Please re-balance Gold Beach -1 reply

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Mike 51

Bush/Cheney 2004 apparently

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27th September 2003

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#1 13 years ago

Hey all, I want to start out by saying this is one of the first complaints I've had with FH for a long time, so just because the forums seem to be full of 'em it doesn't mean you're not all doing a great job.

Moving on, basically, I'd like to see Gold Beach back how it was, in the good old days when it was possible for the British to win it. Now that it's apparently been made a push map (without letting anyone know as well, which doesn't really help) it's hard enough, but the decreased flag radii (is that right?) around the second and third flags make it almost impossible. I've not seen the allies make it past the farmhouse in .67 at all, or seen the Germans with less than about 200 tickets at the end.

I don't know why anyone felt the need to make this map any harder, seeing as it was always one of the biggest allied challenges in .65 and .66. As it was, the allies either took all the flags with about 30 tickets to go, or the round ended with the Germans about 300 up, so it was always tough - but now it's just silly. Basically, all I'm asking is that in the next version you put the flag radius's (that's not right either) back where they were, so the allies have a chance to grey out flags and advance and actually get a win under their belts for a change.

Hope someone remembers this when the next version rolls around. I know you're busy but sometimes maps like this slip through the net, and the moment, I'm finding it all but unplayable as British (certainly on WOLF, maybe others experience it differently) which is a shame because it was always a favourite. Anyhow, thanks for taking the time to read, and hopefully you agree that something has to be done at some point.




[SYN] Ace

Dread thinks I'm a special person

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7th October 2003

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#2 13 years ago

Ditto

Not a huge fan of the push




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#3 13 years ago

Many others share your view. I like the push system and it seems you do too, in theory. The problem is the push system and small flag radii go hand in hand in terms of design normally. Fixes would be either: 1. Larger flag radii (unfortunate to have a bigger "kill" zone around non-open flags, harder to defend). 2. Reinforcements spawn farther away to make attacking sensibly possible.




[tR]Mad Mac

Aerospace Engineering FTW!

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19th May 2004

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#4 13 years ago

I have to disagree with you. I normally play only british on this map, and love it. Although, a wider capture zone and further spawn distance would improve the flaws in the push play, I believe. Different strokes for different folks, I guess. Perhaps 2 versions of the map is a better idea.




schoolkid

your mother is a beaver

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3rd June 2004

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#5 13 years ago

The question is not whether it's possible to love it as the British, but whether it's possible to win it as the British. Personally, from what I've seen, the British meet no resistance on the beach, but can never capture the fourth or fifth outposts. The charge up the hill of the fourth outpost is simply suicide.




Tas

Serious business brigade

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4th September 2004

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#6 13 years ago

Keep it push style, please, next time the rear flag gets capped by some rambo fool with a sten, or three rambo fools for that matter, i am just going to QUIT the damn map, im glad thats over with now that the map is push style. The allies need alot more tickets, its that simple. Like with Charlie sector, tho not that extreme.




yuiop

Snowden's Secret

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23rd May 2003

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#7 13 years ago

push is better than it was before I feel. everything raptor said is pretty much right. Gold is one of the best maps in the game. Before it was too easy for someone to sneak back, now allies have to work together. I've seen allies cap the 4th flag. It just takes cooperation on the allies to win.




hslan.Faust

Dread thinks I'm a special person

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11th October 2004

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#8 13 years ago

first of all the maps created for pushmaps form the beginning like "seelow hights" and "Foy" are great. but i agree that maps like "goldbeach" and especially "blackknight" and "alpenfestung" are not realy suited for that kind of gameplay. from what i experienced its always the same winning side for those maps (allies in blackknight, axis in goldbeach and alpenfestung). either too much or too little cover make this maps hard to enjoy. i would prefer seeing those maps like they were in 0.66 for the next release.




Beast of War

Born to kill

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28th May 2003

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#9 13 years ago

I think the subject of this thread is nonesense.....

Protect the allied tanks from German (AT) infantry and you are quitte unstoppable.

Use the tanks as there were used in real WWII : as mobile cannons/MG nests to take out machinegun nests, artillery and infantry at range. Infantry running behind it ( so they cannot be shot by enemy because the tank is acting as a shield ) protects the flanks and rear of the tank from enemy (AT) infantry, and moves in for CQC when they reached the flag to take it......and push style won't be so hard at all.

You just got to unlearn the race-for-the-flags-in-a-jeep kind of gameplay, and start acting more like (real) soldiers. This is a wargame, push style gives you WAR.




[CoUk]niu

I take what n0e says way too seriously

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12th March 2004

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#10 13 years ago

Push style gives nothing but a less free game,and bugs.

A version were you cannot cap the rearmost flag until the other are capped would be ok,but this linear pos is simply boring as hell.