Semoiskiy =/= Semois
Posts: 1944 | Subs: 2
Fuel placement- Before when there was a "Semois" pin you could at least depend on the big fuel right outside your base to give you a shot at a comeback. Now that you have to run either all the way to the side or all the way across the map to secure a fuel its almost impossible to make a comeback. If you get pushed off you lose everything. Before you had to worry about 3 major points of contention: the middle, your cutoff (prevent a pin), and your high muni+ its cutoff. You had some skirmishes for your high fuel, but it was just a given for most of the game. Now you have to worry about 4, and when you're fighting from behind it is extremely difficult.
Building placement- Now we have hardy buildings by muni points where they didn't exist before which can lead to some absurd stalling. Two of the buildings that were very strategically oriented in the middle with limited amounts windows that best served as shotblockers now have become fortresses with a shitload of windows.
Posts: 215
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The problem with COH2 is we have no stone houses. The only differentiation in destructibility is the size, and there's still too much RNG. Rifle nade=demolished church on occasion.
Posts: 210
Well, nostalgia aside, strong buildings are an essential part of warfare, and a nice stone house ought to be better than a wood shack.
The problem with COH2 is we have no stone houses. The only differentiation in destructibility is the size, and there's still too much RNG. Rifle nade=demolished church on occasion.
Regularly lose a whole squads in the semioskiy church to one rifle nade:-( very frustating ,accually see rifle nades one shot demolish building to often, makes me Rage lol
Posts: 409
Regularly lose a whole squads in the semioskiy church to one rifle nade:-( very frustating ,accually see rifle nades one shot demolish building to often, makes me Rage lol
For every rifle nade insta-collapse there are four rifle nades that do no damage whatsoever.
Let's face it: Germans have no reliable (keyword here) way of clearing buildings.
Posts: 368
For every rifle nade insta-collapse there are four rifle nades that do no damage whatsoever.
Let's face it: Germans have no reliable (keyword here) way of clearing buildings.
This is true - the T0 flamethrower, the T1 mortar and the T2 FHT are completely not up to the task. I often see high level Ost-only players drop, as soon as they notice a house on the map.
Posts: 531
Posts: 813 | Subs: 1
this is a pretty shitty port i have to agree, make it EXACTLY like semois, EXACTLY.
If serious, its quite impossible since the completely reworked mechanics of:
Stratpoints
Buildings
Fuelpoints
An exact copy of semois(coh1) would require major reprogram of some core features of CoH2. It will just never happen.
As for cutoffs, yes, its not semois and you are totally cut off. However, like the map layout. Buildings on the other hand, and their flaws have already been covered alot of times.
Posts: 710
For every rifle nade insta-collapse there are four rifle nades that do no damage whatsoever.
Let's face it: Germans have no reliable (keyword here) way of clearing buildings.
Well this is a really weird statement.
The point wasn't really clear, what's wrong with that Half-Truck with two flamethrowers? As soon as I see that, I will most def flee from the house. Then there's also the possibility that the house has already had some damage and then only one rifle nade will one shot entire squad. Needless to mention that there's the small range difference also with Rifle Grenade and Molotov. It's really rare that Molotov kills entire squad inside the house, and if the squad gets outside, normal conscript will not kill the rest of the squad (almost) for sure.
It would be really weird to see German player surrender if they see buildings in the map. The same would be that soviet player would quit as soon as soviet sees Assgrens. Both situations (Buildings with soviets inside & Assgrens) can be dealt with.
Posts: 688
I guess you guys are talking about the wooden shacks that will come crushing down when hit by a rifle nade?
BIG problem indeed...
Posts: 215
Well this is a really weird statement.
The point wasn't really clear, what's wrong with that Half-Truck with two flamethrowers? As soon as I see that, I will most def flee from the house. Then there's also the possibility that the house has already had some damage and then only one rifle nade will one shot entire squad. Needless to mention that there's the small range difference also with Rifle Grenade and Molotov. It's really rare that Molotov kills entire squad inside the house, and if the squad gets outside, normal conscript will not kill the rest of the squad (almost) for sure.
It would be really weird to see German player surrender if they see buildings in the map. The same would be that soviet player would quit as soon as soviet sees Assgrens. Both situations (Buildings with soviets inside & Assgrens) can be dealt with.
His post was sarcastic so take it with a grain of salt.
The problem is the FHT doesnt come until the end of the t2 cycle which is 6-8 minutes into a match. On a map like semois you can be cut off by then or kept away from the initial fuel income you need to compete with the tank rush
Posts: 978
2) Semoiski is favorable for the Russian. I don´t like it as Germans and love it when playing Soviets. The buildings make the center of the map very narrow, resulting in camping with mortars and clearing buildings. As matter of fact Russians can more easily lock down chokepoints and clear buildings.
- Russians have cheaper, better and easier spammable mines. Mining chokepoints on Semoiski is a must.
- As Russians don´t rely that much on ammunition as Germans, they can build more flamethrowers.
- T-0 Molotovs deny buildings.
- Two different mortars with more crewmembers and more range. Semoiski always ends in mortar duels.
- KV-8 rules the city.
- Maxims arc of fire is sufficient for the narrow streets, MG42s arc doesn´t help that much.
- Tanks can´t move very well on this map, AT is of less importance. Soviet tanks wiht better AI can just drive to a chokepoint and kill whole squads, then drive behind a building. German tanks can do that too of course, but they don´t instagib squads.
Posts: 299
The heavy resource layout on this map is very weird. The muni is in a place that easily get cutoff and is far from the fighting, so if you lose your fuel good chance you just lost your muni point or soon will. Often I fine timings that normally are hit at certain times get delayed on this map if both players are capping like crazy.
And ya it is a camp fest all too often.
Posts: 117 | Subs: 5
Eagle
Posts: 531
If serious, its quite impossible since the completely reworked mechanics of:
Stratpoints
Buildings
Fuelpoints
An exact copy of semois(coh1) would require major reprogram of some core features of CoH2. It will just never happen.
As for cutoffs, yes, its not semois and you are totally cut off. However, like the map layout. Buildings on the other hand, and their flaws have already been covered alot of times.
basically i want the two medium munitions points back (why were they removed) and to put the high fuel in its original spot next to the base.
then it'd be perfect
Posts: 952 | Subs: 1
basically i want the two medium munitions points back (why were they removed) and to put the high fuel in its original spot next to the base.
then it'd be perfect
I doubt it would be a good idea to place the high fuel in a nearly un-harass able location. Medium munition points (and low/med fuels) are, sadly, probably not going to return as well.
Posts: 1534 | Subs: 1
I also think that the player on the east has an advantage as their northern cutoff is a far wider area and harder to control by the player in the west.
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