Profile of Tric
General Information
Broadcast: https://www.twitch.tv/theheretric
Residence: United States
Nationality: United States
Broadcast: https://www.twitch.tv/theheretric
Residence: United States
Nationality: United States
Post History of Tric
Thread: Seasonal Map Cup Spring 201926 Apr 2019, 13:37 PM
Finally got it done, will amend into the main post as well! In: News |
Thread: Poll regarding new 1v1 maps. 26 Apr 2019, 13:12 PM
Ah, I see. There are two sections of cobblestone wall by the munitions that are LoS blockers, it is a mechanic that is never used, but the squad up on the "bridge" can see down over the wall where as the other units cannot. In: COH2 Gameplay |
Thread: Ladoga Karelia - Spring Automatch Discussion26 Apr 2019, 13:09 PM
Well the particle effects were not changed at all, and at that small of screen maybe hard to see. You can test it on the workshop. Ladoga Karelia and see if maybe there is difference there. |
Thread: SMC Spring 2019 Sign Ups26 Apr 2019, 13:02 PM
Sign Ups Closed In: Events Central |
Thread: Deutz - Spring Automatch Discussion26 Apr 2019, 04:50 AM
Well it is in automatch and your feedback is valid, as it is your experience on it. I do think it won't be as bad going forward, due to the changes I posted. Hopefully that is the case. |
Thread: Deutz - Spring Automatch Discussion26 Apr 2019, 04:40 AM
Yes, I just simply disagree sadly. As I spotted them instantly. And I am not trying to be harsh or overly combative, just explain my point of view on why I don't agree and the reasons for it. However take a look at the changes in the post after the one you quoted and hopefully you will see some improvement. |
Thread: Poll regarding new 1v1 maps. 26 Apr 2019, 04:36 AM
How the hell is nighttime setting annoying? The maplist desperately needed that for too long. Ladoga Changes Deutz Changes I would like to clarify though. Small arms fire is NEVER blocked in this game. The animation is just that, an animation. The tracers ect; are not indicative of the shot landing, even though there are visuals for them. It is purely visual and instead it is based on the RNG of all the factors we know. On the other hand, this is true for projectiles (at guns, tanks, indirect fire, ect; ), so it can be problematic, but with the current height inclination most of the fighting should happen along the height differences instead of across, the only time it should be across is when someone is pulling a LARGE flank, and this will make it a bit more dangerous to all in an opponents back line. Overall, I knew, and Relic, knew that this would be a polarizing map, but with its performance in SMC and the generally "positive" reception of it, decided to give it ago. In that thread linked above I go over why the changes have happened that did happen (so far) and what the shortcomings of the map were. Sadly the only way to get full feedback is introducing maps to automatch... even though this map has seen close to 140 games played on it in a tournament setting, there will always be issues overlooked. In: COH2 Gameplay |
Thread: Bialystok Market - Spring Automatch Discussion26 Apr 2019, 04:24 AM
For those that played prior, this is the new layout. Also improved pathing in two points that was missed. |
Thread: Deutz - Spring Automatch Discussion26 Apr 2019, 04:16 AM
New changes This should make the western base flow properly. And also keep away from stagnant play in the middle, while the new LoS will allow flanking from different routes in the north/south. The cutoff in the north also had its LoS blocker removed to properly mimic the south. All pathways opened up by at least 8m, this will improve heavy tank movement and mitigate slow down of all vehicles in these areas. I tested the new pathways with the jagd, and the slowdown was not noticeable in the new areas. I did not take before pictures, so you will have to compare in game, or just test from the version currently on steam. If there are any more changes to be made, please be specific and provide screens. Thx. |
Thread: Deutz - Spring Automatch Discussion26 Apr 2019, 03:45 AM
Then we will have to agree to disagree (and I gathered that you higher up since you are playing fortune. Few issues I forsee with adjusting LoS in this instance.
Now with that being said, I am reworking this to keep from the "slow mg" play" and AT walls in the center area, without making it feel like a maze. However in order to do this, it needs (atleast) 3 perpendicular lanes from the base to make it easier for the defender to assault out of their base, while not providing huge cover bonuses to the opponent, the easiest solution is the removal of the green cover nearest to the VP and just leaving another LOS blocker. This will keep CQC units from standing in cover/behind LoS, while also providing an easy way out. But I honestly do not agree with this being an issue of the map, and instead a well executed punishment from fortune when they realized they had the time to plant mines directly outside your base. This also makes me believe that because this rarely happens, that it was also surprising and you were not necessarily looking out for it, making it a bit more frustrating then it normally would be. So in order to mitigate LoS abuse overall, I can swap those points (as that point is basically worthless when it comes to the overall flow of the map, more so just a minor annoyance (since it isn't a cutoff). Along with the removal of some green cover, and overally larger path ways going north to south, and the removal of a LoS blocker in the north at the cutoff. |
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