see, the problem then it would be that the map will feel even smaller. as i said it is not the size of the map that makes it a 3v3 map, the lanes are.
i am glad that it is faithful. the problem is that it is in automatch solely due to the nostalgia factor. imagine coh2's angoville is a shit map(i know it is a great map). and imagine relic added it into the automatch just for the vcoh nostalgia factor.
it is a beautiful work. but competitiveness wide, it is in a limbo where the design does not allow it to be a good 2v2 map, although the size does and where design forces it to be a 3v3+ map but the size does not compliment
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Post History of pigsoup
Thread: The new Community Map Spotlight Rotation:18 Sep 2015, 19:32 PM
In: Lobby |
Thread: JagdTiger and Elephant need counters18 Sep 2015, 16:45 PM
i totally agree with katitof here. Hawaian pizza does suck and damn those who like hawaians. In: COH2 Balance |
Thread: Volk throw their incendiary grenade too quickly18 Sep 2015, 16:15 PM
put timer on grenade to match the windup time of molo in conjunction with the throw animation. In: COH2 Balance |
Thread: The new Community Map Spotlight Rotation:18 Sep 2015, 16:11 PM
I have a lot of problems with this map. I praised it in the past, but I have changed my mind since. 1. Lanes should never be imposed. It should be implied from lesser obstructing scenery than hmm let's say rows of hedgerows only crushable by heavies. That is (at least was) why minsk pocket and hill331 are such bad maps . of course there are plenty of other examples. a good example of "implied lanes" would be on Vaux. You can figure out that there is basically five "lanes": very top, top, mid, bottom, very bottom. They aren't separated by hedgerows that prohibit lane changes. Unlike Redball, where lane change areas are clear and it is also interchangeable with flanking routes. This translates into a very clear possible flanking directions. Which is also bad. 2. *I am on my laptop and will not be able to check the actual size of this map until like 12hrs later. This map, size-wise is best described as fairly wide and very long 2v2 map. With smart use of impassable areas, implied lanes and landscaping, it could have been like Vaux: a lot of flanking routes, open and battle flowing not only horizontally (like it is now), but also diagonally, too. Except with a little longer retreat path. Which will be a problem because it gives okw super early retreat base a huge boost. But that is more fault of a bad faction design. However, what this map does is divide the map into three distinctive lanes, imposed on players, creating an "artificial" 3v3 map. At current state, it would not even be a good 2v2 map because of the rows of hedgerows. And each lane is half as wide as langreskya. That is far from enough. The worse part is that the lanes get progressively more choke-pointy as it goes from open field to logging area to forest. 1+2. the lanes create 3 1v1s. Yes, a coordinated team can focus on one or two lanes and try to make plays that way. However, it does not change the fact that you will be confined to half of langreskaya's width. The width not wide enough for one army, let alone two or three. oh and 4v4 on this map? it deserves no comment. In: Lobby |
Thread: The new Community Map Spotlight Rotation:18 Sep 2015, 08:04 AM
red ball too small for even 3v3. In: Lobby |
Thread: 17th Sept Patch impressions - post here18 Sep 2015, 07:43 AM
flames still feel too strong. and leig... wow. In: Lobby |
Thread: Why should 17P cost fuel and cannot shoot through wall?17 Sep 2015, 21:27 PM
20 popcap is wtf really. a fifth of popcap that has to be at one place. rear enough to protect but forward enough to deal shots. which means an active 17 pounder will always will be in range of light indirect fire, which all emplacements are very susceptable to. 20 popcap is way too much imo. In: COH2 Balance |
Thread: Some thoughts on Sep 17th patch.17 Sep 2015, 17:21 PM
killing the normal heavy churchill in non maneuverable map feels like killing a KT. except it comes earlier, more often and does not wipe half+ squads every shot. feels ok, but i think it can use a limit of 1 maybe? In: COH2 Balance |
Thread: Allies synergy vs Axis synergy17 Sep 2015, 14:22 PM
http://coh2chart.com/ probably due to everybody wanting to play brits. but i wouldn't be surprised if the win rate is a little bit in allies favour in 3v3+ after a month. In: COH2 Balance |
Thread: Allies synergy vs Axis synergy17 Sep 2015, 05:33 AM
hmm. with brits in the equation, i'd say allies definitely have more synergy and stronger. mainly because of individually ridick brit op shit units. like current croc. In: COH2 Balance |
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