the fuels, so it's nigh impossible to actually force an enemy out of there. Also the corner VP's are stupid, other than a cheeky ninja cap using an infiltration unit from the house, there' almost zero interaction from both sides with a corner VP, they might as well just not exist. And the map is just too damn big, vanilla factions not having FRP's is already kind of a problem in teamgames but on this map it's hugely exacerbated, takes units half a match to get anywhere.

Lorch Assault: Top of the map is an urban garrison mortar/MGfest. Especially that church in the middle, which is practically invincible so whoever gets an MG in there first just wins the middle for a long time, meanwhile the other side has to spam mortars/leigs to have a chance. And there are just really durable houses *everywhere*, so instead of tactically using or denying important garrisons, you're constantly having to brute force your way through with indirect fire because there are ten million places to garrison an MG and have it cover a VP. Also battling over the southern VP's feels incredibly unrewarding and unfun, it's just one lane of you two bashing heads over and over. Meanwhile the castle VP is just "who can get their first with automatic weapons and then barbed wire it off". Which heavily favors OKW because Sturms are perfect for both things, and ofc Volks get their STG's. Good luck taking that VP as Brits or Soviet unless you blob into there (are Shocks even a thing atm)

Red Ball Express: Lane-style only. Sure you can flank once you control an entire lane, but a decent player will just at an HMG at that corner and deny any of that action.
6 Aug 2017, 03:34 AM
#8
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

I LOVE MONTARGIS
6 Aug 2017, 05:10 AM
#9
avatar of Gbpirate
Senior Editor Badge

Posts: 1155 | Subs: 1

Lanzerath is such an imbalanced map it is so biased towards the right side it's un-fucking-believable
6 Aug 2017, 08:14 AM
#10
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9



Yeah, I would've voted for Vielsam three times.


+1
6 Aug 2017, 10:00 AM
#11
avatar of Mr.Smith

Posts: 2636 | Subs: 17

After the success of 2v2 crossing in the woods, it should have been evident why it's a bad idea to add 3v3 maps to the 4v4 pool (e.g., Redball, Hill 331).

Also, Lorch assault probably needs a major makeover for the south section. I've no idea what it should look like, though. Maybe just replace the southern-most star with 1-2 territory points, and see how a 4-star map would look like.

The cliffside on the south side should also be reduced to allow more room for flanking at the town.

6 Aug 2017, 10:28 AM
#12
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

After the success of 2v2 crossing in the woods, it should have been evident why it's a bad idea to add 3v3 maps to the 4v4 pool (e.g., Redball, Hill 331).

Also, Lorch assault probably needs a major makeover for the south section. I've no idea what it should look like, though. Maybe just replace the southern-most star with 1-2 territory points, and see how a 4-star map would look like.

The cliffside on the south side should also be reduced to allow more room for flanking at the town.



Redball is fine for 4vs4.

NO 4vps! That like having 2 VPs!

3 or 5 Vp.
6 Aug 2017, 12:47 PM
#13
avatar of Kothre

Posts: 431

I really hope you're running these polls so you can improve the maps and not just reduce the already small map pool. I'd rather play some mediocre maps than shrink the pool.

My votes went slightly different than my list here, but that's purely due to personal taste. For example, there's no fixing the issue I have with Vielsalm or Steppes, which is that superheavy tank destroyers dominate it. There are just going to be certain maps that are open, and those are two of them. The maps I'm about to list have more tangible room for improvement. Again, these are not necessarily the maps I voted for- I'm just offering some critique on maps that obviously need it.

Lorch Assault: I feel the entire southern part of this map is wasted space. One lane means flanking basically can't happen aside the occasional castle infantry flank. Once someone locks down south, good luck taking it back. It's a nightmare. The castle does not lead itself to any kind of interesting play. There's little to no opportunity to use any kind of strategy. It's just a contest of who can spam more CQC troops like shock troops, rangers, and panzergrenadiers. The north is okay. Some people like urban combat with lots of buildings, but I don't. I think that's just a personal taste thing. The middle is the only part of the map I like.

Lanzerath Ambush: I actually like Lanzerath Ambush quite a bit. However, the top has such an advantage on the right side VP it isn't even funny. They have all the cover and the open ground. Trying to assault this position from the south is about as fun as bashing your head against the wall. The top has an easier time defending middle, too. They have a lot more room to maneuver, whereas the south players only have a few roads and that little passageway through the forest right in front of mid-VP.

Lienne Forest: I actually really like the left and middle of Lienne Forest. However, the right side is just cancer. I hate absolutely everything about it. It's not open or close quarters enough to lend itself to fun infantry skirmishes. It's just one lane so tank fights aren't fun on it, either. Whoever takes it first usually keeps it all game, because it's so insanely difficult to dislodge MG, mortar, and emplacement spammers in the right forest. It needs to decide what kind of gameplay it lends itself to, because right now it sucks for both infantry and tank combat.
6 Aug 2017, 15:19 PM
#14
avatar of ZombiFrancis

Posts: 2742

Also, Lorch assault probably needs a major makeover for the south section. I've no idea what it should look like, though. Maybe just replace the southern-most star with 1-2 territory points, and see how a 4-star map would look like.




:P
6 Aug 2017, 15:33 PM
#15
avatar of Gdot

Posts: 1166 | Subs: 1

Montangris Region: This map was cancer in coh1, not sure why this map was brought to coh2.

Red Ball Express: A great map but it is and always was a 3v3 map. Map is too cluttered with 8 players. Barely enough flanking room for 6.

Lorch Assault: OUT OUT OUT. Poor design makes part of the map too cut off. Too much clutter makes flanking very difficult. This map needs a major rework to be feasible, just like faceoff at rostov.
6 Aug 2017, 21:27 PM
#16
avatar of Sinister

Posts: 96 | Subs: 1

After the success of 2v2 crossing in the woods, it should have been evident why it's a bad idea to add 3v3 maps to the 4v4 pool (e.g., Redball, Hill 331).

Also, Lorch assault probably needs a major makeover for the south section. I've no idea what it should look like, though. Maybe just replace the southern-most star with 1-2 territory points, and see how a 4-star map would look like.

The cliffside on the south side should also be reduced to allow more room for flanking at the town.



I would just remove 1 top and 1 south vp (the castle one), to make it standard 3 vp map.
6 Aug 2017, 22:06 PM
#17
avatar of RedT3rror

Posts: 747 | Subs: 2



I would just remove 1 top and 1 south vp (the castle one), to make it standard 3 vp map.


This would make the map a clusterfuck since there will be 4 people fighting over 1 VP. It would be better to create a passage in the castle to allow troops and tanks to drive through.
6 Aug 2017, 23:16 PM
#18
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2



Redball is fine for 4vs4.
....


fine as it is complete cluster fuck and cockblock for both side? or fine as in it is a well designed map?
7 Aug 2017, 01:00 AM
#19
avatar of kitekaze

Posts: 378



fine as it is complete cluster fuck and cockblock for both side? or fine as in it is a well designed map?


The only thing map author should remove is the dumb forest on the right side of the map, which was not there on original version. Otherwise, I see no problem with it. Flanking is still possible until midgame.
7 Aug 2017, 04:49 AM
#20
avatar of buttcheeksontoast

Posts: 59

jump backJump back to quoted post6 Aug 2017, 12:47 PMKothre
I really hope you're running these polls so you can improve the maps and not just reduce the already small map pool. I'd rather play some mediocre maps than shrink the pool.

My votes went slightly different than my list here, but that's purely due to personal taste. For example, there's no fixing the issue I have with Vielsalm or Steppes, which is that superheavy tank destroyers dominate it. There are just going to be certain maps that are open, and those are two of them. The maps I'm about to list have more tangible room for improvement. Again, these are not necessarily the maps I voted for- I'm just offering some critique on maps that obviously need it.

Lienne Forest: I actually really like the left and middle of Lienne Forest. However, the right side is just cancer. I hate absolutely everything about it. It's not open or close quarters enough to lend itself to fun infantry skirmishes. It's just one lane so tank fights aren't fun on it, either. Whoever takes it first usually keeps it all game, because it's so insanely difficult to dislodge MG, mortar, and emplacement spammers in the right forest. It needs to decide what kind of gameplay it lends itself to, because right now it sucks for both infantry and tank combat.


I've actually found that superheavy TD's tend to dominate more on maps like Essen or City 17 where it's more urban and it's easy to lock down any possible flank routes, all the roads will be mined, etc. They basically make any area around the middle VP inaccessible to your tanks because they can aim at areas your armor is funneled through and that's how they dominate with those superheavies. Whereas on Steppes there's a lot, lot more breathing room for Allies to make balls-deep flank with Mark Target+a bunch of mediums to take down an Elefant/Jagdtiger.'

I agree on Lienne Forest. The middle is an interesting dynamic where one side gets an awesome garrison, but later on have a disadvantage due to being blocked off by the railway. And the left is an urban fight, wrestling for control of the garrison next to the VP and surrounding garrisons. The right is just.... ugh. Especially once a Bofors or such goes down.
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Yesterday, 03:52 AM
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Yesterday, 03:52 AM
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Last Friday, 19:14 PM
OKSpitfire: I do like that they made the Stuka more expensive instead of nerfing it into the ground though. Found it pretty unsatisfying to use before that buff a while back....
06 Mar 2025, 16:35 PM
aerafield: USF already is by far the shittiest faction in terms of countering blobbing and turtling, now they supposedly have one overtuned tool locked behind a BG and it's immediately a massive problem?
06 Mar 2025, 13:33 PM
Lady Xenarra: I think post-2.0 Whizbang buffs, the price is too low esp since the Stuka got nerfed in cost too. Speaking of which, how exactly is one supposed to successfully dive this Sherman in disguise? Med tank spam running into SSFs?
06 Mar 2025, 12:13 PM
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06 Mar 2025, 10:49 AM
Willy Pete: Cool you wanna lose your stock lategame arty too then?
06 Mar 2025, 03:20 AM
Lady Xenarra: WTB Whizzbang for DAK instead of Stuka, 5 fuel cheape, 60MP more expensive and next to impossible to dive. :rofl:
05 Mar 2025, 20:27 PM
Rosbone: It is also hard to expect Relic to help Coh2 when they cant even make working menus in Coh3 yet, 2 years after release and at full price+ for DLCs. Thats like asking a fish to do calculus.
04 Mar 2025, 02:58 AM
Rosbone: But this last patch has made good progress for grabbing players. All we can hope is Coh3 gets to Coh2s quality level before everyone abandons the franchise. Its Relic so they will completely f*%k it up as usual. But its a hope/cope.
04 Mar 2025, 02:55 AM
Rosbone: Relic wants Coh2 to fail so players will migrate to Coh3. It is hard to blame them since Coh3 sucks so bad. It needs all the help it can get.
04 Mar 2025, 02:53 AM
Soheil: Coh2 is dead , full of map hackers , and lelic knows that but ...
04 Mar 2025, 01:26 AM
aerafield: Oh how I missed the weird spam bots, welcome back :banana:
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03 Mar 2025, 06:48 AM
OKSpitfire: @aerafield that does sound familiar
02 Mar 2025, 09:06 AM
aerafield: @Lady Xenarra :rofl:
02 Mar 2025, 01:45 AM
Lady Xenarra: Ah, the gren faust-replacing-rifles bug/exploit. :ph34r:
01 Mar 2025, 18:24 PM
aerafield: CoH3 high elo is truly the dumbest CoH experience that ever existed
01 Mar 2025, 17:25 PM
aerafield: @OKSpitfire tbh I find it quite challenging to get the Pershing in time, having to suffer through the CoH3 tickrate and this endless bullshit meta of massive blobs going back and forth to the forward heal truck
01 Mar 2025, 17:24 PM
OKSpitfire: Well... going to be seeing the Pershing a lot for a little while, that thing is a monster.
01 Mar 2025, 11:44 AM
NigelBallsworth: axis stuff is getting more meme by the second
28 Feb 2025, 23:32 PM
aerafield: Cloaked instapin MGs at 0cp. I wanna see no more crying about the Dingo while that shit is in the game :snfPeter:
28 Feb 2025, 20:38 PM
Willy Pete: And only on annihilation, and I have to let the AI live long enough...
28 Feb 2025, 02:04 AM
Willy Pete: Pershing is absurd, but ive still only gotten to use it against AI
28 Feb 2025, 02:03 AM
Lady Xenarra: WTB Pershing for Axis, that is all :lolol:
27 Feb 2025, 13:32 PM
donofsandiego: :clap:
27 Feb 2025, 02:34 AM
donofsandiego: Return of the chatGPT writing prompt. Lets see how shinasukac responds to these questions utilizing the Socratic Method. Maybe he will give us an interesting look into his opinions
27 Feb 2025, 02:34 AM
Willy Pete: I havent even seen a pershing yet. Coh3 games still move too fast for it lol
27 Feb 2025, 00:30 AM
shinasukac: kingtiger=kingjoker
26 Feb 2025, 16:27 PM
Lady Xenarra: Has anyone actually used the KT much? My experience is that the match is usually over long before I get the CPs for it
26 Feb 2025, 14:35 PM
Rosbone: Can someone message me the day you can look at Coh3 and not face palm yourself in disbelief that actual humans worked on it? Much appreciated.
26 Feb 2025, 06:40 AM
Rosbone: The only way to feel good about Coh3 is to never look at Coh3. Once you see it, you cant unsee it.
26 Feb 2025, 06:37 AM
Rosbone: Observer mode sucks, player stats pages are scatter brained mess, etc etc etc
26 Feb 2025, 06:35 AM
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25 Feb 2025, 18:12 PM
Rosbone: No 4v4 maps, busted menus 2 years after release, still have not fixed janky sounds people have complained about for over 2 years, etc etc.
25 Feb 2025, 18:10 PM
Rosbone: And the skirmish menus are still at a BETA level. Just the largest game play mode completely ignored... again.
25 Feb 2025, 18:09 PM
Willy Pete: Oh wtf. Yeah the crossing remake was in the 2v2 demo. No more 3s and 4s is a bummer tho
25 Feb 2025, 16:42 PM
aerafield: What? No, he means that all the new maps are for 1v1. Though Im pretty sure they will be playable in 2v2 as well
25 Feb 2025, 15:50 PM
Willy Pete: Are the maps really locked behind dlc? Surely they must be in the regular update
25 Feb 2025, 15:22 PM
Rosbone: I would like to join in celebration with the 9% of Coh3 MP players who are getting ALL of the new maps. Woohoo! #3Tards
21 Feb 2025, 19:22 PM
OKSpitfire: I hope that at least one of heavies is a like-for-like reskin of the coh 2 ISU-152. I miss that thing.
21 Feb 2025, 10:23 AM
Rosbone: Buy our cool new large tanks that will never get played on the 4 new 1v1 maps added. Perfect synergy! :facepalm:
20 Feb 2025, 19:23 PM
Rosbone: Everyone ready for some deep penetration :snfPeter:
20 Feb 2025, 17:13 PM
Lady Xenarra: I'm sure the ppl who defended it as balanced for Allies will be screaming like they got scaled with boiling water, in COH3. How the tables turn.
20 Feb 2025, 11:33 AM
Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
20 Feb 2025, 07:03 AM
aerafield: Personally I think without the ram ability, it's worse than loiters for example
20 Feb 2025, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
19 Feb 2025, 23:36 PM
Willy Pete: Only??? I think not being able to shoot it down and the ramp up effect also had something to do with it
19 Feb 2025, 23:34 PM
Willy Pete: Really
19 Feb 2025, 23:30 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
19 Feb 2025, 22:29 PM

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