And that's the point.
If someone knows what problems Ostheer has and knowing that it won't change, why introduce such maps?
Maybe it will make relic realize their balance is shit and fix it, until then I am going to make maps that are fresh, and not soviet farmland. Maybe relic will give you more vetoes, maybe they wont, maybe they'll balance the game, maybe they wont. |
How can you say that there was not constructive critisim if I literally pointed out why Essen isn't balanced map.
I pointed out that using Pak40 is very hard, factories are too closed, sniper is kinda impossible to use or infantry doesn't stand a chance vs SU or USF.
If that's not constructive critisim then I don't know what is
But when Tric says that: go and make your own map,
it does not help and it's excalty what skemshead said.
Your logic doesn't add up.
Here is why. The pak40 is hard to use... that means all other AT is hard to use. So why is it so detrimental to just OST? Ah, I know why! Cause the balance is shit! Showed in tourneys and in game WELL BEFORE the new maps were added. Whoever gets allied the most out of of bo# wins, the majority of the time. Why is that? Is everyone just better at allied? or is it because axis as a whole is not on the same level and is significantly weaker than their counterpart? But yes, that is the mappers responsibility to make a map balanced around that, thats why we should just make crossing in the woods clones... oh wait, that favors axis... ok well I'll just make a langreskya clone... oh wait... I could make a clone of this map... oh wait...
See the problem with asymmetrical design is not everyone will be happy (and we as mappers get that), it will never be the best for everyone, or every faction, it is especially so when certain factions are extremely weak in comparison to what they have to go against.
Also my "go make your own map" statement holds true. If you think you can do better, than by all means, go do it. Go make the clone of a map, I'll be sure to give "feedback" about how OST is awful on it because of the map, not because it is a weak faction.
I just love how this was initially about someone liking a map, that's the best part. How dare they! |
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Also Stalingrad was removed for a reason. It was becasue Stalingrad favoured certain factions (SU) leaving OST without any chances vs Shocks, KV8 into IS2. And now we have closed city maps all over again
Yes, back when the game was still fresh, believe it was removed before new factions were even introduced.
Shows you how far balance has come. |
I would like to know why a small group of people, felt justified in introducing maps that would not only change the way the game is played ( on new maps ) but also significantly disadvantage certain factions.
Some of these mapmakers don't play automach at all, preferring to play custom games and custom maps. So are they really qualified to make decisions on how Ostheer should be played at a competitive level.
Packs, Mg42s and to a lesser degree snipers, form the backbone of the ostheer faction and anyone who is experienced with this faction knows all too well how quickly things can go south if these units are not utilised effectively.
Cq maps, overly large or long maps and maps that are basically a maze all favour units that excel at fighting on the move and at close quarters. The simple fact is it is much harder to continually position Ostheer units as opposed to flanking sov and usf units due to the fact that sooner or latter the axis player's luck runs out, due to the map aiding allies, then mgs are stolen, packs are stolen and the game is lost.
Any suggestion that schrecks and tellers are a suitable substitute are laughable and rely heavily on rng.
The maps are not universally bad, and i am not trying to be abusive, however the notion that no criticism is allowed because i should be grateful for any "free new content" is simply arrogant and absurd. Furthermore the continued blaming the balance and not the map design is a little self indulgent and petulant.
If Ostheer had more commander choices ( eg 5 ), or if more vetoes were available, then the situation may not be as problematic.
See if you sir, had half a brain. Your argument would infact not have been submitted. We all get constructive feedback, myself included. From players, far above and beyond your skill level, and one of the best mappers in the scene (monolithic) doesn't play automatch, or this game, next to at all. So that kinda defuncts your entire argument straight away.
Second, plenty of top players, far better than you or I, helped test these maps for about 6 months, but when the player pool is so small, and the skill difference is so large (in some cases) it is next to impossible to find all the issues that could potentially be in a map. Myself, rommel, and mono, all noticed HUGE flaws in our maps within the first few days. Some much sooner than that. The problem is, retards, erm people, like you, don't even hit the nail on the head with the map design issues, you never once notice the ACTUAL issues with a map. Why is that do you wonder? Let me break it down for you.
- You have no clue how the map maker works, or outside of units engaging, any actual knowledge of the game mechanics.
- You lose on a map and are incapable of looking inward and seeing how you could improve your play
- The game is imbalanced, and "people" "think" that because we want new maps, that they should all be clones of other maps until the game is fixed.. here is some insider news. Its is not going to be fixed by Relic.
- You assume that none of us actually know the game, despite (at least for myself) being very capable players, I have beaten top 50 players and higher on stream, so saying I don't know the game... well, I guess the top players don't either?
- b. and if that is the case how are the maps ever going to be good if the top players don't know the game?
- This is an arduous process, and instead of being active community members that help test (via stream or privately), give constructive feedback, post replays, you all just whine and bitch about your skill cap.
- You think that pointing to map balance and not addressing the real issue, game balance are somehow the same thing. If both worked together in tangent, we wouldn't have any issues. AKA once relic owns up and hands balance over to the community, things will be much clearer.
- b. God forbid they add a new faction that completely relies on light vehicles (something akin to PE from vcoh but without adaptable mainline infantry), all the maps in rotation outside 2-3 would need complete overhauls.
I could go on for days, but honestly, at this point. It's all a little tiring. People that are barely play the game, let alone have respectable rank... telling someone who has been with this franchise for over a decade (multiple people, infact). And for the record, I'm not normally about shaming people over their ranks, all input is extremely valuable, especially since anyone can find a pathing issue or what have you, but you saying that we don't play the game... well I can post some maps from the workshop from people that don't play the game and submitted maps. You can see what you could have gotten, but hey, keep bitching, it really helps us figure out who to ignore when other maps get introduced. |
But Ostheer doesn't have option to fight in such conditions.
So its a balance issue, I'm glad we agree. |
I think it rather is the case of: it is even harder to use pak40 on this map. The T70 or Stuart can pop up from everywhere and destroy your pak40, mg42 and grens in the blink of an eye. You basically need to keep one grenadier close at all times, which further diminishes your field presence, which isn't great to begin with as Ostheer. These maps are greatly designed, they look stunning, they simply don't go too well with the current balance.
Again this is not your fault nor any other map maker's fault, it is Relic's fault. Some people just think you made these maps to further hamper Ostheer
Maybe I did. |
Only balance issue is indirect fire?
How Grens are supposed to fight vs Shocks, BARs Rifles or Penals? Every single piece of those maps favours mobile units with close-mid range.
And map when you simply can't use Pak40 is not well designed map.
Imagine map where, for example, there are obstacles which need heavy crush only, so you can't move your light/medium tanks where you want, becasue you can't crush obstacles.
If map is limiting options, it's not well designed.
Why do grens have to be the answer to every single unit that the allied make? And then lose all of those engagements if they are not on the grens terms? #balance
I have cast multiple games were AT are used and effectively so, on all of these maps. Saying you simply can't use a unit and generalizing the entire populace is not a well designed argument. I think it would be a little more fair if you said, YOU cannot use a pak effectively on these maps. How about you submit some replays? All we are going to do is disagree until I have to stop imagining things, because I have seen the exact opposite of what you describe in each case.
Also if you think that you can do better with maps, since "if a map is limiting options, its not well designed" well by all means, go make one. I do think its really funny though, by making cqc more viable instead of almost non existant, that we are "limiting options" I would love to see the value of shocks on a map such as crossing in the woods from a top player, and why they choose them over guards. But you're right, by making you have to adjust your play in the current balance, OST is shown to be even WEAKER then people originally thought.
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The UKF one probably doesn't matter at all. I don't think anybody ever complained that the UKF base is too clustered. It's the USF one that's a huge pain.
On a related note, regarding the terrain deformation of those bases: it is visible through the fog of war.
Like, you can tell from looking at the fog of war where is the USF base, where is the UKF base and where is the OKW base. Is there a way to completely disable FoW-visible stuff?
The reason for that is again tied to the stamps, since the old the height, and for some reason they needed to drop all the objects 2-3m in the ground. As far as I know there is no way to disable it without just removing the height difference. At least in my knowledge of the worldbuilder, now a mod might be able to do that... but I have no idea where you would have to start... that sounds like janne territory to me. |
What if I could find which entities the Stamp spawns and then invoke a /delete critical on these entities the moment they spawn?
I can very likely do this for the spawned MGs. However, I am not sure what the names of the donut wall sections are. Any help?
I would have to take a long long look in the worldbuilder, and throw multiple crashes find potentially nothing, BUT I have today off. So inbetween casting games and stuff for youtube, I'll look for the individual entities for the bases. Are you able to find UKF at all or no? |
So this is the situation:
I can play properly without lag. We also have good internet (296/86 mbps download speed || 346.27 mpbs upload speed). My pc says the stream is online. Everything is ok, BUT when i watch the twitch stream on my second monitor it says the stream is offline.
Anyone else has this problem?
Anyone knows a solution?
Its really really irritating
Change servers, twitch had an issue. I had to change servers before going live, due to the same thing. |