It was on Lienne forest so I guess that explains it, what is it with that map affects units? |
I was playing a game earlier and had these 2 units selected, I cannot recall what caused it all I know is that I used the hero charge (cant remember the name) of the officer on the engie squad as I was attacking an enemy and when I selected the officer I had all the hotkeys for the engies and the officers, on the officer unit. I could build emplacements caches etc but my arty was gone (the smoke was still there)
When I went to build an emplacement with the officer just to see what would happen, they ran towards the spot and the emplacement appeared, an engie squad then came and started to build it so fuck knows what was going on.
The only way I could get rid of it was by selecting my engie squad, giving them a move/build order and then reselecting the officer. |
yeah but only the VP is a cutoff
which is what i have said, you only have to defend the VP to gain resources. Easier than defending two cutoffs at once
The point in front of the VP is also a cut off, you have to hold both |
Hill 400 has fixed their cutoffs partially by essentially removing the cutoffs for one team at the fuel area. The west team doesn't get cutoff if the north territory point is captured (it is still cut off if the VP is captured) and vice versa for the southern fuel for the opposing team
this has pushed the west team to contest north and the east team to contest south though.
Whiteball's cutoffs are not really reachable via flanking, they can only be capped if your opponent makes an error or his front collapses and you just walk up to them. I'd say that the biggest cutoffs are actually the two points at the start of the base, reaching them can shut down their whoel resource flow
You're wrong, go load it up, the VP is a cut off and so is the point in front of the VP on both sides, its an absolute shit show and the worst designed map in the 3v3 pool. |
I'm mostly playing 3v3's and I've noticed that most of the maps I hate playing have really stupid cut off locations that work in theory but in practice just make the game less fun to play.
By far the worst contender for this is hill 400, and to add insult to injury they're on red cover...
Whiteball Express has this "feature" too where cutoffs are placed JUST behind the front lines, and to make matters worse with that map, the cutoff LOS/Shot blockers are positioned so the defender has a narrow passage through, where the attacker has a huge viewpoint on the position. I like this map when I'm not playing a game were I constantly defend/attack the cut off.
A cut off should be high risk high reward, it should be near enough outside the enemy base, take Crossroads, and Langress as the main examples that come to mind with a cut off positioned in a risky spot for the attacker.
The majority of 3v3 maps that I can think of counter this by having 2 points needed to be cut off before the enemy is denies all resources, and while not ideal, its better than having a cut off easily accessible but it ideally should be always located in a position that is risky but not out of reach and when it is taken, it should be easier for the defender to take it back than it is for the attacker to hold.
/Rant |
Has anyone ever made a 3v3+ map with a smaller amount of resource points similar to 1v1/2v2 maps and seen how it changes the gameplay for larger game modes?
I play a lot of 3v3 and the worst maps in that mode are the ones designed for 4v4, General Mud, Steppes la gleize etc.
I like across the rhine, whiteball express, port of hamburg and lienne forest but as an allied (UKF) player, this could be biased based on the factions strengths and the maps design or that I have had more enjoyable games on these maps.
Out of interest, does anyone know what the smallest amount of points on a 3v3+ map is? Or are they all standardized to a certain number?
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Follow your own advice "Stop with the strawman, do something with your comprehension." since I never said that according to your opinion "2 mediums should be superior to 1 heavy tank."
"I literally said:"
"If building 2 mediums was always a better choice no one would bother to use a commander to get a heavy tank. It is a simply as that. "
Now do you actually have any stats that indicate that Tiger/IS-2/Peshing/Croc/Tigers OKW are chosen more often in 4vs4 than in 1vs1?
I'd argue 100% of team games you will get at least 1 heavy tank compared to 1v1's just based alone on the probability of 8 players vs 2 so that's a bit of a moot point... |
Its not separated into game modes, something that is near useless in a 1v1 (elefant) can dominate 3v3 and up and then something that can dominate a 1v1 (Tiger, Crocodile) is near useless in 3v3+ and this leads to half of the battles with arguments on balance threads.
Someone that only plays 1v1 might not fully understand how batshit OP an artillery piece(/s) can be, more so if you have to off map counter. A land mattress might be the "worst" rocket arty in 1v1 but in a team game the spread, amount and damage of the rockets means it can hit a wider area and as there are more units, do more damage.
Certain things need revising for COH3 such as build times being increased in team game modes/resource income being reduced by the amount of players, that way, losing a heavy tank doesn't just mean you're literally waiting for the cool down because you have 400 fuel and 1k man power in the bank, but that you actually have a punishment to losing such a powerful unit. |
Losing to brainless tactics because of bad team.
Last game I completely dominated my flank but the SOV player decided to spam 120mm. My teammate should have taken care of it right?
Nop. He decided to bunker down near the point (he didn't even try to cap) and called it a day. Meanwhile my squads get absolutely raped by 4 120mm squads.
And he was top 500 player...
90% of your moaning is about team games, either don't play them, play fixed games or learn that not everyone can be as pro as you at this game. |
I think the rule I mentioned above only applies if all people are still in the game, and gets disabled as soon as someone disconnects/leaves
That makes sense then as I was about to say I have had 50+ min 3v3 games where one has left and the other has asked to surrender and it didn't just auto accept.
HOWEVER! The reason I posted this thread is that I had just left a game where someone voted to surrender (3v3) and before I could even see the box to decline, everyone had apparently surrendered and its not the first time that had happened to me. |