Watched it, no clue what I’m supposed to see here. |
Change like consript
Default RA to 1.10,vet 1 to 1,vet 3 to 0.9
Damage increase to 10,refresh cost to 18mp,call in cost to 220
Remove accuracy debuff,in cover buff change to increase rate of fire,also allowed build sandbag without commander ability
After BP2 can upgrade Squad Leader(replace LMG42),squad size +1,and reduce 10% RA
Ostruppen Reserves change to 2cp,270MP call in single Ostruppen squad with LMG
Relief Infantry ability replace by Ostruppen or Ostruppen Reserves
Lmao |
Lend Lease is my favourite Soviet commander now. Every ability is useful.
Dshka & M5 Ass Guards combo in the mid game is nasty. |
Not every map has to be a tournament contender some are meant to be fun tactical conundrums that keep you thinking.
In no way is this an excuse for abominations like Westwall, Arnhem, Stalingrad and Lost Glider.
A good example of an alternative map is Rachnaya Pereprava. Good cutoffs, action everywhere, distinctive engagement areas and no garrisons on cutoff points. |
KV2/8, IS2, ISU152, Tiger I, Croc, Pershing - 30 fuel cost increase, 20min ability recharge upon calling them in.
T34/76, Cromwell - Buff pen, Buff Cromwell MG
T34/85 - Buff AT, slightly nerf AI (of main gun, MGs are cool), 10 fuel extra cost
Jackson - Reduce mobility
SU85 - Make sight mode a vet 2 ability, increase pen, reduce accuracy
Panther - Increase target size and accuracy
All mediums (not panther) - Reduce target size
SU76 - Reduce target size, increase accuracy and rotation speed
King Tiger - Increase mobility at vet 3 |
I'm very sorry that I don't believe Soviet reports which claim the destruction of probably 500 Tigers at Kursk while in reality there were less than 200 deployed there.
You do realize Soviets considered their own and enemy tanks that were knocked out as “kills” whether they could be repaired or not? Knocking out Tigers 500 times only for most of them to be repaired seems very plausible. |
I blame AE, he said it needed something like a church in the middle
But I also felt the church helped slow the blobs from moving left to right in the middle. Since the two main cutoffs are in the middle of the map, a player could just move his blob to center, control the whole map, and wipe retreating squads. The damaged church is weak and has no windows facing North/South so it is very easy to attack.
But in order to get the far munition point you need to take the central cutoff, which can make you vulnerable to retreat wipes. Since the retreat path may be right thru the middle of the map.
Valid point made. Thanks for the comments. If changes are made we can look into moving some sight blockers to force better retreats or possibly change the cutoff structure.
It’s not that the church itself is bad, just that it’s a church and a tank wreck and that’s basically just the middle of the map and there’s trees around the open area. Very uninspiring. I think if you got a bit more creative wih it and made something interesting it would be a huge lift to map playability.
As for the blobs, it’s the retreat paths that don’t help due to map geometry. Only thing you could potentially do is shift base entrances and some buildings to push retreat paths towards the map edges. |
4v4 either needs larger maps or lower resource income rates. |
Novgorod imo suffers from blob in your retreat path syndrome where the retreat paths are very accessible to blobs so you can get your ass kicked easily if you’re not careful. The middle is also pretty uninspiring. Whoever controls the church controls middle. I don’t like this map, but at least it’s better than the abhorrent ones like Lost Glider and Arnhem.
Bayeaux I swear to god, I’ve played 30 1v1s since the map patch and I haven’t played there once. I like the openness from games vs AI so I’m optimistic.
As for Ladoga Karelia, it’s one of the best 1v1 maps imo and a staple on how open and non-laney maps need to be. Super fun to play in and you cannot camp there. Shame winter is handled so poorly by the game engine. |
0CP - 250 HT (Buildable from HQ once BP1 complete)
2CP - Luftwaffe Field Officer (Smoke run, anti infantry strafe, air recon, medical supplies drop)
4CP - Tactical Movement
7CP - Command P4 (Panzer IV F2, 5% damage reduction within 35m)
12CP - Stuka Close Air Support |