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#161 covidwhisperer

Posted 17 December 2021 - 09:25 PM

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.

 



#162 Highway Man

Posted 17 December 2021 - 10:26 PM

And give snipers unlimited ammo in all maps


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#163 kaiserj

Posted 18 December 2021 - 12:09 PM

Snipers should have more ammo again. 


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#164 Wasabi®

Posted 18 December 2021 - 03:41 PM

Snipers should have more ammo again. 

I miss that mod. We just couldn't find a reason to justify it...


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#165 kaiserj

Posted 18 December 2021 - 05:49 PM

Bocage & Gazala are the 2 maps where it would be nice. 


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#166 Wasabi®

Posted 18 December 2021 - 08:43 PM

2021-12-18

Omaha Beach (CQ)

Removed 2nd Axis Panzer. Axis now has a Tiger at the top base that will spawn when Allied have the middle flag. Axis Panzer at the middle base remains.


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#167 Capn Cackler

Posted 19 December 2021 - 12:55 AM

 

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.

 

 

 

 

Does not help when the allied team always seems to have the better players :<

To anyone reading this: Consider switching teams to help out the losing team because it is not fun for anyone when you are getting bored of waiting and the enemy team is giving up because they don't stand a chance. I'm mostly pointing my finger at infantry. You know who you are.


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#168 HARRY TRIGGER

Posted 19 December 2021 - 09:02 AM

Midway: NEEDS

 

More PT Boats.

Place to re-arm missiles.


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#169 Wasabi®

Posted 19 December 2021 - 11:09 AM

Midway: NEEDS

 

More PT Boats.

Place to re-arm missiles.

 

There's 2 now - one right next to the west base and another above the east base. Where would you suggest we add more? 



#170 HARRY TRIGGER

Posted 19 December 2021 - 12:15 PM

Next to west base facing west.

                            Put the other on east side below defgun.

 

Place to re-arm them too. I yet to find a place.



#171 Wasabi®

Posted 19 December 2021 - 02:22 PM

You should be able to reload at the spawn points, is it not working?



#172 HARRY TRIGGER

Posted 19 December 2021 - 03:29 PM

Did not know that.



#173 Wasabi®

Posted 21 December 2021 - 03:00 PM

2021-12-21

 

Market Garden (CQ)

  • Axis paraspawn now lands closer to the Stone Bridge flag
  • Hanomag will now spawn at the Arnhem Bridge flag when under Axis control.
  • Axis Katyusha removed and replaced by Wespe
  • Axis Wespe at the Church replaced by Hanomag

Hopefully this helps a bit with the unbalance of the map.


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#174 Stamper

Posted 22 December 2021 - 01:57 PM

2021-12-21

 

Market Garden (CQ)

  • Axis paraspawn now lands closer to the Stone Bridge flag
  • Hanomag will now spawn at the Arnhem Bridge flag when under Axis control.
  • Axis Katyusha removed and replaced by Wespe
  • Axis Wespe at the Church replaced by Hanomag

Hopefully this helps a bit with the unbalance of the map.

 

Played Market this morning as Axis and the APC/spawn adjustments were super helpful.  Thanks for adding them.  Could shoot back at planes and not be chewed up by infantry on way to church...it helps.



#175 Stamper

Posted 26 December 2021 - 11:47 AM

Based on some discussion that popped up today in Market CTF....

 

Axis only has one AA that can hit the flag, right behind the plane spawn.  Allies have two.  

 

For Axis, are the AA positions along the river actually helpful?  If they are, keep them, but in contrast, remove the second one from the Allied main and put it somewhere else so Allies don't have the advantage of two AA's firing right on the flag.  

 

Could an AA from near the river be repositioned near one of the houses of the Axis main if the Allies keep the two in their main?    I think it would remedy the plane situation like was encountered this morning.  More or less, you'd have two AA's in the vicinity of the flags on both sides.  Or, reduce each side to one (that can hit the flag) but position the rest elsewhere throughout the map, or in the mains, but out of reach of the flag.

 

Also, could the little raft boat things (like in CQ) be added on both sides of the river at the spawns to alleviate the choke points on the bridges?   If the choke points are desired, then leave it as is.


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#176 Stamper

Posted 12 January 2022 - 12:32 PM

Caen CTF 

 

 

 

-Consider having grenades reload on all ammo boxes except the ones at the respective flags/bases

-If that is a 'no', maybe a zook kit or two here or there around the city 

-Mounted machine guns in the mains to help defend flags would also be fun as opposed to the ones that are in their current positions for CQ...maybe even reposition the Pak40s to more defensive positions as opposed to the rooftops in the center.  I get that it's an infantry map, but as long as there are tanks and spawn APC's.......


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#177 Wasabi®

Posted 16 January 2022 - 01:52 PM

2022-01-16

 

Battle of Britain (CQ)

  • Longer spawn time for JU88As and fewer JU88 spawns. 
  • Right side Spitfire at the East Factory can now take off without clipping the factory. 

Berlin (CTF)

  • Grenades no longer reload.

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#178 FriendlyNoob

Posted 16 January 2022 - 09:27 PM

On Battle of the Bulge can we put a second ammo crate behind the windmill. So people can get ammo without exposing themselves to fire from 10 tanks. Thank you. 



#179 Wasabi®

Posted 16 January 2022 - 11:34 PM

Ammo crates can't be added server-side unfortunately, since they will be invisible to the players. :(



#180 Stamper

Posted 23 January 2022 - 09:56 AM

Thoughts....

 

Britain:  Lock the Ju88, add another APC near the JU88 hangar, add another flak near the plane spawns (or near the shore) and maybe tune up the power of the guns of the JU88 a little.  By default I know they're stronger than say...the rear guns on the Val or SBD, but with higher ping, even if you're lucky to get a hit, it still is a pain to bring a pair or more of Spitfires down when they're on your tail.  I'm proud to say I have about an average of 2 or 3 spits downed per map.  Yahoo.  Maybe consider adding a Stuka and remove one of the 109s?  Keep in mind I don't fly anymore...I tailgun/ground in this map.   For Allies, maybe more APCs, and add a machine gun to the east-facing bunker in E3 that's along the river.  

 

Kharkov: At the two river flags, put a machine gun on one of the upper floors of the destroyed buildings to help cover the bridge/hit the nadespammers on the other side.  Would it wreck the balance to give the Russian assault kit another spare magazine?

 

Cassino:  Could we do a CTF map where it's just the castle with two flags in the corners?

 

Market: There are two ammo boxes at steel bridge flag.... one at the bunker, one at the tall building.  Could we remove the expack reload from the one at the bottom of the tall  building for similar reasons why grenades/pack reload was removed from the Bocage windmill?   I could see tanks being a reason to 'not' do this, but at the same time, there is a better ammo box to restock the expacks right up at the bridge level, and in most cases, planes and our plethora of talented zookers take care of the tanks....




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