The ho-ha had a respawn point and was replaced with hannomag respawn point and then replaced with axis parachute. The axis tank advantage is easily nullified if you have at least two players on allied who mine stone bridge and main bridge. An experienced allied team typically has lots of mines on the bridge. A really good allied team has players dropping frisbee mines from the steel beams on top of the tanks before the tanks can react
I find 9/10 games axis tanks don't cross bridges as they are prevented to from mines and/or allied anti-tank bazookas waiting in ambush. This creates a bottleneck on the bridges while allied air superiority destroy them or allied infintry by the apartment building spam throwing grenades until the tanks are wiped out. Granted a veteran axis team could throw kamikaze troops at the mines to deliberately sacrifice themselves to take out the mines with jeeps but that is uncommon.
I just played market garden and axis lost again by being unable to get their tanks across the bridge, it seems 9/10 times this is how market garden plays out when I'm online. I strongly think Axis needs more assets
Market Garden seems unbalanced. Allies consistently win as a semi experienced team can easily mine the two bridges and cut off axis tanks from advancing
I suggest that Axis has some changes:
1) Consider adding a hatzuki to axis or aircraft carrier and removing axis siege. The axis BF plane is inferior to the allied plane. This will give axis an advantage in flaking allied planes and provide a new dynamic of naval landing craft assaults
2) Consider adding a stuka to axis or JU88 to counteract the b17. A good b17 pilot can devastate axis tanks and inf and single handedly cause allies to win.
3) Consider adding the spawn APC back to axis in addition to the parachute spawn. The axis parachute spawn is further away from stone bridge than the allied parachute spawn is to the church
4) Consider replacing axis jeeps with kettenkrads as they are faster
5) Katyusha rockets in Axis base do not have autokill attached to them. Allied players are able to steal them and remove them from axis base when admins arent watching. Consider adding autokill to them
6) Its unbalanced that allies get two sherman respawning at church and that axis get one wespe instead. Wespe is easily killable by nades or zooks from allied paratroopers. Consider adding a tiger at church instead of wespe for axis respawn
7) Consider adding an additional axis vehicle at main bridge when axis controls such as adding an axis ho-ha or hanomag
2) A Stuka is a flying brick, it is not made to take out a B17. Axis already received some 109s to counteract the Allied airforce (this is not on vanilla). Btw, Allies have the B17 to counter the Axis tank power.
3) The distance from Axis para to the flag radius should just be about the same as Allied.
4) The kubelwagens are the best manouvering jeeps in the game. Have you ever tried to turn quickly in a kettenkrad?
5) I'll convey this to our modder, thank you.
6) Keep in mind that the Axis get at least 5 tanks in their main, including two heavy tanks. If Allies cannot hold on to the church, they will have to deal with 7+ Axis tanks.
7) We used to have a two sided APC spawn there, not sure where it went.
Market Garden seems unbalanced. Allies consistently win as a semi experienced team can easily mine the two bridges and cut off axis tanks from advancing
I suggest that Axis has some changes:
1) Consider adding a hatzuki to axis or aircraft carrier and removing axis siege. The axis BF plane is inferior to the allied plane. This will give axis an advantage in flaking allied planes and provide a new dynamic of naval landing craft assaults
2) Consider adding a stuka to axis or JU88 to counteract the b17. A good b17 pilot can devastate axis tanks and inf and single handedly cause allies to win.
3) Consider adding the spawn APC back to axis in addition to the parachute spawn. The axis parachute spawn is further away from stone bridge than the allied parachute spawn is to the church
4) Consider replacing axis jeeps with kettenkrads as they are faster
5) Katyusha rockets in Axis base do not have autokill attached to them. Allied players are able to steal them and remove them from axis base when admins arent watching. Consider adding autokill to them
6) Its unbalanced that allies get two sherman respawning at church and that axis get one wespe instead. Wespe is easily killable by nades or zooks from allied paratroopers. Consider adding a tiger at church instead of wespe for axis respawn
7) Consider adding an additional axis vehicle at main bridge when axis controls such as adding an axis ho-ha or hanomag
I like point #6......how often does the Wespe 'actually' get used? Put it back in the main, and let them keep the rocket truck as well. Give them a tiger or panzer (just one) at the church instead. Keep paraspawn, no Stuka, though...
* One thought I had was the vehicles that spawn near steel bridge flag - what if a hanomag and a scooter were to spawn next to each other at the location of the current apc instead of alternating between scooter/M3A1 depending on who holds the flag? If the Germans were to get that flag, they'd have an easier chance of getting away from the flag to try to get something else and be less dependent on the paraspawn.
** Maybe also a hanomag at the stone bridge in addition to the jeep, or simply an additional jeep? I think the paraspawn made a difference but there is no accessible armor on that side of the map for Germans to use....maybe just more transportation options at the two bridge flags could help them out when odds aren't in their favor, even if they hold either or both bridges. I wouldn't suggest putting a tank there (at stone or steel), but an APC would at least make it past the allied infantry that ambush the flag the moment the Germans capture it. By contrast, the Allies can waltz right to the church and have two Shermans spawn....
Hope that made sense. Thanks for readin' as always.
* See 7)
** An additional jeep or apc would not hurt IMO, just be aware that the APC's MG can be used against the Axis paraspawn.