1. Poland can into space.
2. Poland
Welcome guys and GLGL!!! Your team very strong and i hope you show what you can do!!! |
1. Sense of Existence [SoE]
2. Germany
Welcome guys and GLHF!!! |
1. Ninja Squad [NS]
2. FinlandFI (Same number with these Aussie guys, but as captain, i choose we bring glory to Funland )
Welcome and GLHF!!! Glad to see you guys))) |
1. The team nane
IRON
2. The country team
Brazil
Welcome Big team and Good Luck!!! |
1. The team name.
CoHJC
2. The country team.
JapanJP
Im glad to see team from Japan! Welcome and Good Luck!!! |
1. The team name.
BUNKER
Welcome and Good Luck!!! |
This is good intension, but teams should have equal chances, and winner should not be decided by lucky faction selection roll and ability to pick Axis. To be clear, maps i listed are not bad (90% of coh2 maps are bad, lol) or boring or annoying to play on, they are worst maps in 3v3/4v4 pool and, i believe, should never see any serious play.
Here you go:
3v3
- Lanzerath Ambush. Extremely bad designed and imbalanced map.
Near impossible to harass enemy fuel. Narrow passages limit tank movement, make pathing terrible and flanking near impossible. On top side there is church, which restricts team cooperation. If there tanks or huge infantry blob pushing your teammate there from little to nothing you can do to help him, because you need to go all the way around church. There is no such restriction for left-hand team. Houses and shot blockers everywhere result in allied TDs (su 85s/jacksons) being ineffective, so turreted medium tanks Axis famous for have huge advantage.
- Angermuende. Bad designed and heavily imbalanced map.
Too wast, too tunneled, too building and shot blockers heavy map again. In addition its near impossible to protect fuel cutoff from initial kubel+sturm pio rush. It is worst 3v3 map in entire pool.
- Lazur Factory. Bad designed and somewhat imbalanced map.
Whoever on bottom have huge advantage with free repair station. Generally, map divided by 50% thanks to narrow passages which extremely easy to block with hmgs/barbwire/mines and turns into arty camping fest, where Axis have overwhelming advantage. Again, tunneled nature and restricted flanks make it even worse.
- Hill. Bad designed map.
Another tunnel map with too separated resources. Whoever takes hold on north/south corner ammo and vp almost impossible to dislodge (same for some extend goes to middle hill as well). Tanks maneuvering and flanking is limited.
- Pavlov's House. Heavily imbalanced and bad designed map.
OKW can salvage more than 100 fuel (and 300 ammo with scavenge ability in scavenge doctrine) from vehicles wrecks on this map. Should i continue? There also overdone green cover everywhere, which gives Axis even more advantage with their long-range specialized units (almost all infantry of both Wehrmacht and OKW). But thats not all. There is so much indestructible green cover/tank traps, they limit movement of allied tank destroyers making usage of them from hard to impossible.
4v4
- Sittard. It is not a map, it is a joke.
There is river in middle, which cannot be crossed anywhere but by one landmass passage in middle thanks to narrow side bridges which can be blocked by 1 hmg, OKW reinforced barb wire, which indestructible in early game or mines, and later on, demo charges, which destroy bridges (and whole army crossing river by them) whenever sov/ami player wants it. Therefore, there is no fighting. No flanking. Attacking enemy is near impossible, and whole map basically reduced to sim sity cashes building with rushing artillery which is only uint to fight enemy on this map. Then game turns into arty-party for several hours (or until axis team, finally pulls their big toys (king tiger, jagdtiger, elefant)), which cant be flanked and thus countered by allies).
- Vieslaw. Somewhat badly designed, imbalanced map. Again.
There is deep snow right in allied base in south, which slows their troops each time they retreat. There is more deep snow everywhere else, which limits infantry play, flanking, and favors snipers/long range units. For the same reason ability to retreat to their forward med base early in the game gives OKW enormous advantage on this map. Plus mines in middle make capture of central vp very hard task and delay game, giving advantage to Axis. More so, if you play very aggressively and push hard into enemy territory and then forced to retreat, you retreating squads take path trough middle minefield and die (so map makes aggressive infantry pushes impossible).
P.S.
Wish you luck, and if someone could make same job with 2v2/1v1 it would be nice. CoH2 is game where maps balance (mostly imbalance) matters a lot (probably most), and therefore you should be really careful with map selection.
Also other maps feedback topics you probably should look for: Click, Click, Click.
I must study Your information. This will definitely help us with the selection of maps. And once again, I want to thank You for such a detailed story about the problems in the maps. Together we will make our game better and better. |
I think not having 2 games in 3v3/4v4 isn't wise. Its only fair each teams gets a crack at both axis and allies.
Also, we would like to help our beloved developer that they would see the weaknesses in their maps.
Thus we can make our favorite game even better. It turns out that will be the work of three directions - developer, expert teams and League organizers + the creators of cards.
But we will be watching very closely to see what modes the most popular and interesting for the audience and players.
Old scheme 1v1 2v2 we already pretty bored, want something new. |
I think not having 2 games in 3v3/4v4 isn't wise. Its only fair each teams gets a crack at both axis and allies.
We thought a lot about it. But there are many reasons why this is not possible .
8 games in a match is a lot of ( very long stream ) . Secondly by the rules of the League of Heroes players have changed in the same disciplines that would mean 8 players per team (which is also difficult to implement ) . For these and many other reasons, only one game 3x3,4x4 .but we have increased the importance of giving 3x3,4x4 games to win more points. Three or four points as opposed to two points for mode 1x1,2x2. In the following season, we may change this. But everything will depend on the popularity of a particular regime .. |
Thanks you Jadame! we will all take into account when choosing a card for the League of Heroes. |