its basically all the barrels* in the first picture, it seems like they cant be destoyed completly, theres also one on the next to the wall of the house compound somewhere on the level of the mid vp
*the barrel models which you can see in the first picture, that are standing up, the vertical ones seem fine
Edit: Basically you can roam around with T70 in a KI match and shoot all those barrels and see which ones leave smth behind. Those block shots and are undestructable, just try out with barrels in the first picture of Syphon X
These types of barrels cant be destroyed completely on the map, the small 4pack ones can be.
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sarcasm spotted? are you gonna adress the barells?
100% genuine , will look into all |
I adore the caliber and content of the discussion thus far |
what i hate about alliance of defiance is those goddam undestructable barrels (they blow up but the rest remains), they keep on blocking shots (isu shots basically evrything), and fuck up pathfinding
please remove them, i dont think yellow cover should be such a nuisance
screenshot? if something is that bad i wana know!
always feel free to PM me w feedback guys if ya find something really broken |
You were talking about popularity, selected would equate to that in this case. |
Alright, I guess I am the only one that has this issue, and it is not even about the gameplay aspects but rather the visuals.
Now, the map generally looks great, placement of details, objects, splats and everything is awesome, several leagues ahead of what I could pull off.
However, what sticks out for me negatively every time I see match played on that map is that - in particular in the center - there are several rounded or even circular features that simply don't look like anything that would exist in the real world. Ever. Always breaks the immersion for me.
Examples:
Why are the fences round? Nobody would build them like this...
And then there are several of these things on the map. What are those? I figure defensive works of some sort? Why are those round? I get slit trenches, but why would you build something round like this? If they are defensive positions of some sort, I figure the sides with the timber is supposed to be the side that you take cover behind and fire from. However, several of those timbered walls face trees/obstacles/something, so...
How would this be a thing? So, there is a tree in the middle of nowhere that for some reason the local farmboys like to drive around in circles at times? And this seems to be regular thing, the farmers around that place even built their fences elliptically (why?) around it?
If there would be one of these, ok. But the center of the map is packed with these circly thingies. Is this an hommage to crop circles or something?
Again, overall great and popular map, and nobody cares but me, so whatever...
Thanks for the feedback, most maps are squary so I decided to go roundy on this one no real rhyme or reason for it but your point is well taken and the feedback is appreciated
I don't think it's very popular. It is better than some 2v2 maps and that is the main reason it doesnt get vetoed for me but that isnt saying much considering the terrible state of the 2v2 map pool.
I think the map is getting reworked currently so some more feedback would be good. I already gave whiteflash my feednack via discord so not much sense in posting it here again.
I do appreciate the feedback blvckdream. And AOD has always been a popular map, as the data reflects.
Also more changes coming as you mentioned based on very high level 2v2 players:
Link to the new version of the map here! feedback and replays are appreciated on this one!
https://steamcommunity.com/sharedfiles/filedetails/?id=1930412878 |
Seems like I didn't make my point clear enough. What I wanted to say is that personally I think metrics like cost, DPS, etc. not overly interesting to determine whether a unit is "too good". Instead, I would look at how often it is used in a competitive environment. If it the dominant option over other alternatives, I'd say it obviously is "too good" relative to those alternatives. If the players using them are also surprisingly successful with them, the might even be "too good" relative units of other factions.
To give an (obviously hyperbolic) example: Assume the PIV was patched and now costs 0 MP and 0 fuel while killing everything in sight instantly. Now, if we have tournament and nobody ends up using this PIV, it will be hard to make a case that the tank is too good, no?
I didn't say you said that, I was merely laying out my line of thought. That said, you do say they are "too good" here:
proceeding to say that they are not OP. What is the difference between "too good" and "overpowered" for you? I know the latter is kind of a loaded term, but fundamentally they are pretty much the same, no?
Well, I figure most people post about a certain unit after being either surprisingly succesful with them or frustratingly unsucessful against them. I mean it is not like you would wake up in the morning thinking "I wonder if the Sherman is too good..." after not playing the game for a year or so.
+1 |
These two articles may inform
Cheers |
What positions?
Who approaches who?
Ambush on?
What vet?
Nades used?
Cover?
There is no black and white scenario in coh2 and void tests are just that - void tests with no translation to actual gameplay use of units.
+1
COH = complicated |
Outstanding as always SiphonX.
Good to see evidence that Nexus is looking roughly as balanced as Faymonville. |