• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Commissar's House

Graphic

FNG / Fresh Meat
Aug 2, 2006
470
241
0
Nevada
There have been threads about map imbalances in general, but this is a special case that deserves special attention.

Its one of the most imbalanced maps I've ever played in a multiplayer FPS. If the Axis team has any inkling of how to play the game it will be nearly impossible to leave the spawn, let alone capture the first objectives.

You jump out of the windows on the left, you get sniped by people camping on the edge of the map. To the right you have a PzIV (or two) happily plugging away HE shells into the spawn (with his sniper trained hull machine gunner laughing his butt off) with near impunity thanks to the T-34/76's complete impotence.

The map needs much better protected starting spawn for Allies.

That's not even addressing the open fields devoid of cover you have to run across while dodging artillery shrapnel and rifle rounds, but one thing at a time.

This map's opening phase is a turkey shoot and its the only instance where I look upon the lockdown timer as a mercy instead of an annoyance.
 

THD

FNG / Fresh Meat
Dec 25, 2006
189
135
0
Time for us old Russians to pull our famous old trick.

Teamwork.
That usually results in the german tanker getting 4-6 kills with one HE shot instead of one or two, so yeah, teamwork the best! :rolleyes:
 

dweeb

FNG / Fresh Meat
Mar 31, 2006
182
90
0
The opening spawn is a bit of a death trap but the rest of the map is pretty good I think. Just placing some stuff to hide behind if you go out the side window would help a lot.
 

sleeepy

FNG / Fresh Meat
Sep 15, 2011
3
1
0
Map is absolute garbage. It's really sad to play 2 rounds of Commissar's without even getting close to capping once then have the map switch to Spartanovka and see Axis cap A in the first 30 seconds. Since historical accuracy has been thrown out the window (6 MKb42s per team, seen hundreds of Mkb42/AVT-40 but 0 PPSh drum mags) can TWI try to balance this broken map? Or at least give the Axis their victory screen as soon as it loads so I don't have to suffer through 8 minutes of the least fun online experience I've ever had.
 
  • Like
Reactions: Sgt.NightFire

DeMachina

FNG / Fresh Meat
Aug 10, 2011
14
6
0
This map is horribly broken.

Either add a lot of cover to give allies a shot at making it to the first house and/or redesign the first house completely. The only accessible point of entry can very easily be defended by one guy with an automatic weapon if they even make it that far.
 

Leto Atreides

FNG / Fresh Meat
Jun 5, 2010
258
148
0
This map is so unbalanced it's a joke now.

Teamwork and smoke won't make you bulletproof. The map needs more cover for the Russians and 2 starting spawn so the german attention isn't focused on a single building and its 3 exits.
 

skewp

FNG / Fresh Meat
Jun 13, 2011
268
127
0
Croatia
You can do this pretty much every time.

The round starts, you run to that tank and you will see 4-5 people running in your direction through their spawn doorway. I killed at least 4 people with 4 bullets in that scene, only 3 managed to get on the screenshot. This is the start of the match btw.

Turkey shoot.
 

Attachments

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
Plus, the Axis can drop arty right on top of the spawn. I can't tell you how many times I've died after taking two steps because a 15 pound HE shell dropped out of the sky, landed on the roof, and caused my shins to fly out the window without me.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
There have been threads about map imbalances in general, but this is a special case that deserves special attention.

Its one of the most imbalanced maps I've ever played in a multiplayer FPS. If the Axis team has any inkling of how to play the game it will be nearly impossible to leave the spawn, let alone capture the first objectives.

You jump out of the windows on the left, you get sniped by people camping on the edge of the map. To the right you have a PzIV (or two) happily plugging away HE shells into the spawn (with his sniper trained hull machine gunner laughing his butt off) with near impunity thanks to the T-34/76's complete impotence.

The map needs much better protected starting spawn for Allies.

That's not even addressing the open fields devoid of cover you have to run across while dodging artillery shrapnel and rifle rounds, but one thing at a time.

This map's opening phase is a turkey shoot and its the only instance where I look upon the lockdown timer as a mercy instead of an annoyance.
Fully agreed. The PIV can sit on the left, guarded by a couple infantry to ward off engineers (who are completely and almost ridiculously exhausted due to the weight system), invulnerable to PTRS fire, and able to shrug off damage from the T-34 with ease, firing HE into the left spawn. As for the right spawn, that open doorway allows the Germans to fire rifle and machine gun fire straight into the small building. Add in arty, the open spaces, and the fact that the tank hull MG can see through smoke, and you end up with the Germans having 234 reinforcements when the allies lose in lockdown with 145.

I played as a Soviet engineer for two rounds on Commissar's just now. It took me eight nail-biting attempts to spawn on the left, run through arty and rifle fire, clear the water shed with whatever surviving allies were left, flank the PIV, and plant a satchel. And then I got Mkb42'd.

Ridiculous. We had a very competent commander who did his best with smoke and arty, and everyone on the team was at least receptive to communication.
 

hanky

FNG / Fresh Meat
Aug 1, 2011
339
121
0
I play Germans on that map, so I'm okay with it. :]
Why do people play the easy side? Every time I join a server always more players on German side (cause it easy) People should enjoy a challenge.

Anyway, a quick fix could let russians have 2 tanks to the german's 1. or 3-1
 

hanky

FNG / Fresh Meat
Aug 1, 2011
339
121
0
You can do this pretty much every time.

The round starts, you run to that tank and you will see 4-5 people running in your direction through their spawn doorway. I killed at least 4 people with 4 bullets in that scene, only 3 managed to get on the screenshot. This is the start of the match btw.

Turkey shoot.
Always see you little bastards behind that tank, lol.
 

dsi1

FNG / Fresh Meat
Dec 9, 2006
225
47
0
Why do people play the easy side? Every time I join a server always more players on German side (cause it easy) People should enjoy a challenge.

Anyway, a quick fix could let russians have 2 tanks to the german's 1. or 3-1
I play Axis because Axis will win, that is the only reason, Allies never win, why should they ever be played? I'd rather be a bit bored than angry.
 
  • Like
Reactions: rudeboy

throumbas

FNG / Fresh Meat
Sep 4, 2011
93
9
0
The axis spawn should be moved way back for the first objective to give the allies a chance instead of spawncamping.
 

TR00P3R_C

FNG / Fresh Meat
Jul 5, 2011
107
37
0
England
For the first 5 times i played that map, allies atleast to building 81 and sometimes winning the game before Mk42b was an assault unlock, since then it has been slaughter :(