Profile of VonIvan
General Information
Broadcast: https://www.twitch.tv/VonIvan
Twitter: https://twitter.com/EXPERTSVonIvan
Steam: 76561198012811763
Residence:
United States
Nationality:
United States
Game Name: EXPERTSVonIvan
Broadcast: https://www.twitch.tv/VonIvan
Twitter: https://twitter.com/EXPERTSVonIvan
Steam: 76561198012811763
Residence:
United StatesNationality:
United StatesGame Name: EXPERTSVonIvan
Post History of VonIvan
Thread: Factional Showdown E3: Soviet vs. Wehr - Sign ups!5 Sep 2017, 17:41 PM
In: Lobby |
Thread: the Fall Balance Preview has been put on hold indefinitely.26 Aug 2017, 22:47 PM
In: COH2 Gameplay |
Thread: Factional Showdown E2: USF vs. OKW - sign ups!24 Aug 2017, 20:18 PM
Ban Scavenge Doc and Special Ops Doc. In: Lobby |
Thread: Factional Showdown E2: USF vs. OKW - sign ups!24 Aug 2017, 03:34 AM
Declare for USF In: Lobby |
Thread: Iron Harvest16 Aug 2017, 18:43 PM
Looks promising, but depends on how it runs and plays on release. In: Other Games |
Thread: Factional Showdown: Brits vs. Wehrmacht14 Aug 2017, 21:47 PM
In: Lobby |
Thread: Crossroads by WhiteFlashReborn14 Aug 2017, 16:13 PM
The issue with your layout is that WhiteFlash would have to redesign all hedgerows in the center and sides of the map, as well as move muni points in areas that would be either open for mg positions or easy to defend behind hedges, similar to Langres if you compare both of them. This will only tempt more players to either go for a cutoff camp or lockdown their side, then push and stalemate around the center or one side of the map if the player is being camped. Map Review I think balance wise, it's okay to have the two extra strat points, and that it's not the resource points themselves causing the issue, but balance and faction design. Currently light vehicle rushes and the ability to counter them in time usually predict the outcome of a game unless it goes beyond the 30 minute mark. It's one of a few serious balance issues that I'm hoping will be resolved with work by Mr. Smith in the test patch. I like the building and VP change to the south, while reinforcing the small building to the North, makes sense considering what both spawn positions have to offer. Decrease of green cover by the fuel associated with North spawn is a plus as well. The changes improve the map, however the side with the house on the cutoff and the timbers stacks is still at a disadvantage. This is due to the wood stacks and the shack acting as shotblockers. The second issue is the house and hedge on the cutoff makes transitioning from left to right more restrictive compared to the other starting position. 1.) The shot blockers make it easier for squads to flank around mg positions covering the fuel or VPS, and restrict the ability for the enemy to move up and reinforce their position. The only advantage it has is for sturmpios and panzergrens, which aren't spammed, or used often there. Even if there are enemy units behind shot blockers, mortars and grenades are your best friend. It equals out with the green cover stone walls on the other fuel to the North where the cemetery is located. 2.) The hedge is there for a reason, so the house by the cutoff can't be able to cover both sides with an MG or enemy unit. It also allows for you to flank and hide behind another hedge next to the building in the center of the map, which is often used for inf and mg positions, making it easier to throw nades or flame from behind cover while engaging on a different side of the map quickly. I think all the changes thus far are a significant improvement to the map itself. The only thing I would recommend is possibly changing the amount of green cover offered by the stone walls close to the VP and fuel. |
Thread: CoH 3 - Doctrines vs Commanders - VOTE NOW!!!31 Jul 2017, 09:16 AM
Katitof is free now Nigo ![]() ![]() Voted WFA's due to uniqueness. In: Lobby |
Thread: Crossroads by WhiteFlashReborn11 Jul 2017, 00:31 AM
Yeah the main issue is the northern cutoff house ruin. It's too dominant as a shot and lineofsight blocker. Especially if you are playing Ostheer in the North and try to use Paks... you are going to have a hard time. I support this, except for maybe the VPS change, you can still cap the VPS if you have an advantage over your opponent, however tactically if you do, you could be cutoff and flanked easier, which is what makes this map more fluent. Moving the ruined house, or maybe having a small shack-ish house facing the cutoff, like how it is on the southern part of the map, but with a more tactical angle, could be a better idea. The house could also be attached to the part of the base that has hedges, so it's even with the house down south perspective wise. You could fix the red cover road issue with yellow cover artillery holes, or by having the road slightly destroyed, if possible. |
Thread: How to add deep snow or mud?11 Jul 2017, 00:26 AM
While I'm not totally against deep snow and ice layouts, I do think having more than a serious portion makes a map more of a pain to play on, rather than it causing a new depth of gameplay to try out. The reason I say this is because it allows for camping to become a bit easier, and for your opponent to suffer if their units retreat through the deep snow or across ice when bombarded. People will be able to take out the ice quickly with arty and force their counterparts to cross the unbreakable but slow deep snow. I would recommend thinking of maybe trying to add bridges instead, one solid brick, but a bit more blocked with tank traps or wire maybe, and two wooden, which have fewer obstacles, but are easier to destroy or demo. |
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Latest replays uploaded by VonIvan
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VS
Sepharim
mTw.VonIvan
EXPERTSWhy Soooooo Serious???"
{GHC}elrammstein88
Ricardo Montalban
What Doth Life?!
Engineer Spam OPby: VonIvan map: Lazur Factory4-1,941
16851168081680316773166901663416598165971659616595
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