Question to any mapmakers ?
Is there a simple way to measure travel time between points on maps, ie travel time from base to cutoff or fuel point???
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Thread: [Developer] Map Improvement Poll18 Feb 2015, 04:44 AM
In: COH2 Gameplay |
Thread: Maps are completely unbalanced18 Feb 2015, 03:37 AM
Hello guys! The reason is the time it takes for the northen player to get to cutoff and opponents fuel. For eg, pos1 vs pos3. When starting position 3, it will take you 5 secs longer to get to your cutoff than your opponent and it will take approx a wopping 15 secs to get to your opponents fuel. Which is why it is so easy to decap your opponents fuel from pos1. Position 3 has an advantage over position1 being closer to fuel however that equates to a tiny fuel gain at the start of the game. Once the action moves to the centre the advantage dissipates and swings in favour of position1. If you get position4 you are at a greater disadvantage that all other positions due to the fact that pos1/pos2 sits between fuel and cutoff, where as pos4 is further away from cutoff and fuel than pos3. It is also significantly easier to defend from the south given the large amount of open area to the west compared to multiple shot blockers to the east. If you play vs okw or usf from position 4 and the set up forward retreat point you are basically screwed if you ever retreat. I don't know if map makers can measure between different points on maps. I have just been running simulations in custom game but that is not as accurate as i would like.. This why Relic struggle to balance the game, because time is another variable being added to the game due to poor map design. In: COH2 Balance |
Thread: Relic PLS stop the BLOBS18 Feb 2015, 01:27 AM
I love how Allies have the best blob counters in the game and people still whine about Volks/Obers blobs. The issue is not so much that allies have effective counters but the fact that that the game has devolved into this type of gamestyle. Cheese abilities often out-preform positioning, teching, strategy. I mean using demos or tanks to squash a blob is effective but its cheap. Feels like kicking your opponent in the groin. The game is intense and visually appealing but boring and unrewarding. In: COH2 Gameplay |
Thread: Relic PLS stop the BLOBS18 Feb 2015, 01:19 AM
As russia, you don't blob on this map. The most effective method is attacking from numerous angles using urrah and throwing molitovs. Very hard to stop 6 or more squads. Russian strength is spam not so much blobbing. In 1v1, I rarely ever encounter Russian blobs, ie 4 or 5 squads being A-moved around map in a blob. Large blobs seem to be OKW feature, then USF, OSt and Sov usually no more than 2 or 3. Blobbing on this map is a problem when WF armies have forward retreat point. I have played opponents that simply retreat blob the moment they are pinned or out gunned only to return using another angle 5 - 8 seconds later. Very easy to catch opponent out of position using this strategy and get a squad wipe.. In: COH2 Gameplay |
Thread: Relic PLS stop the BLOBS18 Feb 2015, 00:41 AM
The solution to blobbing is very simple. Relic should institute a modifier on infantry of 3 squads or more moving in unison outside of cover. +1 It seems logical that a large group of infantry moving together will take more damage and surely is not hard to implement. build your own blob to counter, the answer is simple This is true, but not the solution many are wanting.
Schreck blobs definitely, all the rest may be less effective but isn't that the point, to remove the unstoppable terminator blobs. In: COH2 Gameplay |
Thread: Ostheer: What is to be done?18 Feb 2015, 00:22 AM
Just played a game, Ost vs USF 1v1, Crossing in the Woods. Usf Lt walks straight into centre of mg42 firing arc and just snipes the gunner, mg doesn't even fire.. WTF. After watching replay the gunner seems to be looking to the right not ahead. Is this a thing ?? The mg should fire first, surely..... Same game, pio's laying wire in front of boxes at muni point and one dickhead gets trapped. After wire is finished the 3 remaining pio's teleport over wire and become trapped. Game basically over at this point, so frustrating atm. In: COH2 Gameplay |
Thread: It just isn't fun anymore16 Feb 2015, 12:09 PM
Vet3 free grenadiers if you bought the vet as wher. I dunno, maybe its because I was absent so long that I enjoy it so much now, but I never enjoyed coh2 this much previously. Even seem to find games allot faster. Free weekend, there were double the normal amount of players. In: COH2 Gameplay |
Thread: It just isn't fun anymore16 Feb 2015, 12:07 PM
Obviously you got issues with Wher design, a lot of people did, hence the preference for Coh2. I am not going to argue the point which game is better because that is a matter of personal preference and i accept that. However vet is not as important due to mid/late game being about lmg and elite troops. Yes some units with vet are important but in the larger scheme of the game vet troops get wipe just as easy as fresh troops. At a pro level ( ie tournament ) loosing squads can be detrimental but for most people in most modes greater than 1v1 it is a non event. I have played games where i have double the kills of my opponent but he just keeps calling in strong units that don't rely on vet to be effective. This is why it is noob friendly, the player may not win but he can stay in the game untill he can call in some heavey etc etc... In: COH2 Gameplay |
Thread: It just isn't fun anymore16 Feb 2015, 10:41 AM
I played 8 months ago, and I had to force myself to play more than one game. Sorry to inform you but the march patch was the last major improvement to the game. The only other significant changes were to units that were broken as F*** like ISU and OP kubel and change to unit cover which came with the downside of making grenades and AOE explosions likely to squadwipe. The addition of western front armies has pleased many due to ease of play, but also pissed off many due to blob meta, wonky balance and a mountain of bugs. I am glad you find the game appealing again but you really are short on facts. In: COH2 Gameplay |
Thread: Everyone plays axis becouse axis are better15 Feb 2015, 13:17 PM
It's a good combo, but a pak43, elephant, or Jagdtiger will stop it in it's tracks. There isn't anything on the allies that can reliably stop KT, tiger, or panther combos. Map design and engine damage from fausts has also seen the disappearance of flanking which used to be a key allies strategy. Now it often comes down to rng. I have destroyed Kt's easily with 2 Is2's but have also lost 2 Is2's and not even been able to deal more than 50% damage.... In: COH2 Gameplay |
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