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russian armor

Langreskaya

26 Jun 2018, 15:50 PM
#21
avatar of Rosbone

Posts: 2145 | Subs: 2

1. Faster attack possible for tanks
2. Risky attack for inf, but if you get in a good position the enemy has this problem to reach middle vp.
3. People should always be know where to stand. And not hey i stand afk on a road and idc ...


To aid in tank attacks(1) and middle VP play(2) the cover should be changed to:


Road cover can be visually better than deep snow because the TEXTURE used is different than the other roads. So it can be asphalt, brick, etc to help players identify. I like to see it drastically different so it is obvious. Or perhaps change the objects/fences around the road so it is obvious THIS IS A HIGHWAY and will be red cover.
30 Jun 2018, 20:58 PM
#22
avatar of Rosbone

Posts: 2145 | Subs: 2

Updated Langreskaya with the road changes and a few others RosboneSkaya

1. Changed the territory to allow for rapid decap if team is holding a fuel with an MG in building.


2. Made center road RED cover again. Also lined this road with guard shacks to give a visual cue the road is negative cover. Added yellow cover craters to aid in crossing the road near the middle VP.



3. Cleaned up pathing on left side of map.
5 Jul 2018, 16:45 PM
#23
avatar of Rosbone

Posts: 2145 | Subs: 2

ROSBONESKAYA version 3 has been posted.

1. Before/After LEFT side of map.
- Removed a house. Reoriented another house.
- Changed VP/point layout.
- Added sight blockers to limit house domination.
- Cleaned up left side pathing.
- Added flanks and green cover between buildings.



2. Before/After RIGHT side of map.
- Changed VP/point layout.
- Added sight blockers to limit house domination.
- Added green cover south of fuel to mirror right side.
- Added flanks and green cover between buildings.



3. Before / After point layout.
- Removed large mid VP territory for Major aboose!
- Mirrored North/South central cutoff.
- Added quick-connect / cutoff in corners to cut fuel and bypass fighting into a garrison.



4. RED COVER road.
- Settled on this line. Makes the most sense visually. Allows for cross map attacks. Bases still need to cross red cover to exit on one side (closest fuel). Yellow cover added in mid in important crossing locations.


OVERALL FEEL
The map should play more Yin/Yang now. South could push left and fortify their side of the red cover. This is good since 3 of the 5 TP are left. However the important buildings are closer if South pushed right. The sight blockers and red cover are setup for SE and NW fighting.

With all of the sight blockers you could attack all game and do well. Push buildings with flames/grenades/mortars etc. Or being passive and capping points would work well also, especially using the corner cutoffs.

The dominant houses overlook the fuels. Their sight is limited to just the fuels. Other points around them can be taken if you approach behind sight blockers.
12 Jul 2018, 11:54 AM
#24
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

Since this is a full new map kind of, and nobody has time to play on it. I guess this will have to wait for the Dezemberpatch.(not final decision yet)
So after gcs2, the 1vs1 player can focus on this new version.

I just want to say on more thing:

From mapstats: Most played map is kholodney sommer, then LANGRES; then crossroad.
So somehow people learned to adapt and playing on an unbalanced map.


The map looks very interesting and i would love to see a lot of replays on it.
12 Jul 2018, 13:33 PM
#25
avatar of Luciano

Posts: 712

Since this is a full new map kind of, and nobody has time to play on it. I guess this will have to wait for the Dezemberpatch.(not final decision yet)
So after gcs2, the 1vs1 player can focus on this new version.

I just want to say on more thing:

From mapstats: Most played map is kholodney sommer, then LANGRES; then crossroad.
So somehow people learned to adapt and playing on an unbalanced map.


The map looks very interesting and i would love to see a lot of replays on it.


Some minor changes can be made to improve the map without affecting gameplay for the summerpatch
14 Dec 2018, 23:26 PM
#26
avatar of Rosbone

Posts: 2145 | Subs: 2

Latest updates to a heavy modified Langreskaya: STEAM WORKSHOP

1. Removed several sight blockers from earlier revision.
2. Moved munition points away from fuel (Tric).
3. Added a 3rd building back to south town area.
4. Adjusted cover items near points to not pull inf away from point.





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