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The League of Heroes by Maza and Project Electronic Mushroom

19 Jun 2015, 12:16 PM
#22
avatar of Maza1862

Posts: 104 | Subs: 3

jump backJump back to quoted post19 Jun 2015, 10:43 AMJadame!
How about removing half of extremely imbalanced/bad designed maps if you want serious games?

La Gleize, Angermuende, Lazur Factory, Hill, Pavlov's House, Sittard, Vieslav not suited for tournament play.

I can write in details about every map design/balance problems, if my top standings in 3v3/4v4 ladder since forever is not enough.


Do not worry , many cards are not to be used. Would be to use only a portion of card from the list.
19 Jun 2015, 14:06 PM
#23
avatar of Squeaky Door 96

Posts: 192

Permanently Banned
A way to watch this on stream or?
19 Jun 2015, 15:12 PM
#24
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

A way to watch this on stream or?


Twitch, via Livestreams on this board, if the same as the March tourney.
19 Jun 2015, 17:56 PM
#25
avatar of Kreatiir

Posts: 2819

Very cool to see someone boosting the COH2 Competitive Scene.
Without any sort of negatism (if that is even a word), I'm very curious how this is going to work out and more curious how long you will keep it up.

Best of luck.
19 Jun 2015, 18:15 PM
#26
avatar of Maza1862

Posts: 104 | Subs: 3

jump backJump back to quoted post19 Jun 2015, 10:43 AMJadame!
How about removing half of extremely imbalanced/bad designed maps if you want serious games?

La Gleize, Angermuende, Lazur Factory, Hill, Pavlov's House, Sittard, Vieslav not suited for tournament play.

I can write in details about every map design/balance problems, if my top standings in 3v3/4v4 ladder since forever is not enough.


We are wanna make the League what show the weak place of the game. Every week we are assign maps and if map imbalance we are dont use her on League of Heroes Season 1.

And if you give for us that information, about disbalance place on the maps - it will be good for our League!

GLGL
20 Jun 2015, 02:51 AM
#27
avatar of tofu

Posts: 89 | Subs: 1

It's a very good event and I have some questions.

How many games does one match include?(BO1? BO3? or more?)

I want to know the detail of the factions change in every games(1vs1's~4vs4).
20 Jun 2015, 06:21 AM
#28
avatar of VonIvan

Posts: 2487 | Subs: 21

Hope this plays out well.
20 Jun 2015, 10:03 AM
#29
avatar of Maza1862

Posts: 104 | Subs: 3

jump backJump back to quoted post20 Jun 2015, 02:51 AMtofu
It's a very good event and I have some questions.

How many games does one match include?(BO1? BO3? or more?)

I want to know the detail of the factions change in every games(1vs1's~4vs4).


Each match between the teams will look like: two 1vs1's, two 2vs2's, one 3vs3 and one 4vs4.
Who are the results of all the games scored the most points is the winner. :
1v1 - 2 points
1v1 - 2 points
2v2 - 2 points
2v2 - 2 points
3v3 - 3 points
4v4 - 4 points
 ( 6 games)
But for the group stage, every game is important. From group in play offs come only 2 teams of from 4. Each team will play each team in the group .. Turns that in the group, each team plays THREE match (IN 6 games: 1vs1's, two 2vs2's, one 3vs3 and one 4vs4.)
20 Jun 2015, 10:15 AM
#30
avatar of Maza1862

Posts: 104 | Subs: 3

Very cool to see someone boosting the COH2 Competitive Scene.
Without any sort of negatism (if that is even a word), I'm very curious how this is going to work out and more curious how long you will keep it up.

Best of luck.


Thank you. We have great plans and we hope that this is just the beginning. We have a lot of ideas and I hope in the future we will implement them all .
20 Jun 2015, 10:26 AM
#31
avatar of tofu

Posts: 89 | Subs: 1



Each match between the teams will look like: two 1vs1's, two 2vs2's, one 3vs3 and one 4vs4.
Who are the results of all the games scored the most points is the winner. :
1v1 - 2 points
1v1 - 2 points
2v2 - 2 points
2v2 - 2 points
3v3 - 3 points
4v4 - 4 points
 ( 6 games)
But for the group stage, every game is important. From group in play offs come only 2 teams of from 4. Each team will play each team in the group .. Turns that in the group, each team plays THREE match (IN 6 games: 1vs1's, two 2vs2's, one 3vs3 and one 4vs4.)


thx for the replay :D
I'm still wondering about the ratio of Allies/Axis in that 6 games...sry.
My understandings are below.Is it right?

①1v1 - 2 points (TeamA:Allies TeamB:Axis )
②1v1 - 2 points (TeamA:Axis TeamB:Allies)→①players can't join the game.
③2v2 - 2 points (TeamA:Allies TeamB:Axis )
④2v2 - 2 points (TeamA:Axis TeamB:Allies)→③players can't join the game.
⑤3v3 - 3 points (TeamA:Allies TeamB:Axis )→TeamA doesn't play as Axis.
⑥4v4 - 4 points (TeamA:Axis TeamB:Allies)→TeamB doesn't play as Axis.
20 Jun 2015, 10:33 AM
#32
avatar of Kreatiir

Posts: 2819



Thank you. We have great plans and we hope that this is just the beginning. We have a lot of ideas and I hope in the future we will implement them all .


:)
I remember that.
20 Jun 2015, 10:42 AM
#33
avatar of Maza1862

Posts: 104 | Subs: 3

jump backJump back to quoted post20 Jun 2015, 10:26 AMtofu


thx for the replay :D
I'm still wondering about the ratio of Allies/Axis in that 6 games...sry.
My understandings are below.Is it right?

①1v1 - 2 points (TeamA:Allies TeamB:Axis )
②1v1 - 2 points (TeamA:Axis TeamB:Allies)→①players can't join the game.
③2v2 - 2 points (TeamA:Allies TeamB:Axis )
④2v2 - 2 points (TeamA:Axis TeamB:Allies)→③players can't join the game.
⑤3v3 - 3 points (TeamA:Allies TeamB:Axis )→TeamA doesn't play as Axis.
⑥4v4 - 4 points (TeamA:Axis TeamB:Allies)→TeamB doesn't play as Axis.


You understood correctly . But there is an important point . For 1x1 and 2x2 . in the second game should be the other players from the team . This means that tofu can only play 1 game 1x1 and 2x2 1 game ..

20 Jun 2015, 10:48 AM
#34
avatar of Maza1862

Posts: 104 | Subs: 3

Rules we made so that each player has played in the mode in which he wants and for the fraction of what he wants. Let's say a team can be a player who plays only for the 1on1 America. Or the team has 4 players who play only 4on4 .
20 Jun 2015, 11:15 AM
#35
avatar of tofu

Posts: 89 | Subs: 1



You understood correctly . But there is an important point . For 1x1 and 2x2 . in the second game should be the other players from the team . This means that tofu can only play 1 game 1x1 and 2x2 1 game ..



Thx for the quick reply :wave:

I can understand~.
20 Jun 2015, 15:59 PM
#36
avatar of Jadame!

Posts: 1122

We are wanna make the League what show the weak place of the game. Every week we are assign maps and if map imbalance we are dont use her on League of Heroes Season 1.


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.

And if you give for us that information, about disbalance place on the maps - it will be good for our League!


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.
20 Jun 2015, 17:01 PM
#37
avatar of Maza1862

Posts: 104 | Subs: 3

Thanks you Jadame! we will all take into account when choosing a card for the League of Heroes.
20 Jun 2015, 17:26 PM
#38
avatar of Gdot

Posts: 1165 | Subs: 1

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.
20 Jun 2015, 17:47 PM
#39
avatar of Maza1862

Posts: 104 | Subs: 3

jump backJump back to quoted post20 Jun 2015, 17:26 PMGdot
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 ..
20 Jun 2015, 20:14 PM
#40
avatar of Maza1862

Posts: 104 | Subs: 3

jump backJump back to quoted post20 Jun 2015, 17:26 PMGdot
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.
20 Jun 2015, 20:20 PM
#41
avatar of Maza1862

Posts: 104 | Subs: 3

jump backJump back to quoted post20 Jun 2015, 15:59 PMJadame!


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.
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