In my opinion, one of the reasons Crossroads is so good is that there's no meaningful buildings overlooking major resource points. This is a common theme in many "good" 1v1 automatch maps: The only buildings that exist are the ones that overlook VPs. At worst, there's a single weak building overlooking one of the important resource points in an easily counterable position. Maps where this largely holds true: Langres, Faymonville, Crossing, Kholodny.
I think that Buildings in 1v1 only serve to slow down the game and there isn't really a place for them in 1v1 other than MG nests overlooking VPs. Buildings being next to VPs isn't so bad because most of the mid to late game action happens around VPs so it can be interesting seeing players playing around these buildings with tanks, vetted infantry and support weapons. On resource points though, Buildings will favour whatever player spawns closer to the building because that player will be the one to reach the building first and hold the resource point. For example, on Lost Glider where the South player, who is closer to every meaningful building on the Map, has a large advantage because of exactly this. The worst offenders are maps that put buildings on cutoffs or have buildings everywhere (Lost Glider, Arnem Checkpoint, Westwall, Kharkov) leading to large parts of the map which are difficult to take and thus necessitate slow gameplay.
Buildings on resource points also force gameplay around these buildings a lot earlier because you NEED to hold resource points to get into the game whereas you can largely ignore VP positions for a good part of the early game and then deal with entrenched building VP positions when you're ready with light vehicles and tanks. Forcing early game infantry fights around buildings is dull because whoever gets to the house first has a distinct advantage in the engagements. This usually means whatever side spawned closer.
The guaranteed green cover Buildings provide mean squads outside the building can usually only deal with Buildings at long range. Pair this with the fact that you can leapfrog out of buildings to delay engagements means that early infantry gameplay around Buildings leads to the slowest early game engagements by far and are simply tedious to play because they always play the same way.
tl:dr Please don't add buildings to maps, building gameplay in COH 2 1v1 is probably the worst aspect of the game. Just put green cover unless it's over a VP, then you can put a building.
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Post History of ikab
Thread: (2) Nexus13 Jul 2018, 08:21 AM
In: Map Sharing
Thread: noob forgets what the surrender button is and gets trashed23 Jun 2018, 11:10 AM
Playing 4v4 in 2018 cmonBruh
Thread: Angoville 20 Jun 2018, 23:29 PM
20 Jun 2018, 22:19 PMferwiner
The only real problem with agnoville is elevation. And it used to be there in coh1 as well.
I have never noticed elevation issues on this map in the same way I notice them on Poltawa or Langres. On Poltawa and langres elevation is so bad that it significantly affects projectile accuracy.
Thread: Angoville 20 Jun 2018, 03:54 AM
18 Jun 2018, 15:02 PMA_E
Angoville does not work as well with a true sight setting.
I agree. I remember loving vCOH angoville and looking forward to angoville games.
Getting angoville in COH 2 fills me with a sense of dread because I know the game I'm about to play is gonna be horrible.
The map definitely needs more than what I proposed to be playable, but removing some of the insane stone cutoff buildings would be a start to restoring this map to its former glory.
I remember langres had stone buildings in vCOH that were removed in COH 2. I know Langres is still a weird map balance wise but it is very fun to play on. Angoville could be the same if these buildings were removed. Stone buildings work in team games but they just lead to static campy gameplay in 1v1, probably the worst combat in the entire game. It's especially frustrating if you're playing one of the factions that doesn't get a non-doctrinal flamethrower because you end up having no way to clear the buildings.
Thread: Angoville 17 Jun 2018, 01:28 AM
Top right side buildings are too close together.
Space them apart enough so that light vehicles can deal with them.
Thread: GCS2 Qualification Hearts and Minds poll13 Jun 2018, 19:44 PM
Anybody who didn't vote kimbo god is objectively wrong.
In: GCS Discussion
Thread: Seasonal Map Cup Summer Sign Ups29 May 2018, 05:49 AM
In: Events Central
Thread: Paratrooper tactical movement bug replay21 May 2018, 22:27 PM
Replay demonstrating a bug with the paratroopers that caused them to move at a greatly reduced rate after crewing and then decrewing a Jackson. This is quite a game losing bug and it's not clear what caused it.
Edit: Seems the bug is caused by decrewing the Jackson, using tactical assault and then retreating immediately. Paratroopers will be slowed for the rest of the game. Unsure of the details.
Thread: B4s vs Angreifen12 May 2018, 19:09 PM
This is the first game I managed to get B4 to do anything against a skilled player.
High octane game between two highly skilled (OMEGALUL) players both attempting to execute off meta strats. Strap in for throws, counter throws and B4 missing 9/10 shots and then wiping half an army on the tenth shot.
Thread: SMC Spring Replays4 May 2018, 20:39 PM
SMC Ikab vs EmpiresCorrupt
In: Events Central
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