Why f*cking Kholdern Ferma Winter is still in the map pool after all this time is beyond me. As if the inbred map pool wasn't horrible enough. Retards at relic were like, "Let's take out Semoisky ... but leave Kholderny Winter" and half ass removal of redundant maps.
Yeah COH1 had better pathfinding. COH2 was really rushed and has fundamental things about it's game engine be flawed like the pathfinding. You can tell Relic know's it's an issue because they've made multiple changes to improve pathfinding only to revert most of them because the engine is too wonky.
I just hope they don't get too cute creating a new game engine with COH3. COH2 already looks really good and good enough. Just optimize, optimize, optimize and fix things like pathfinding. We'll all pay the $60 for the new campaign.
I love this. "the map is boring" but is balanced and a player favorite? So I make a map that is fun and "its fucking shit" because people have to play differently on it, how does anyone win?
It is simply amazing to me. That there aren't more map makers or more contests to make free content for such a great and wonderful community that always acts like an entitled brat every single time they get something.
The veto button is right there. If it's boring, then don't play the map. Simple. But seriously what is this complaint? How am I or anyone else for that matter, supposed to fix "it's boring".
Like, I'm glad that you like most of my maps, but seriously. What does this sort of feedback accomplish?
"All the conflict points are basically a hop, skip and step away from simply attacking the other person's base"
Really? I would love to see you contest munitions and fuel and be in the persons base. I'm sorry, but I don't see it at all. I didn't see it in replays for 5 months. I didn't see it in the two separate tournaments of top 100 players or higher (mostly top 20 and higher). Those players didn't feel it either.
In fact, as I stated in the shoutbox it was almost in GCS2 by player request. It is in match making by player request. So truly... what do you want from us?
You want non-cookie cutter maps that are fun? Then add more maps and give more vetos, but that isn't on the horizon. You want balanced maps? Can't have non-standard ones then. Its a lose, lose every time, and the only thing "feedback" like this does is push the content creators out of the community. I know you may not be trying to be harsh, but seriously its going on 3 years now.
I've done my best, and so have the other mappers, to teach this community on how mapping works, and how to get involved yourselves. If you think you can do it better, do it. I'll help you. Its the whole reason I am here. You got 100 questions? I got 100 answers, but please... What you said in your post, you just described all maps in automatch.
Well my intent was to point out that your maps have gotten better over time because they take more risks. I understand why this map made it because it doesn't shake things up much. The design choices are safe like VP placement and cutoff placement. I watched the last season and the maps seemed so much better in terms of game diversity and took more risks in placement and design.
Vilshanka is balanced and safe and fits in with the other maps but goddamn we're all so tired of these maps after 5 years.
The whole point of adding new maps was to shake things up. I'd rather Relic take some risks and put in maps that are actually different. We lived for too long with 2 versions of Semoisky or 2 versions of Kholderny Ferma and pure crap like Angloville. I was really looking forward to seeing some of your new maps in the pool but instead they probably picked one of your oldest, safest ones. To me, it's boring and defeats the purpose.
Just played the map and I had units not be suppressed against my MG42 while moving towards the center crater and VP. My vp was parked behind the natural heavy cover of the on-map decrewed vehicle. Basically lost me the game as the penals decrewed my MG when they should've been suppressed after 1 volley much less 4. Rewatching it made it seem like it was an elevation issue.
Then there's the issue of vehicles firing through the middle and missing because of elevation as well.
All the issues I listed can be seen with people that play the map. I get that people want something different, but this game engine simply can't handle the issues in a clear way. If it was obvious elevation would be an issue or pathfinding an issue with clear on-map markers; it'd be less frustrating but it's not really obvious until after the fact.
Elevation on this map was horrible and is horrible still. So many deadspots where paks will always miss and mg's will not suppress. A map where you have to memorize that many elevation issues is not worth being in the pool.
Not only that, there are so many horrendous pathing issues. I get why people want to remove roads and add obstacles to the map to add some diversity but this game engine and most importantly the game pathfinding simply can't handle it. It's painful to watch vehicle play on this map. And again if you have to memorize where the "dead zones" are for vehicle pathfinding; that's not fun at all especially when it's not bleeding obvious.
I enjoy Tric's maps in general but this is probably one of my least favorite ones. The main problem is that it is boring. It is like Langres where you the middle of the map is basically where all the action takes place with very little mattering on the sides in terms of flanking or the corners. The fuel cutoffs are basically only a little off to the sides of a straight line between the two bases.
All the conflict points are basically a hop, skip and step away from simply attacking the other person's base.
New cover top right new top right VP causes movement issues. Units automatically seek cover and even clicking right near VP causes them to stand outside circle.
RNG in this game is in a perfect right now. The worst part of RNG were the things that could wipe squads in the early game. Granted, you can still lose squads early game but only if you're taking unnecessary risks like fighting with half-health squads near a mortar now. Gone are the days when a single mine could wipe out a full health squad. That was absolutely bonkers game design and has been gladly removed from the game.
If the RNG isn't something that one shots; then that means counterplay is possible and one player could've done better.
OP didn't lose to RNG. A brumbar that weak would've been killed by a 222 hitting its rear armor. You failed to have any mobile AT and lost. It's that simple. Don't blame RNG for your mistakes.
Mobile Defense is common but is it overpowered? I've not seen any upsets by someone considered inferior beating someone better in GCS2 or in any casts with it.
Mechanized Assault use to be really common a long time ago because squad wipes were so common in the early game, Osteer would often be behind and be cut off and have to resort to calling in a stug to fight t70's and infantry. The puma seems to be taking on this role right now and isn't even great at killing infantry.
Pumas also scale horribly and are mediocre in the late game.
Command Tank does seem too good as a call-in without any teching. Move that to tier 3 at most IMO.
People's complaints are about how common it is, but Relic is the only one with the data about win rates and win rates don't seem great.
Glad they are still supporting this game. Given the rate of changes, it's probably a skeletal programming team but still much better than nothing.
Hoping somehow they can sneak in some balance stuff with the map patch so that Brits and USF catch up a bit in terms of win rate. Waiting until december will be painful for British fanboys especially.