Nope.
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It is near to impossible to win a game playing as axis these days in 3v3 and 4v4.
Its exactly other way around. |
Only time i was partially satisfied with Relic balance is when they balanced game "on the move" and released hotfixes almost immediately after first one or two WFA patches. And i really think it is a best approach in balancing complex stuff: release big patch full of huge, bold changes, and then, after gathering some data in first week release quick hotfix which resolves most common problems in this patch. This way players would not be forced to deal with complete imbalance BS and game would stay fresh gameplay wise. |
NDA police one the way. |
Relic cant decide what they do. One day they release patches which completely destroy balance and left game in unplayable state for mounts (industry days is a good example), other day they are too scared to release actually good and hard-tested changes which either or not destroy balance would be most welcomed just because they refresh gameplay and shake meta so much.
Call-ins were problem, so with heavy tanks limit guard motor with t34-85 spam would be one and only useful commander (same goes for elite rifles with flamethrower and e8 buff, same goes for ta, although least of all).
Blobs were problem, so Relic nerfed katys in same patch, and again, did nothing to buff blob counters (primary artillery) past hmgs.
Relic just operates on next level of loogic, nobody can understand them.
Balancing games may be hard, but not even close to how hard Relic making it look. |
Aangermuende has nothing to do with bad balance.
Really? I lost 60+ or 70+ streak on this map. Not because i did something wrong but because it is axis map. Maxims you say? I wish you luck with maxims against double german mortars, which cant be flanked thanks to abundance of buildings. Same goes for OKW med HQ. And then thanks to tunnels its impossible to use tds on this map (no room to maneuver, paks destroy everything)
Maybe i play it wrong, but in my book this map is worst 3v3 map. |
We are wanna make the League what show the weak place of the game. Every week we are assign maps and if map imbalance we are dont use her on League of Heroes Season 1.
This is good intension, but teams should have equal chances, and winner should not be decided by lucky faction selection roll and ability to pick Axis. To be clear, maps i listed are not bad (90% of coh2 maps are bad, lol) or boring or annoying to play on, they are worst maps in 3v3/4v4 pool and, i believe, should never see any serious play.
And if you give for us that information, about disbalance place on the maps - it will be good for our League!
Here you go:
3v3
- Lanzerath Ambush. Extremely bad designed and imbalanced map.
Near impossible to harass enemy fuel. Narrow passages limit tank movement, make pathing terrible and flanking near impossible. On top side there is church, which restricts team cooperation. If there tanks or huge infantry blob pushing your teammate there from little to nothing you can do to help him, because you need to go all the way around church. There is no such restriction for left-hand team. Houses and shot blockers everywhere result in allied TDs (su 85s/jacksons) being ineffective, so turreted medium tanks Axis famous for have huge advantage.
- Angermuende. Bad designed and heavily imbalanced map.
Too wast, too tunneled, too building and shot blockers heavy map again. In addition its near impossible to protect fuel cutoff from initial kubel+sturm pio rush. It is worst 3v3 map in entire pool.
- Lazur Factory. Bad designed and somewhat imbalanced map.
Whoever on bottom have huge advantage with free repair station. Generally, map divided by 50% thanks to narrow passages which extremely easy to block with hmgs/barbwire/mines and turns into arty camping fest, where Axis have overwhelming advantage. Again, tunneled nature and restricted flanks make it even worse.
- Hill. Bad designed map.
Another tunnel map with too separated resources. Whoever takes hold on north/south corner ammo and vp almost impossible to dislodge (same for some extend goes to middle hill as well). Tanks maneuvering and flanking is limited.
- Pavlov's House. Heavily imbalanced and bad designed map.
OKW can salvage more than 100 fuel (and 300 ammo with scavenge ability in scavenge doctrine) from vehicles wrecks on this map. Should i continue? There also overdone green cover everywhere, which gives Axis even more advantage with their long-range specialized units (almost all infantry of both Wehrmacht and OKW). But thats not all. There is so much indestructible green cover/tank traps, they limit movement of allied tank destroyers making usage of them from hard to impossible.
4v4
- Sittard. It is not a map, it is a joke.
There is river in middle, which cannot be crossed anywhere but by one landmass passage in middle thanks to narrow side bridges which can be blocked by 1 hmg, OKW reinforced barb wire, which indestructible in early game or mines, and later on, demo charges, which destroy bridges (and whole army crossing river by them) whenever sov/ami player wants it. Therefore, there is no fighting. No flanking. Attacking enemy is near impossible, and whole map basically reduced to sim sity cashes building with rushing artillery which is only uint to fight enemy on this map. Then game turns into arty-party for several hours (or until axis team, finally pulls their big toys (king tiger, jagdtiger, elefant)), which cant be flanked and thus countered by allies).
- Vieslaw. Somewhat badly designed, imbalanced map. Again.
There is deep snow right in allied base in south, which slows their troops each time they retreat. There is more deep snow everywhere else, which limits infantry play, flanking, and favors snipers/long range units. For the same reason ability to retreat to their forward med base early in the game gives OKW enormous advantage on this map. Plus mines in middle make capture of central vp very hard task and delay game, giving advantage to Axis. More so, if you play very aggressively and push hard into enemy territory and then forced to retreat, you retreating squads take path trough middle minefield and die (so map makes aggressive infantry pushes impossible).
P.S.
Wish you luck, and if someone could make same job with 2v2/1v1 it would be nice. CoH2 is game where maps balance (mostly imbalance) matters a lot (probably most), and therefore you should be really careful with map selection.
Also other maps feedback topics you probably should look for: Click, Click, Click.
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Why no custom skins/decals in automatch if there option to turn them off for all who dont like this kind of stuff? This feature is awesome, but it pretty limited if you can use it only in custom games.
Give hello kitty panzers now! |
Both frp have drawbacks
Not enough to balance all advantages FRP gives.
usf needs to go back to base for inf weapons
Once a game. Such disadvantage!
and okw frp is a realy big investment, a nice target + if you loose it you can´t produce jp4 anymore.
Only if you build super aggressive medHQ, and then fail to capitalize on it plasement. And since when 300mp is big investment for OKW? Its not like OKW lacking mp in middle game or don't want to trade mp for faster vet, more pressure on opponent and map control.
There is close to 0 reason not to go FRP as OKW after 3rd volk in team games.
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Yep, FRP eliminates strategic play, rewards blobing and gives free map control. Lost engagement? Np, with FRP your squads would be back in action in seconds. Suppressed? Same. Successful push or flank forced all your AT off the field? Those tanks better hurry up if they want inflict any damage to that flak truck near med HQ.
Other solution is to increase counters to forward retreats. Sadly, Relic decide to go other way and remove precision stike from kat this patch. |