I noticed that the map lacks of 2 strategic points like most standard maps, that makes comebacks really difficult and messes with the tech times. I recommend to add another 2 points where is marked with light blue and move the existing ones a little bit.
The fuel houses are too dominant in early game for factions that have access to tier 0 mgs like ostheer, you camp in one house with the mg and then you send your infantry to the other fuel to get yours and deny oponent fuel. Remove the houses, replace them with green cover or damage the houses to 20%-30% hp.
Another problem I find is that you cant get behind the northern cutoff house like you can do in south, that is one of the problems of why it is much harder to play from north.
Only the right fence stops infantry from getting behind the house and fight the garrison.
The northern cutoff house has bushes that deny infantry from getting behind it, on top of that the house is facing the base exit and you need to cross a red cover road to get to it.
The northern cutoff house also has a big green cover glide wing facing it, wich makes much easier to fight the garrison, compared to the southern house. The house being too big makes also too dominant when captured, so replacing it with the smaller houses that are almost never used will help to solve the problem, that or removing it. I would add a gap on that bush facing the church, since there is nothing similar in the south and will make new ways to flank the church.
Same with the southern house, too big, too dominant and hard to clear, replace it with the smaller house on the side that never gets used or remove it.
I would add more gaps to the base bushes to not limit the player only to go to 2 sides, that will improve retreat path and will prevent lock downs
And one of the biggest flaws this map has, the red cover roads, when you get lock down into your base, these roads make almost impossible to get out of the base, specially from the north, need to be removed.
The amount of green cover on the map and the elevations make the gameplay in this section of the map, the worst, removing the 50%-60% of the green cover in this area and flattening the are will help to fix the problem
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Thread: Lost Glider24 Jun 2018, 21:15 PM
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Thread: The MG42 needs to be looked, the allies mg's are dog shit.23 Jun 2018, 00:25 AM
I wouldnt mess too much with machine guns, they are pretty much balanced compared to other things, probably would look at something else. On the other hand tho, maxim vet 1 ability has little utility in my opinion and should be replaced with something more useful, like armor piercing rounds. In: COH2 Balance |
Thread: Westwall23 Jun 2018, 00:12 AM
By dragonteeth I mean this, the tank traps, there are only a few paths for vehicles to pass and they are very narrow, if you are chasing or getting chased and you want to scape, its disaster. Probably the north and South gate should be wider and the dragonteeth some be removed and some spaced to make light/mediums pass trough them. The south base exit to the north is wider than the northern base to south, so I think it should be wider This is the south one This is the north one About the houses, instead of deleting them could be moved to the position of the middle, across the red cover road, because I remember when the map was released, losing that garrison ment instantly losing the game, specially because there was a red cover road and you couldnt get to it. About the red cover roads, I wasnt talking about all the roads in the map, only the ones that are outside tha base, If enemy takes houses (specially the cutoff ones, wich happened when the map was released), its really hard to get out of your base Paths for infantry in the forests next to munition could be opened so they can be used for more flanking and change a little bit how the map is played The middle heavy cover rocks are a mess And finally the elevations that make shots collide with terrain |
Thread: noob forgets what the surrender button is and gets trashed22 Jun 2018, 17:47 PM
cmonBruh In: Replays |
Thread: kholodney ferma (both), minsk pocket22 Jun 2018, 17:46 PM
Is there any point of having 2 versions of the same map? The kholodney winter version is straight up a worse version of the summer one, why dont we just leave the summer one and we also get 1 map less to veto? Same with minsk pocket, in my opinion the map is too big for 1v1, it should be only in 2v2 where it fits well, it is one of the most vetoed maps anyway. |
Thread: Angoville 22 Jun 2018, 17:44 PM
angoville has elevation problems too, flatten them and the map should be improve, also the fence on the northern base like tightrope said, the south base wall, the bush walls, and robone pointed the red cover road outside the northern base |
Thread: Westwall22 Jun 2018, 17:36 PM
Problems with Westwall are: The buildings on the cutoffs, making them 1hp didnt help to fix the problems, they need to be moved to other place. The elevation makes shots collide with the terrain, needs to be flatten The cover in the middle is a mess, needs to be reworked Red cover outside the bases and cutoff garrisons, need to be removed Dragon theet and the road gates mess with the vehicle pathing, probably removing them would be the best but some could be left to keep the map spirit The forests outside the base limits the pathing 1 hp buildings are noob traps, buildings should be 25% or 50% hp |
Thread: Langreskaya22 Jun 2018, 17:13 PM
Oh dear, Langreskaya is a barrle without a ground. We dont need to make super big changes, only the most obvious and simple like the elevation, removing the green cover from the cutoff and adding some yellow cover to the stone walls on the north spawn to improve the gameplay of all of us who play on a daily basis these maps
Those roads are almost never used by vehicles in my experience, only the road in the middle, that will stay, only the roads outside the base to prevent lockdowns |
Thread: Langreskaya22 Jun 2018, 02:25 AM
I like all the changes except for the right fuel moving closer to the garrisons. I think it would be too easy for the northern player to hold the southern most garrison, cover the munitions, fuel, VP and a large portion of the right side of the map because of it. Whoops, I didnt mean to move the fuel point, only the strategic point |
Thread: Langreskaya22 Jun 2018, 02:06 AM
Welp, I'm going to try to contribute something to fix the maps. Langreskaya, after the competitive tourney maps, I think it is probably one of the most balanced, so I think tweaking some things would make it better. Here are some examples. Some people uploaded replays of how easily is to get the northern base pinned down because you can get units behind the stone walls that provide heavy cover, the bunkers dont fill a gap between the middle of them and also the red cover road makes it more difficult to get out of the base. I think making the bush walls longer and adding new ones where its marked with green, removing the stone walls, making the gap on the left base exit wider and moving the bunkers to fill all the gaps should fix this. Removing the red cover roads outside the base exits should help to improve gameplay for northern player when its cornered into the base Quoting @Whiteflash, I couldnt say it better. "After much testing in the COH2 maps, I have reached the conclusion that there is no benefit to adding any elevation changes in any map created in COH2. Reason being is that the disruption of expected and reasonable gameplay under conditions where one unit fires up at another unit does not work. Rounds rarely connect and it is only a frustrating experience. COH1 did a fair job at allowing rounds to connect up hills and units to engage each other at different elevations (at times looking funky). Unless all competitive maps are going to be made perfectly flat this element of gameplay will need to be considered to flesh out the possibilities of combat and map design in COH3." I recommend to flat these elevations to improve gameplay and avoid shots colliding with the terrain. Northern cutoff is easier to capture than the southern one, and its always a pain for the northern player to get it back, I think moving the point a little bit to the north and removing the green cover marked with red, will help to fix this. Same as the previous one, fix elevation to improve gameplay Sometimes when the northern player gets to this point and makes use of these 2 heavy cover entities there, its really difficult for the southern player to make plays around that zone, plus there is a red cover between the base and the green cover so its even more difficult to get there, so making some gaps in the bush walls will create new flanking paths and will help to break the northern defense. Removing the red cover from this area outside the base will improve gameplay for the southern player, also it will prevent chasing vehicles from getting squad wipes because they were on the red cover road. Since there are no heavy cover sources on the other fuel point, I would like to this one to be removed, since it makes more difficult for the northern player to recover the fuel Adding paths here will create more flanking routes, I think that will help to break that stalemate that langres always had. So, I think all of those were the most easy ways to improve the game, I will add some others that Im not really sure how to fix/improve them or dont know at all and I will like to hear ideas This one, I think its the most difficult one, because its really unfair for the southern player having to cross a red cover road to get to the middle vp but not for the northern player. However, the south side is the dominant one in this map most of the times. That point almost never gets contested because its too far for the southern player and really close to the enemy base. I dont really know how to fix this but here are some proposals: move the point more to the south, move the bush walls closer to the base and move the wooden planks to the left to improve pathing. These points get contested more often, but I feel like they could be closer to the battlefield, the area marked with green never gets to see action, I dont know how to change that but something could be done. Happens the same with the area marked in black, that point could be moved a little bit to the left so maybe it gets to see more action I dont know why but that area feels really messy when you start capping it at the start of the game Well, I think thats all with Langreskaya, I will add more if I think of something else |
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