What do you think about Road to Kharkov in 1v1?
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Whoever reworked the north cutoff really needs their 'I'm a mapper I am clever' card checking. It is two red cover roads leading into it from north side with obscured sight angles. Once taken it's an absolute bitch to try and retake, possibly the worst cutoff still in the game... and this is after numerous reworks!!!
All that has to be done to fix it is give the north side some yellow cover whilst they're in the capping circle, so they can at least approach/contest without being obliterated. To do this I would move the circle so it covers the north side of the horizontal road, like so:
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The first one is its size as pointed bt Tric.
the two cutoffs are both badly designed, with one full of red cover/ sight blockers from defender side, and the other being basically a choke point.
I think to improve it, the two forests on each side should be removed or made less dense , the size should really be reduced in the 1v1 version.
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I worked on this map (it was much worse) very early in COH2 lifecycle at Relics request but time constraints did not allow for more to be done.
This map is salvageable.
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It's just too thin. Once you get past the early game and the enemy has multiple mgs flanking becomes impossible unless the enemy fucks up.
This^
You can't flank because there is no room to flank. Mega sight units are like 500% more effective because they can see 2/3 of the width of the map just by sitting in the center.
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After playing a few matches on it, I would suggest:
- a rework of the cutoff points is mandatory. I dont think having two cutoffs is good. And if you have two cutoffs, they need to be on opposite sides of the map (since it is a little narrow).
- Rethink the SOUTHEAST side of the map. Buildings and green cover make it hard to come back out of your base. The north is a little better but has fences everywhere. Open it up a little. I like the trick of adding YELLOW cover objects on the enemy side of the green cover to deny the green for them.
EDIT: The large groves outside each base could also be changed to allow for better flanking right out of your base. I would use two hedges so you have a sight blocked path out of your base on the side of the map.
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Kinda like how Kholodny Ferma and Crossroads have it.
Like this:
(Red is new VP area)
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It's just too thin. Once you get past the early game and the enemy has multiple mgs flanking becomes impossible unless the enemy fucks up.
When we play with my pal, this is my personal veto pick, for this exact reason.
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I guess the only good aspect to it, is that you can't get 10 minutes stomped by players who manage to camp fast like you would in Westwall or Caen.
Still, the whole map is a hassle to move around on, if you spawn north good luck with timing, you will be fighting for the cutoff the entire game, and then have to figure out how to wipe the turtling hmgs or guards and any team weapon.
Why even bother? Just remove all these bad maps from 1v1, leave the few good ones and 1v1 players are much happier.
It's not a subjective opinion, everybody has been vocal about westwall, caen, kharkov, angoville, arnhem...
Nobody is going to miss them, or complain about how there are only 4 or 5 maps in the pool.
Actually why are 2v2 maps even in 1s pool? When was the last time you had fun playing 1v1 on Karkov, minsk, or semoskiy?
Well, most of these aren't even here now, I wonder why.
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It's just too thin. Once you get past the early game and the enemy has multiple mgs flanking becomes impossible unless the enemy fucks up.
Totally agreed. so many maps are too thin to flank.
I really don't know why relic make like this.
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I guess in 1v1 the middle HEDGE of north spawn close to the cutoff is the real bummer.
This is the thing which makes north spawn so.. unfair? (shit?) Even in 2v2, cause it does just provide cover for the south spawn
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