Charlie Sector Still Needs Work -1 reply

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Lateralus

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6th October 2003

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#1 13 years ago

I thought the changes brought with .66 would fix this map, but they didn't. They could have changed it perfectly if a couple other things had been done.

A) The defgun. I don't think the Germans had a gigantic guns like that behind the beaches on Omaha (or any other D-day landing area). If they did, why wasn't it more famous? I mean, the guns that were supposedly on Point-du-Hoc had a whole special ops mission tasked with destroying them. Just this one gun alone usually wins the map for the Axis - aim it at the exit of the bunker (right side for the Allied team), shoot it for the remainder of the map. Rack up dozens of kills.

B) German spawnpoints. Even when the Allies capture both bunker flags, the Germans still spawn right outside the bunker doors. Their flag is way up there, but their actual spawnpoints are all around the flag that the Allies try to get to. This means that when they spawn, all they have to do is turn around, prone and spam their MP40s and grenades at the bunker door.

Their spawnpoints should all be right next to their flag, so that they have to run across a reasonable expanse of open field. Make the distance that the Allies have to run from their spawns to the flag about equal.

C) The Nebelwerfers seem excessive. Give them one at the rear, but replace the other(s) with a 105mm Howitzer. Why this hasn't been modeled yet, I have no idea. Add mortar positions a few dozen yards behind the beach, and at the rear of the map. Add a couple mortar kits as well.

IMO, the crux of the map should be how long the Germans can hold on to the beaches, not how quickly they can bleed the Allies to death. The Allies should eventually make it up the beach and across the fields to the rear in a concerted effort. If the Allies can only win because two lamers sneaked past the horde of Germans at the bunker door and captured a rear flag, the map obviously has a problem.




[tR]Mad Mac

Aerospace Engineering FTW!

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19th May 2004

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#2 13 years ago

Lobo said that they are in the process of reworking this map (its his baby). I hope it comes out good, this map is visually amazing, and has the potential for great fights.




AussieZaitsev

Revenge was here.

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14th December 2003

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#3 13 years ago

one word

PUSH




Lobo

All your base are belong to FH

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27th April 2003

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#4 13 years ago

I disagree, there was that kind of artillery in the Atlantik wall.

The team is taking screens of the rounds we play public to monitorize balance problems of our maps and Charlie finally looks balanced, these are the results till now:

Allieds-Axis 1063-467 1046-353 966-0 0-502 0-310 682-0 1010-0 0-249 1-0 :lol: (this one was great) 0-82 1221-0

The good thing is that even when allieds loose we have beautiful battles in 0.66, with a sense the allieds have chances to win, is not animore the frustrating 0.65 experience. Our results show a slight advantage for allieds but I think we will remove the bleed of germans forcing the allieds to attack the last axis flag, and the germans will fight till the last man with this idea




Lateralus

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6th October 2003

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#5 13 years ago

LoboI disagree, there was that kind of artillery in the Atlantik wall.

The team is taking screens of the rounds we play public to monitorize balance problems of our maps and Charlie finally looks balanced, these are the results till now:

Allieds-Axis 1063-467 1046-353 966-0 0-502 0-310 682-0 1010-0 0-249 1-0 :lol: (this one was great) 0-82 1221-0

Fair enough. I was probably not basing my assumptions on a large enough sample size.

I didn't say that such artillery didn't exist, but it seems that if there was such a large gun so close to the beach at Omaha, why hasn't anyone ever heard of it? I again refer to my Point-du-Hoc example, just a few guns emplacements are a pretty famous part of D-Day.

What the hell size gun is it supposed to be, anyway? 150mm, maybe?




terminal-strike

terminal-strike

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6th May 2004

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#6 13 years ago

The reload is pretty fast for a gun that size which means that a skilled gunner can stop everybody and anybody from making it out. Iv seen people with a score of 60+ to 0 by being in that gun. Only way I know to stop it is to stand inside the doorway and and shoot him, usually i try with a garand, before the shell comes in. maybe replace the huge turret, with a tank turret. Maybe either a ft turret, or the h-35. Or I guess these could be added inanyway really. I think the post- bunker perdio iis pretty stable save the def-gun rape. But It can be exceedlingly hard to advance with a good team manning defenses before a bunker is capped, and literally no one will get throguh. For this I could see adding 2 beach capture points so people can choose which side they go on more coordinately.




Lateralus

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#7 13 years ago
terminal-strike I think the post- bunker perdio iis pretty stable save the def-gun rape. It can be exceedlingly hard to advance with a good team manning defenses, and literally no one will get throguh. For this I could see adding 2 beach capture points so people can choose which side they go on more coordinately.

Or just make the two bunker flags unrecapturable once the Americans capture it. If the Allies make a concerted enough effort that they make it across the beach, up through the bunker and manage to clear it of the enemy, they should be rewarded with permanent occupation of it. They should spawn right inside it. On many occasions I have seen the Germans immediately take it back after it falls, leaving the Americans back on the beach where they started.




Big Lebowski

This is not nam

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6th December 2003

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#8 13 years ago

The only thing I see wrong with omaha is the damn nebelwerfers... I highly doubt they where at the beach'es.. i understand there really isent any ohter artillery peices to replace them yet, but as soon you get some ready please do so..

also, please make some mortar positions..




Lateralus

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#9 13 years ago
Big LeBowSkiT= i understand there really isent any ohter artillery peices to replace them yet

I've been wondering why this is so for a while. 105mm were by far the most common artillery pieces used by all sides during the conflict, and artillery was absolutely vital to any large-scale military operations.

That isn't so in FH. 105s for the Germans should have been done right along with the K98, MP40. They were that important.




FactionRecon

11PzG Grunt

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4th August 2003

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#10 13 years ago

I agree. German 105's were the mainstay of thier artillery system, not the nebels as is shown in every other game and movie just because it "looks German". I'm really hoping for an arty upgrade for the Germans next release.

Also, agreed with T-S on the bunkers becoming uncappable once the Allies capture it. Too many games are forced to stay in that little area of the map, and the rest gets unused. The map should be based lightly on the Allies getting up the beaches and through the bunkers, and heavily on the fighting afterwards in the fields. Perhaps add some hedgerows for cover on the fields. It's much to barren right now.