Kick out 1vs1 maps
Posts: 5441 | Subs: 36
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)
Posts: 327
Bryansk Forest: Too large for meaningful engagements - the longitudinal distance between VPs is so long that a few engagements can decide possession of VPs and adjacent resources for long spells during the game, instead of being constantly contested.
Posts: 485 | Subs: 1
What are you going to do with these results ?
Posts: 5441 | Subs: 36
Caen, bryansk and La Gleize seems to be the most hated map.
What are you going to do with these results ?
Have a talk with Kyle next week.
Posts: 2307 | Subs: 4
Posts: 713 | Subs: 2
Posts: 1323 | Subs: 1
How is Lost Glider not winning?
The only issue of the map, in my experience, is the unkillable Church in the middle.
Other maps have a lot more issues than that.
Posts: 264
I'd also like to see the 2v2 maps in the 1v1 map pool getting fixed, meaning each side only has 1 spawn location so you longer risk getting that shitty spawn which is far away from everything
As for my votes:
Minks Pocket
- Too big for 1v1
- Retreating units run a half marathon to get back to base
- Poor design - the middle is open but littered with small obstacles - left side consist of 2 narrow corridors
Brynask Forest
- the top right of the map is red cover hell
- The bottom left consist numerous choke points and sight blockers. it just feels cramped
I would vote for westwall
for these reasons
westwall
- All the garrisons near your base/cutoffs!
- The map seems so big and open and with these annoying tank traps across the map
So instead my vote goes to
Halbe
- The middle has so much negative cover
Semoski is also a great candidate because of all the garnisons and some armies lack of flamethrowers plus the natural choke points.
Caen... those cutoffs far from your base
Kholodny, I've always felt the left side had an advantage since they spawn much closer to the middle and its VP.
Angoivlle, loved this map in vCoh. not so much in coh2 mostly because of the garrison at the cutoff in the south. You better spend those extra seconds getting some wires up.
La Gleize Breakout, is errr.... I just don't like the middle VP area. Probably because of all the garrisons there.
Langreskarya
Posts: 587
The only issue of the map, in my experience, is the unkillable Church in the middle.
Other maps have a lot more issues than that.
Green cover everywhere, shot blockers everywhere (cqc funfest), not enough strat points, stone garrisons that cover base exits and cut-off of the entire map on both sides, grindfest in the middle after 20 minutes because flanking is impossible and the searching sound plays in a loop on this map.
This map is called Lost Veto for a reason.
Posts: 5441 | Subs: 36
Lost glider is one of the better maps, it has it flaws like the center VP acting as a cutoff
I'd also like to see the 2v2 maps in the 1v1 map pool getting fixed, meaning each side only has 1 spawn location so you longer risk getting that shitty spawn which is far away from everything
As for my votes:
Minks Pocket
- Too big for 1v1
- Retreating units run a half marathon to get back to base
- Poor design - the middle is open but littered with small obstacles - left side consist of 2 narrow corridors
Brynask Forest
- the top right of the map is red cover hell
- The bottom left consist numerous choke points and sight blockers. it just feels cramped
I would vote for westwall
for these reasons
westwall
- All the garrisons near your base/cutoffs!
- The map seems so big and open and with these annoying tank traps across the map
So instead my vote goes to
Halbe
- The middle has so much negative cover
Semoski is also a great candidate because of all the garnisons and some armies lack of flamethrowers plus the natural choke points.
Caen... those cutoffs far from your base
Kholodny, I've always felt the left side had an advantage since they spawn much closer to the middle and its VP.
Angoivlle, loved this map in vCoh. not so much in coh2 mostly because of the garrison at the cutoff in the south. You better spend those extra seconds getting some wires up.
La Gleize Breakout, is errr.... I just don't like the middle VP area. Probably because of all the garrisons there.
Langreskarya
Thx.
And i can't write here much , but what I can say: Have Trust in the Community and the people who are working for it
So pls wait little bit
Posts: 284 | Subs: 1
Posts: 1323 | Subs: 1
Green cover everywhere, shot blockers everywhere (cqc funfest), not enough strat points, stone garrisons that cover base exits and cut-off of the entire map on both sides, grindfest in the middle after 20 minutes because flanking is impossible and the searching sound plays in a loop on this map.
This map is called Lost Veto for a reason.
I rather veto stuff like Camping in the Woods, Langreskaya or La Gleize (screw winter maps) than Lost Glider.
Posts: 266
Dont fckin touch Halbe u morons, same for westwall. I finally got some great fckin maps, with few shotblockers and u want to take em out.
Posts: 3053
Halbe: too open, too much red cover for already fragile infantry. All action focuses on the central road, with little left for behind the frontline.
Bryansk Forest: Too large for meaningful engagements - the longitudinal distance between VPs is so long that a few engagements can decide possession of VPs and adjacent resources for long spells during the game, instead of being constantly contested.
+1
I don't like caen either because the design of cutoffs and resource distribution is wonky and tends to lead to more running around and playing single-squad whack-a-mole on squads trying to cut you off or take your fuel/muni rather than meaningful engagements.
Posts: 587
I rather veto stuff like Camping in the Woods, Langreskaya or La Gleize (screw winter maps) than Lost Glider.
As a USF only player, that makes sense, but for those who play all factions, Lost Veto is a lost veto (no judgement).
Posts: 1740
I don't get why so many people love this map. The northern spawn has an absolutely stupid cutoff on the left after the remake.
But the worst thing on the map is the collection of small trees and bushes that block every kind of vision for any MG or PaK. As Ostheer and Soviets, with only facing AT (no turrets or Paks), this map is literally hell.
Posts: 2066
Talk to Kyle about that Sturmpanther.
Posts: 2742
The only map I usually veto everytime is Minsk Pocket.
I don't get why so many people love this map. The northern spawn has an absolutely stupid cutoff on the left after the remake.
But the worst thing on the map is the collection of small trees and bushes that block every kind of vision for any MG or PaK. As Ostheer and Soviets, with only facing AT (no turrets or Paks), this map is literally hell.
First mod I made removed sight blocking properties to a lot of trees and bushes specifically because of minsk pocket. The map actually felt functional as a result. There are so many wonky inconsistencies with map objects blocking sight and shots it's kinda maddening.
Posts: 38
First mod I made removed sight blocking properties to a lot of trees and bushes specifically because of minsk pocket. The map actually felt functional as a result. There are so many wonky inconsistencies with map objects blocking sight and shots it's kinda maddening.
I agree. Its not obvious what blocks sight sometimes. Mappers should almost agree to follow some rules like stick dead tree branches in the hedgerow objects that block sight. And arent there two sets of trees that look identical. Some block some dont. I could be wrong. And dont get me started on that row of dead sticks that is a sight blocker even though it looks like you can walk right thru it (looking at you Rhzev Winter) So many times you look and like 2 guys are shooting and the other 3 are smoking a cig cause they cant see anyone. I know L2P.
Posts: 1467 | Subs: 4
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