We tried to fix this by creating a designated (6) version of Mud (the far middle spawn got removed like we did on Angermünde).
But unfortunately the wrong version got uploaded to servers so we are still stuck with the (8) version in 3v3
Btw this is general problem of some 4v4 maps in 3v3. The fact that they have 4 spawns instead of 3 leads to situations where spawns arent evenly placed. At least before it was compinsated by units comming from map entry points.
Right now it can lead to a frustrating situations, where on steppes for instance one team can have 2 top 1 middle spawn and second team 2 bottom 1 middle, meaning that taking bottom fuel will be much easier for second team.
Redball probably just needs entry points from the middle to the sides. But at least UKF and Sov can just destroy this bushes at any time of the game.
And middle logs need to be made destructable or reworked, because they generally provide cheese play with the units that can shoot throw them, especially AVRE and Sturmtigre.
How do 3v3 players feel about fuel, cutoff, and VP locations?
4v4 = All fights are for the fuel, fuels are usually center line located.
2v2 = Usually have a safe fuel but maybe a strong fuel cutoff.
Having fuels in the center forces players to fight there immediately. Having a safe fuel lets players focus on combat and flanking.
Each mode seems to have its own style. Just trying to nail down what 3v3 players prefer.
Well, it might be in rather safe location, but with unsafe cuttoff, Angermunde has good fuel placement on a meh map. But its a bit too safe. And in general having fuel somewhat safe can do good for player mentality, since a lot of ppl, if they see that both fuel are lost tend to leave.
Huh? My experience with 3v3 does not show anything like that. It’s just harder to do because there’s more space, so it forces people to manage their army and positioning better.
Being rank 16 OKW, 16 USF, 15 Soviet and 14 Ostheer, it usually ends up in this way.
Steppes - narrow mid narrow bottom
Lienne Forest - narrow forest, narrow city
La Glaize - good
General mud - good
For flanking.
But Its pointless argue, 3v3 still has not enouth maps and you can veto more narrow ones, I can veto 4v4 maps. Some of them are still shit and you agree with me on it.
I mean, not having field presence somewhere and exposing yourself to a flank is your own fault, not the map's fault. Flanking from an open field because your opponent omitted putting units there is a valid tactic.
Having to move around areas and split your forces and decide where to go and what to do is a very useful skill in coh2. I don't get the whole fascination with lower skill players and lanes, it's neither interesting nor does it help you get better.
I wont agrue, I would just say that both 1v1 and 2v2, most of the time, has maps where even if you flank you can expect reaction from an enemy and he relocate his army around to close the breach. At least he has a resonable map size.
Also in 1v1 and 2v2 in a normal game, you cant sit ducks behind MG wall or arty wall, building your army (but in 2v2 there are maps like this).
All of this is present in this 4v4 maps. I dont get the fascination about this either. All other gamemodes be it 1v1\2v2 and 4v4 requre you to breach flank or find a weak spot in the front line. This is not the case for 3v3, because
1) You cant split your defences effectively across whole front line.
2) You cant close and sent reinforcements fast enouth to fight flanks.
Hell, even if it might be harder in 3v3 to flank on some maps, its much more noob friendly on bigger maps, due to the fact that you can play more relaxed and rely more on arty.
And I dont quite understand what do you mean by flanking, flanking with inf is possible even on Hamburg. If you are speaking about grand blitzcrieg flanks then alright.
But many 3v3 players tend to actually like larger maps that are 4v4 sized. The game is slower paced and more about flanking than high intensity spearhead.
Honestly I cant say that its more about flanking. Like you said game is slower paced and only La Glaize provide somewhat resonable gameplay, because all other maps are big yes, but in its core they are also narrow or provide you with really good devense in key locations.
Steppes aside from top is narrow, even maxims can lock middle and bottom effectively
Essen Steelworks - have few or more sight\path blocks and buildings to lock down key locations
General mud - all points are very spread out and far away from each other, its harder for attacking team to retake big parts of the map. Retreat punishes you badly on this map, since units usually would chose middle road as the retreat path if you pushed to far, meaning that they can be chased down by light armor.
Lienne Forest - all the left side has key buildings to lock down road and points and middle is only half open, also fuel is close to the base.
All of this makes gameplay much more forgiving and relaxed, because ones you forced enemy to retreat, you will have a lot of time to set up proper defenses and bring reinforcements.
Port of hamburg while being weakest of the 3v3 maps I consider good, still provides with non-stop action for at least 1 fuel and middle and cutoffs.
That's because you can play coh2 there instead of smashing your entire army into a single point for 40 mins.
If only it was the case. In reality its more of a 40 mins of bombarding each other (because MGs are everywhere since, bases are faraway), building an army behind the frontlines and then just run around.
Also I dont quite understand it, flanks are possible even at redball express, you just need to breach the front line somewhere and then flank. I consider this a flank, not just flank somewhere in the open field where there is nothing and noone because noone cares about it.
While flanking is a good thing, the raw sizes of the map provide very little to the enjoyable gameplay, because it favors FHQ rushes and in general, if you forced enemy to retreat it will take them around 20-30 seconds to just get back the front line.
On Steppes all action is happening between middle VP and and bottom VP, top VP is impossible to hold properly if you dont have controll over middle, because you will be flanked to death and holding middle and top VP means that you again can be flanked to death from the bottom not to mention that it would be very hard to hold fuel.
General mud is simply huge map, its just too big. One side of the sides is usually got pushed by 2 players forcing battle into stalemate where all the players wait for armor\FHQ or arty.
Lienne again has most of the action happening on the left and middle, ppl usually focuse on right side if they pick early assault inf, but most of the action there are occasionally re-caps or complete lose due to colapse of the front line in the middle.
La Glaize, as I said the best out of bunch of 4v4 maps, its good, not by personal best but I dont mind it, at least all areas of the map are playable which cant be said about others in the list.
Map doesn't necessary has to be huge, I think winterball express is the best example of it in correct map pool, while having resonable size for 3v3 but also enouth space for potential flankings.
And yeah Angermünde is not only liniar but also very small, considering all the indestructible pathblocks.
I can't believe there are actually people who like Rzhev, the map that has a grand total of 4 road size avenues to attack through or risk your tanks getting oneshot by god knows what on the ice.
I belive 3v3 map pool is by far the worst in the game hands down. While some of the map are alright, 6 of them are honestly is out of place. Personally all my vetos are spent of them.
Lets make a list:
Essen Steelworks - clearly 4v4 map
General mud - clearly 4v4 map
Steppes - clearly 4v4 map
Lienne Forest - clearly 4v4 map
La Glaize - the most acceptable of this list but still its more of a 4v4 map
And its honestly strange to see them in 3v3 list, since City 17 and Lanzerath Ambush were moved to 4v4 pool.
Just bad maps:
Ettelbruch Station - nuff said
Angermunde - map is good, but overall desing favorites Sov\ost\brits badly while OKW and USF suffers on them. All gameplay - rush to key buildings
Out of place map
1) Fields of Winnekendonk - this map feels like 3v3 is a bit too much for it, its playable but not enjoyable, at least for me.
Good 3v3 maps:
Red Ball Express
Across the Rhine
Oka river
Whiteball Express
Port of Hamburg
Acceptable maps:
Hill 400
Rzhev Winter
Suggestions:
Lierneux can be a decent 3v3 map
Vaus Farmlands
Gelsenkirchen Refinary (with small ajusments)
Nordwind (dont get it, why its only 4v4)
Road to arnhem (again for god knows why its only 4v4)
Anklet & Archery (looks like a decent map, not worst then others in the map pool)
And its really sad that half of the 3v3 map pool is a 4v4 maps and other maps are questinable. I'm not sure if 3v3 is a popular gamemode, since its in a middle ground of meme 4v4 and competitive 2v2, but seeing how 4v4 got some love with new maps, while 3v3 was left with only one new map, which is 2v2 map in its core.
Depends on the map for sure. On some 4v4 and 3v3, it might take a plane a long time to travel to target location.
But again, my point was not to prove that IL-2 + ram is an MLG always working combo, but to point out that it actually possible to kill a tank only with them.
Also to show the damage of IL-2 itself, because lets say if tank took 1 or 2 hits during the combat, which is not a problem, since most of the AT guns have reliable penetration against heavies and superheavies.
Dont forget that if ability is able to kill slightly damaged tank, then the chances of killing it, if you at least have one source of AT aside from T34, are quite high.
If you run cheatmod and test it multiple times, you'll notice what happened on the clip is a fluke, not reliable outcome.
Most of the time you need another unit to deal finishing blow.
Source: Actually fucking using the ability instead of desperately clutching to a single clip where RNG gods blessed the user.
Partly true. Here is why:
1)On a clip tiger was hited ones before the ram by t34 and penetrated, that can be seen.
2) There are 2 possible outcomes of the ram - stun and engine damage. With damage engine tiger is left with 85% HP always, with stun 92% HP. Proof
3) IL-2 Rocket run has a sweetspot, where the most rockets colide with the target
In this possition most of the time Il-2 will kill tiger, or leave it at around 4-5% HP.
If ram didnt penetrated and just stuned the tiger, this sweet spot will (with best outcome) will leave it with 5%, it worst around 10%. But 5% is 52HP.
In conclusion its a bit RNG based, but its not uncontrolable RNG. Not to mention if tank did take litteraly ANY damage, at least ones, before RAM chanses are that this ability will one shot it are almost 100% if you do it right.
And as we see in the video, ramming t34 did a shot before ram and it did penetrated and even IL2 strafe wasnt perfectly placed either.
But in defence of the ability, rockets can colide with something on the map.