In regard to Westwall:
Houses on cutoffs are a well known issue in the game. Not every faction has the correct tools to get an opponent out of a house in a timely fashion. That is why it is considered by many people to be bad design ( including top players who lament this fact on their streams all the time ).
The whole design of the exits to each base, the position of the cutoffs, the houses on the cutoff and the roads which are red cover are just really really bad and really detract from the map. If you loose your cutoff then it is very likely gg. Good cutoff design is a key feature in this game and this map fails on that point.
The maze/bottleneck outside each base causes pathing issues that are not necessary. It may not be an issue for one unit or even two at the same time but trying to manage a soft retreat with multiple vehicles and support weapons, then it all goes to shit. In short it serves no real purpose and detracts from the gameplay because it causes frustration.
The layout of the fuels. As i said previously, most good maps or imo interesting maps allow for either fuel to be contested. It allows for maps to be played multiple ways. This map really doesn't encourage that.
The size of the map or rather the layout of the map makes this game feel like there's too much time spent capping.
In regard to Demos :
The bigger the map or the longer it takes for an engineer to travel the more effective demos will be. Also maps that obscure vision with objects like tall trees or points that hide behind buildings/trees are also more effective for demos. Some maps make demos easy to spot, and some don't..
Like I said earlier, it is mainly soviet bs and to a lesser degree brits that dictate which maps I veto.
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Post History of skemshead
Thread: Update on map pick statistics21 Jul 2017, 13:53 PM
In: COH2 Gameplay |
Thread: Update on map pick statistics21 Jul 2017, 12:45 PM
The issue with Caen is largely to do with the cutoffs. All maps should realistically allow each player to compete for either fuel. This map is also really good for penal/dshka meta as well as demos. In: COH2 Gameplay |
Thread: Update on map pick statistics21 Jul 2017, 12:29 PM
I veto all community maps basically due to soviets and their bs. If the map is too big then it becomes difficult to apply enough pressure. It is actually easier to flank on maps like westwall. Demos are also a real pain in the arse on larger maps largely due to the amount of travel time to actually get and engineer to where he needs to be as a scout. If the map is too small or claustrophobic (like halbe) then units often become tangled up all the time and mechanics like satchels have greater opportunity. All four maps have pathing issues to some extent. Halbe and bryansk have tall trees in really annoying spots. As a player I want to see what is going on, not constantly be turning the camera to look for demos or units hiding etc ect. The centre vp on bryansk is just a clustef***. The brick houses on westwall are just . The pathing from base to centre is retarded. Why have a maze outside your base. Why have brick houses overlooking cutoff and vp. The dragon spine is just plain annoying. Yes it offers challenges and some find that interesting, but its like the deep snow effect. Get caught on one of these terrain "challenges" and the whole game can change. Adding this kind of feature to the game is not up to a map maker. In: COH2 Gameplay |
Thread: Update on map pick statistics21 Jul 2017, 11:23 AM
"courtesy of people like you" This is my fault? The stats clearly show all community maps are disliked by community. And yes the balance is shit but maps should have been made to suit the game not designed according to some grand vision with the expectation the game should change to suit the map... In: COH2 Gameplay |
Thread: Update on map pick statistics21 Jul 2017, 09:05 AM
Seriously, can we remove all recent community maps and start again. They are either too big, too small, are CQ favoured, have sightblockers in front of points or have pathing issues due to an over abundance of clutter. I am of course referring to Halbe, bryansk, westwall and caen.. In: COH2 Gameplay |
Thread: Fall Balance Preview18 Jul 2017, 07:16 AM
I am sure most people can find something in this patch to be optimistic about, but really its too little to late. For example penal change is welcome but the cheese meta over the life of this game has just burned me to the bone. In: Lobby |
Thread: [SOV.] Make AT satchels exclusive to AT rifles?12 Jul 2017, 05:39 AM
This replay demonstrates At satchels being used numerous times. I hope this dispels the myth that only noobs get caught out with satchels as both these players are top 25. I have no opinion if satchels sway the outcome of this game. Replay is also worth watching regardless of opinions on At satchels. In: COH2 Balance |
Thread: [SOV.] Make AT satchels exclusive to AT rifles?11 Jul 2017, 23:55 PM
I have been hit by At satchel, maybe 5 or 6 times. I have lost a p4 on two separate occasions, although in one instance that p4 was going to die anyway. I have no recollection of loosing a game and thinking afterwards it was a satchel that swayed the outcome. Furthermore, please desist with the idea that satchels are only a risk to people yolo'ing across the map with their tanks. I stated earlier that 75% of the time satchels were no real risk. I would concede that that figure could be much higher but did not want to have the argument that the ability is rarely successful so it is justified. The ability is one of opportunity and as such may not be used at all, or given the right circumstances it may drastically swing the momentum of a game. That is my issue. It has the ability to swing the game and as axis you have to be permanently on guard against an ability that only cost 45 muni.
I am well aware that tanks require support and scouting by infantry, but every single engagement cannot be carried out in that manner. Further more, I also see many top 50 players get hit with demos, and satchel cheese so stop with this being a purely l2p issue. Much of what you say is true, but you are ignoring the times when satchels do succeed, and that seems to be the basis of your justification. "Its a rarely achieved ability so the damage should be higher" IMO : If the ability cost more that would be better or If the ability didn't return your muni when cancelled then that would be better or If it require tech that would be better or If it didn't cause instant engine damage on most full health tanks that would be better or If it wasn't available to every penal squad that would be better. The biggest issue is, if a tank is outflanked or immobilised/engine damage or gone retard with pathing then there is literally no way you can prevent a penal from delivering his satchel largely due to the six man squad. Ofc they cannot walk though entire axis army or stand next to a KT or vetted vehicles without extreme risk but they certainly can press forward under fire for much longer than most other units in the game. Don't even get me started on "For mother russia" Every game against soviets right now is just ughhhh. Satchels, At satchels and demos are just every where. Squad wipe abilities that are that prevalent in a game is just shit to play against especially since they are all tech free and accompanied by penal cheese and Dskha cheese. As i said earlier it a QOL thing rather than balance. In: COH2 Balance |
Thread: [SOV.] Make AT satchels exclusive to AT rifles?11 Jul 2017, 10:32 AM
The point I was making is If you make a mistake and a penal happens to be in the right place then you are heavily punished and more than is justified for 45 muni. Compare this to a gren or even a pgren who are often risking a squad wipe to faust or attack a tank with schrecks. The notion that At satchels are hard to land is bs, if you can get behind them and use terrain to assist you. I also think it is pathetic that Axis vehicles have to backtrack or play defensively all the time because of the risk of penals landing 240 damage and engine damage. I strongly suspect you are not discussing this from a 1v1 perspective. Good job on the sarcasm too but try and stay on topic. BTW The worst snare in the game is usf. In: COH2 Balance |
Thread: [SOV.] Make AT satchels exclusive to AT rifles?11 Jul 2017, 08:39 AM
The sticky satchel was supossed to be a snare, it deals way too much damage, everything that is a 1 click wipe ability must go from the game+1. People really need to stop just smugly dismissing this issue with replies like : Also among all snares, penal satchel charge is the easiest one to kite. and OP, penal snare is literally so easy to dodge it's actually funny. and Shortest range, long animation, no tracking... In order to get hit by a satchel im pretty sure you have to be trying.... It is true that most of the time ( say 75% ) penals can be kited and At satchels are no real threat. However situations can easily arise where the axis player can find themselves at risk due to lack of care or misfortune. The biggest problem is on urban style maps and maps that have pathing issues. There is nothing so frustrating as to be aware to the risk and try and avoid it only to have your tank/LV go full retard and start doing a 180 degree turn or get stuck on some object because map makers cannot help themselves and fill maps with clutter. At satchels also become a real risk if, you misclick, hit a mine, experience lag or units get tangled at a choke point or tight space. Collateral damage is too great for 45muni. Late Game can also be an issue when trying to micro units everywhere and it becomes impossible to see every satchel, every At satchel and every demo. The primary issue is frustration. When playing vs soviets, the axis player has to spend almost the entire game trying micro units to stay out of range of abilities that do not require tech and deliver too great a reward for their cost. Every time a tank or vehicle goes somewhere with blind corners or narrow gaps they are at risk. I suspect this is more prevalent in 1v1 and predominantly a QOL issue rather than a balance issue. Soviets these days are just obnoxious and tedious to play against and even to watch on streams.
+1. Penals really feel quite braindead and linear to play against. In: COH2 Balance |
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