Then came the patches, most particularly the patch, I think, in 2016, that increased lethality a lot, making manpower about 5x more valuable than fuel or ammo, whereas before I'd say it was 2-3x more valuable. Before that, I beat Symbiosis (old schoolers will know who that was) in 1v1 once (see my Twitch). This isn't really widely remembered , but that patch turned the game, finally, and irrevocably, in favor of two types of players: 1) people with fast reflexes and 2) ultra-cautious tacticians who are still fast enough with multitasking to react to situations across the map (Luvnest is your hero and guide here).
Yea that patch was in early 2014... the game had only been out for like 6 months when that happened.
The game is older and the community skill level increases over time through practice. You have been left behind.
That is probably my biggest negative despite it being your positive . It's just too wide for my liking and full of lanes, for example, try flanking an MG in mid if you are north/West, you either have to go through a hedgemaze with only 2 exits or down a mine infested northern hill.
From the east its the same, apart from you have no "sneaky hill mavouver" because that leads right into the enemy munitions.
A map I quite like but everyone hates is lost glider, that is wide, and has many flanking routes, hell even more so than kholodny because you can sneak all the way around the map and are not forced into narrow lanes.
Kholodny is just too messy. "Oh FFs hes at my VP again", "Oh FFs thats my muni, AWAY!" "God damnit stop with the cut off attack already". It also feels like everything takes an age to respond to aswell, by the time you've got to the point they have decapped it, capped it and set up sandbags, with no way to attack but frontally.
The buildings are powerful, but easily counterable or flankable
Plenty of red cover to play with, without being oppressive on retreat paths
East and West side play completely differently, and battle lines don't form the same way every match
Aggressive cut off and muni placement makes for intense infantry fighting
Hedges that you can shoot through with tanks and At guns are really fun
The map plays differently for the general playerbase. In tournaments with fixed spawn positions the Axis plays in the North and the Allies in the South. You have a small advantage playing in the north, but the Allies have a small advantage as factions that evens everything out. This is the best way to experience the map.
To be honest, I lost my hope in good coh 3 from relic at all, dow 3 was so bad that tanked all series and was so big hole, that all relic vets left studio after such hole, also aoe 4 looks like absolute pile of dog mobile clash of clans crap for android, it's not AAA-quality game and absolutely not old relic quality. So I will be surprised if coh 3 from them will be good, but let's be honest it won't feom current relic, dow 3 and aoe 4 approves their degradation.
I believe Relic is not designing the gameplay, they are in charge of building a new engine and graphics. There are multiple large studios working on AoE4. I just hope when Relic finishes the engine they can use it on CoH3 and it doesn't just become property of Microsoft.
I've always rotated the camera, and when I used to stream people would complain about it all the time.
Streamers and casters stick with the standard because it keeps things consistent across different maps and spawns. I'd bet more people actually rotate the camera when they are playing in private, you just don't see it.
For me atleast it has always been about pushing towards the enemy. It feels a lot more natural to me to be making forward progress across the map. In CoH it also makes it much easier to put your units into cover, which is usually facing the enemy.