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Drrty-D

First Lieutenant
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Mar 1, 2017
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  • Steel Division: Normandy 44
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Been watching some replays of the new ranked mode(Gondie losing a won match :pand some others) and as Fussel said it before its actually not that bad considering it fixed the pathfinding problems at the game start,but still the reinforcments need too much time to arrive imo and could also face the same pathfinding problems during the matches so my idea is to shorten the map and make it wider like in this pro photoshop pic :).
be7760e32f66c3e96f747ae6e5e3e10e.jpg

What do you think ?
 
This seems like something for a modder to do and test around with, rather then having the devs make an outright big change for everyone to test. Does this game support custom maps yet? Will it ever?

EDIT: Checked the Mod Forums, no Custom Map tools :(

Custom maps seem like the best way for a game like this to really spread its wings and try out new things to see what works better for the community as far as gameplay and balance.
The Devs can't ever hope to come up with as many ideas and have the time to test them as a dedicated fan base can.

Maybe they are waiting to release the last DLC b4 they let people mod the game so as to not have any overlap and have to compete with free content.
Nothing worse for a company then seeing a cool feature or map mode they would like to sell be put out for free using their own platform.
 
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It's a cluster right from get go as it is, shorten the playing field and the game will be nothing more than dudes grinding at each other (more than now).

With numbers of players setting up on top of each other, there's plenty of gaps left along the frontline as it is.
 
It's a cluster right from get go as it is, shorten the playing field and the game will be nothing more than dudes grinding at each other (more than now).

With numbers of players setting up on top of each other, there's plenty of gaps left along the frontline as it is.

By cluster you mean chesslike 20 units vs 20 units(supported by the best zoom engine engine on the market) that now dont need 1 min to arrive to the frontline in the new ranked mode ?Again we come back to the low cash start and different opinions if its bad or good,you know my opinion :).

I am talking about ranked games(1vs1 since nothing else is played) and the map being short but wider will not make it a cluster_uck imho.

Have you watched 1vs1 new ranked mode replays lately/ever ?The ones i watched was literally most 20 vs 20 units on the fields and the one with better planes micro and tactics win mostly ?Imo shorter and wider map would bring that violence,speed and momentum this game need,bringing fresh tactics and strategies to the meta.
 
Making the maps wider would probably make the Allies even stronger in 1v1, so no thanks. Most German divisions have too little and too expensive infantry in phase A as it is. However, I do think most of the 2v2-3v3 map sizes are not wide enough for 3v3 games, which favors the Germans heavily because of the unit density.
 
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Wider maps will just increase the roade nonsens problem, sins it will just make wider dead zones for ur frontline just becuas ther isnt a great roade leading to it.
Would be awsome to see the devs actually fixing this with easy simple dirtroads drawen on the maps.. Noone will bitch and think the game gets wors if ther is a stupid liddle dirtroade wher non was in RL.. But agan 'muhhhh realism' used as a cheap excuse for not doing any work i guess..
 
By cluster you mean chesslike 20 units vs 20 units(supported by the best zoom engine engine on the market) that now dont need 1 min to arrive to the frontline in the new ranked mode ?Again we come back to the low cash start and different opinions if its bad or good,you know my opinion :).

I am talking about ranked games(1vs1 since nothing else is played) and the map being short but wider will not make it a cluster_uck imho.

Have you watched 1vs1 new ranked mode replays lately/ever ?The ones i watched was literally most 20 vs 20 units on the fields and the one with better planes micro and tactics win mostly ?Imo shorter and wider map would bring that violence,speed and momentum this game need,bringing fresh tactics and strategies to the meta.
I'm basing my comment on my observations from a number of 10v10 games I've been in or watched.

Also, Herr_Robert expands on why I see it as a problem...certainly the german panzer divs have too few inf early on to cope well with a wider frontage. However, that is part of a broader problem of the actual lineup for all divs across phase A...the phase is about recce and meeting engagement/s by light recon and screening forces, yet some decks are loaded up with peak units, and in some cases no lack of availability; Hellcats, Fireflies, Sherman 105's, Cromwell CS, Pak 43's, etc, should have no place in a phase intended to be for light forces jockeying for advantage, and feeling out the enemies whereabouts.
 
I'm basing my comment on my observations from a number of 10v10 games I've been in or watched.

Also, Herr_Robert expands on why I see it as a problem...certainly the german panzer divs have too few inf early on to cope well with a wider frontage. However, that is part of a broader problem of the actual lineup for all divs across phase A...the phase is about recce and meeting engagement/s by light recon and screening forces, yet some decks are loaded up with peak units, and in some cases no lack of availability; Hellcats, Fireflies, Sherman 105's, Cromwell CS, Pak 43's, etc, should have no place in a phase intended to be for light forces jockeying for advantage, and feeling out the enemies whereabouts.

I somehow disagree with you. Actually A phase is strong for some decks and weak for others. You just propose to delete every armor vehicle or every strong units from A phase, which i find silly cause there is no end to this process. Actually the sooner these units may come the sooner and longer you may use them in the game and keep them alive for further use.
There is no end, why deleting armor if you keep panzerwerfers to smash infantry, why not deleting panzerwerfers but then how balance the decks with strong phase A inf and the decks which have none...
The strong units in A phase are not an issue as long as they are costly with low availability.
The issue is more a cost balance between decks (back to advantaged 4AD once again) and keep the possibility to counter anything one way or another (which is worse than before with A phase light AT'S and the new crit system).
These peaks units in A are always very costly for phase A points flow.