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Langreskaya cap distances

raw
6 Aug 2013, 14:00 PM
#1
avatar of raw

Posts: 644

Seriously?



Can we please set preferences on what maps we want to play? I am growing tired of slogging through the shit-tier maps.
6 Aug 2013, 14:01 PM
#2
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 4

What's your point exactly?
6 Aug 2013, 14:02 PM
#3
avatar of MadrRasha

Posts: 252

Here we go again, lost much? now have to find problem to blame the map ofc


Imo not that different from vanila, and i actually like being on top side! You can queue ur capping order nicely , while bottom is very messy and u have to divide ur troops
6 Aug 2013, 14:05 PM
#4
avatar of WiFiDi
Honorary Member Badge

Posts: 3293

so you lost and now your blaming anyone/thing except who you should be blaming you.

its pretty much identical to the map in vcoh.
6 Aug 2013, 14:05 PM
#5
avatar of NorfolkNClue

Posts: 391

It looks as though he's highlighting the distance to the nearest cap points from each race's start areas.

Apologies if I was statin' the bleedin' obvious :)
raw
6 Aug 2013, 14:06 PM
#6
avatar of raw

Posts: 644

Bottom always wins on this map because the distance to the cap points is much shorter compared to top.
6 Aug 2013, 14:06 PM
#7
avatar of Vinyl41

Posts: 97

actually i kinda agree that the point distribution / overall number of points on this map is kinda shitty
6 Aug 2013, 14:06 PM
#8
avatar of StephennJF

Posts: 934

Not sure what your picture is trying to depict but capping distance? Reference should be made from the spawn points if your talking about early game capping, otherwise the map entry for reinforcing units is much more zig zaggy due to hedges. Don't know how much the distance evens out considering that.

I feel the Langres North is a forced T1 for Soviets against Ostheer, due to low shot block present and high exposure of the cut off in the early game if Conscript or T2 based play is utilized. That's all I find frustrating about this map thus far, is the heavy limitation of Soviet stratergy.
6 Aug 2013, 14:08 PM
#9
avatar of Thebazookajoe

Posts: 59

Is your point that the points are closer to the south base and harder to cut off? I think its a great map although the winter version could do with a little less deep snow.
raw
6 Aug 2013, 14:09 PM
#10
avatar of raw

Posts: 644

should be made from the spawn points


I have no idea what the game is you are playing, but in CoH2 retreated units all end up at the HQ.
6 Aug 2013, 14:09 PM
#11
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Changed your thoroughly offensive title.

And yeah, as people have mentioned, walking distances need to take map obstacles into consideration. The image you used also has the bug where the actual map is zoomed bigger than the sector layout, so nothing lines up (Relic's issue, not yours).

On first glance, you may be on to something, but it would require much more research to figure out if there is an imbalance and by how much.

This may also have a huge impact. I quote Inverse:

This is something that's really been bothering me. Because all of the current 1v1 maps are also 2v2 maps, there are two possible HQ positions on each side of the map. It's really annoying that the game randomizes these positions right now. It's especially noticeable on a map like Pripyat with a huge base sector, because in one game you could be starting on the far right side of the sector and in another game you could be on the far left side.

^^this is another reason we desperately need fixed positions for competition.
6 Aug 2013, 14:16 PM
#12
avatar of SturmTigerFlu

Posts: 75

dont blame the best coh map ever made. thanks.
6 Aug 2013, 14:18 PM
#13
avatar of MadrRasha

Posts: 252

jump backJump back to quoted post6 Aug 2013, 14:06 PMraw
Bottom always wins on this map because the distance to the cap points is much shorter compared to top.


Definetly not true, i just swept my opponent off the face of the map , was top and didnt had problems, map doesnt win the game nor the units on them selfes (thou both can contribute they are not the deciding factor)
raw
6 Aug 2013, 14:23 PM
#14
avatar of raw

Posts: 644

Changed your thoroughly offensive title.

And yeah, as people have mentioned, walking distances need to take map obstacles into consideration.


The walking distances for bottom are considerably shoter. Moreover, due to the higher density it is much much easier to support an attacked sector from another. Finally, mortars, snipers and HMGs have much better coverage, if you make use of the gratiously provided houses there.

I don't see how anyone can think that the hedges actually change that.

Statistics are also available: I have lost exactly zero game starting bottom and lost all games starting top. I am actually just quitting this map everytime I start top now.

Definetly not true, i just swept my opponent off the face of the map , was top and didnt had problems, map doesnt win the game nor the units on them selfes (thou both can contribute they are not the deciding factor)


If you have swept him off the map that is a good indicator that he wasn't very good at whatever he was doing. If you are actually in a tight match, defending as top is a nightmare because the enormeous walking distances between and to the sectors are a nightmare. If you attack into bottom he can quickly switch over some unit that is capping left/or right to support the defence.
Finally, top really has to just to care about the left side of the map wheras top has to be omnipresent.
6 Aug 2013, 14:26 PM
#15
avatar of GuruSkippy

Posts: 150

jump backJump back to quoted post6 Aug 2013, 14:23 PMraw
I have lost exactly zero game starting bottom and lost all games starting top. I am actually just quitting this map everytime I start top now.

And you wonder why you lose all your games when top ?

god, you are the kind of guys who QQ on forum as soon as he loses, and doesn't try to learn.
raw
6 Aug 2013, 14:27 PM
#16
avatar of raw

Posts: 644


And you wonder why you lose all your games when top ?


The keyword is "now".
6 Aug 2013, 14:27 PM
#17
avatar of StephennJF

Posts: 934

Keep a good mind. It ain't all hope is lost, take a break and tackle the map again instead of just resigning. Take it as a challenge.

I agree North is at a tactically harder position to utilize, but it ain't impossible like your saying I believe. What are you struggling verse, faction wise and stratergy?
6 Aug 2013, 14:37 PM
#18
avatar of Jeep

Posts: 52

jump backJump back to quoted post6 Aug 2013, 14:23 PMraw

Statistics are also available: I have lost exactly zero game starting bottom and lost all games starting top. I am actually just quitting this map everytime I start top now.


Without a select test-pool your "statistics" are utterly pointless.
I could write the exact same thing as you about another map and also say that you win 100% of the games starting from the North side - at least according to my statistics - if the test-pool is 1-2 games.

If you've played over 20 games we might be on to something if you still ALWAYS lose from top-side.

If not, don't even bother claiming you have statistics available, when they're irrelevant.

Of course, if you have played a lot of games on the map as both Soviets and Ostheer and determined that it's only the starting location that matters if you win or lose (and not your opponent's skill or anything) then: nice!
6 Aug 2013, 14:48 PM
#19
avatar of Cyridius

Posts: 627

Excuse the black scribble, I made a mistake when drawing.



Anyways, overall it works out fine from what I can see. Top is closer to their fuel, and their munitions point is less out of the way. And a few other things. Either way, it works out.

Edit; Hey guys, I've never lost from the top! I have lost from the bottom. I guess that means his statistics are wrong.

Actually, I even have a replay concerning that!
http://www.coh2.org/replays/6474/dealing-with-mg42-spam-on-langreskaya

6 Aug 2013, 15:10 PM
#20
avatar of UGBEAR

Posts: 954

Rzhev summer, most horrible map of its time.
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