We tested this map and I am sorry to say it but I am personally not a fan of it at all.
I don´t like the main cut offs, they are almost completly in the open for some reason. Just empty areas without much cover. Next to red cover roads too which seems a bad idea. Seems hard to contest enemy fuel cut off. There needs to be be more cover in the cut off areas.
I also don´t like the muni point outside base but with no exit to get there easily. So you have to walk around the base just to cap muni that is right next to it. Seems weird to me. Maybe move the muni points somewhere else and make this a regular ressource points?
Not a fan of all these buildings next to northern and southern fuel/VP area.
I know the map is not really big but to me it feels very hard to contest several area of the map because the northern area and southern area are isolated by this huge red cover road, which makes it hard to move units around. The map felt to me like it really promotes campy/static play too because of that.
Layout of the ressource points needs a rework too, just feels like a chore to cap all the points. Overall the map lacks the simplicity that good COH2 maps have.
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Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality: Germany
Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality: Germany
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Post History of blvckdream
Thread: (2) Nexus10 Jul 2018, 22:36 PM
In: Map Sharing |
Thread: King Tiger balance fix: smoke launchers9 Jul 2018, 16:23 PM
just lets give smokes for all tanks. not only for axis More like remove smoke aka get out of jail free card for all factions...panzer tactician is especially stupid and requires zero skill to (ab)use. People shouldnt just be able to smoke their tank in order to compensate for overextending their tanks. In: COH2 Balance |
Thread: M4A3E8 "Easy Eight" Sherman versus M4A3 (76) Sherman7 Jul 2018, 12:27 PM
I was under the impression that the 76 had a faster reload speed, I'm not too sure on where unit stats sit right now. https://drive.google.com/open?id=0B7gwy65JLbSRMEJ3M2ZPandMMW8 download and open with browser made by cruzz...has all the up to date stats In: COH2 Gameplay |
Thread: How to nerf Mobile Defense without it becoming CAS5 Jul 2018, 16:04 PM
Mobile Defense is one of the few functional commanders in this game. Can´t agree. It´s super boring to watch every Ost player go for Mobile Defense every game. Can only hope that the bad results Ostheer had in the 2nd GCS qualifier will make people turn away from mobile defense and experiment with other doctrines. It´s a lot like Lend Lease, it was almost unbeatable at first but after a while people figured out ways to beat it and in the end it wasn´t even that good anymore. Same happens right now with Mobile Defense IMO. In: COH2 Balance |
Thread: King Tiger balance fix: smoke launchers5 Jul 2018, 15:58 PM
Honestly not sure why they had to increase the scatter that much. I can´t even remember a single time when calling in a KT proofed to be really worth it since DBP. IS2 was always frustrating to play with because of how bad it scattered. Now they made KT the same, very weird way to "balance" a unit. Would be pretty easy to fix the KT: - lower veterancy requirements (WAY too high at the moment, it´s insane how long it takes to even get KT to vet 2) - reduce scatter while slightly reducing it´s AOE - slightly increase turret traverse That way it would become less of a RNG canon, reliably hit infantry and be able to use it´s veterancy better. That´s all it needs really, 375 armour, 240 damage per shot with good penetration and range and very good HP would be enough to compensate for it´s slow speed and insane cost. In: COH2 Balance |
Thread: Soviet Overhaul Suggestions4 Jul 2018, 21:14 PM
Some of these changes are pretty decent but T34 can´t be in T3. That´s way too OP. In: COH2 Gameplay |
Thread: Counter Sherman Easy 8 as OKW 4 Jul 2018, 21:06 PM
So lets look at the stats .. EZ 8 HP 720 armour 215/95 40 range OKW counters (Penetration stat, damage always 160) Raketenwerfer: 200-190-180 -> Chance to penetrate: 93%/88%/84% 50 range P4: 125-110-100 -> Chance to penetrate: 58%/51%/46% 40 range Panther: 260-240-220 -> Chance to penetrate: 100% 50 range JP4: 200-185-175 -> Chance to penetrate: 93%/86%/82% 60 range Apart from P4 which struggles to penetrate all other AT options OKW has work perfectly fine vs. the E8. Raketenwerfer, Panther and especially JP4 have more range than the E8 too. What happened in your games is that you got unlucky. That´s pretty much it. Use double cloaked Raketen + JP4 against E8 spam. Or if you have plenty of ressources 2 Panthers. It´s going to work well if your opponent doesn´t outmicro you. Generally ALWAYS keep Volks next to your Raketenwerfers and JP4s in order to snare enemy tanks. Always lay mines on roads that are often used or generally areas where you expect a tank to drive through. Keep in mind where your mines are so you are ready to finish off a snared tank. And by the way I haven´t seen E8s used against me in ages. Not sure why you encounter them so often? In: COH2 Gameplay |
Thread: Counter Sherman Easy 8 as OKW 4 Jul 2018, 19:56 PM
https://drive.google.com/open?id=0B7gwy65JLbSRMEJ3M2ZPandMMW8 Download this---> Then open with browser. Read the relevant stats so you get an idea of how units act in combat. In: COH2 Gameplay |
Thread: How to counter Jagdtiger on Crossing2 Jul 2018, 21:35 PM
Mark Target + IL 2 + 2x SU 85 = Two dead Jagdtigers. In: Replays |
Thread: GCS2 Citadel faction win rate2 Jul 2018, 09:56 AM
Interesting...Seems like Ost mobile defence is not as good as before now that everyone played against it so often. USF and UKF continue the trend of being garbage...But I am sure someone is gonna tell us very soon that their terrible W/L ratio is just a conincidence or L2P issues. In: COH2 Balance |
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