General Information
Register Time: 14 Nov 2013, 01:47 AM
Broadcast: https://www.twitch.tv/gdotdot
Steam: 76561197972083544
Residence: United States
Nationality: United States
Game Name: G.dot
Kinda a short game with no real action. Nice attempt at a humiliation replay.
But i do give you guys a good win, some advantages i seen was
4 US able to have FWD retreat points on the front line, meanwhile 2 OH had to retreat all the way back to base (no soviet having to do the same to create some sort of balance on units on the field)
Both my OKW went tier 4 and rushed for panthers,(i dont know why) IMO they should have rushed for stuka
Im not saying it would have ended different, but i think if it was a different map, where OH didnt have to retreat for a half an hour, and/or OKW went stuka, the game would have lasted longer then 20 min, 500-0 VP. WP tho. No amount of MGs cant stop that horrid. cant wait to see you guys in the 4v4 tourney..
I mainly play 3v3+ with 2v2 trailing closely behind. I don't play 1v1. I also enjoy watching casts and because most casts are 1v1, I mainly watch 1v1 casts.
I can help but notice various improvements on maps like Langraskya, Kholodny, Kharkov, Minsk and I am pretty sure I am missing more. I also cannot help but notice some serious attention to balance issues that afflict anything but 3v3+.
With ESL 1v1 tourney bestowed upon us, my question is this:
When can 3v3+ players expect some love? no map fixes, which is unbelievably easy to implement is nowhere to be seen and obviously other glaring issues.
When should I start to expect something from you Relic in regards to 3v3+?
Solutions:
Obviously, balance in 1v1 has become very good and we don't want to disturb it, so how can we tweak the balance in 3s/4s without disrupting 1v1/2v2? Scaling Income Nerfs.
Whether we incorporate 2v2 in this is another discussion but the general plan would be to have scaled income nerf for larger game sizes. Example for 3v3, OKW could receive a 10% income nerf, for 4v4 OKW could receive a 15%. These numbers are examples and testing would clearly have to be done.
MAPS: Maps that work for 4s typically don't work for 3s and vice versa. RBE is a 3v3 map - when played as 4s it becomes too crowded. City 17 works fine for 4s but when playing 3s it becomes awkward and unrewarding - it also creates unfair matchups due to random position starting positions (2v1 or 1v2 per side). Solution would be to create maps designed for 6 players, not 6-8.
Gdot (76561197972083544) US
Skabinski (76561197993204046) US
Brayalex(76561198017215544) AU
Jadame (76561198052267959) RU
RtN.ClockBuilder (76561197992847929) US
Alphabeta (76561197994976269) US
Blue Semtex (76561198009303949) PL
Black Dynamite (76561198007293836) PL
Going to play devils advocate for a second here, I feel like SU can handle OKW pretty well. 1 ml-20 can put a huge strain on them with no offmap to counter.