If the Russian tank is to stay...... add a German tank for the Russian Engineers to occupy themselves with.
Then..... the map will have gone full circle. From being a AAA Class1 Infantry Map to another run of the mill Combined Arms map. I'll never forget the fantastic Infantry combat we enjoyed in the first version of this map.
I disagree. It's a great map to have tanks, but only if the defenders have less tanks than the attackers or none. If there was one tank for each team, as soon as the Russian tank is destroyed, the entire Russian team would be also be destroyed constantly until the Russian tank respawned and managed to kill the Panzer. The Germans, though, won't necessarly be slaughtered that easily if their tank gets destroyed.The tank destroys the quality infantry combat.
I think he could add some tank traps on the bridge and on the streets of the city. Without engineers, the Russian tank wouldn't be able to cross those areas (would still have to find a way to stop the tank from crossing the water).
I disagree. It's a great map to have tanks, but only if the defenders have less tanks than the attackers or none. If there was one tank for each team, as soon as the Russian tank is destroyed, the entire Russian team would be also be destroyed constantly until the Russian tank respawned and managed to kill the Panzer. The Germans, though, won't necessarly be slaughtered that easily if their tank gets destroyed.
Tanks should NOT be in this map. The ultra high quality of infantry combat is diluted to a point of frustration and finally, boredom.Tanking on defence is much easier, especially when the map is large and open like this one. A tank for the Germans would only work if it didn't have enough time to target enemy infantry, only enemy tanks. That's why for me it's either 2 T-34s vs 1 PzIV or 1 T-34 vs 0 PzIV. Just give the Russian tank more obstacles, like tank traps, make it unable to cross the river through the water and it's fine.
Disagree all you wish. That's your right and privilege. Whether or not you are correct is another matter. The tank addition IMHO, to this map sucks.
WHAT do you think is happening now to the German teams?? A walk in the park? The Germans get steamrolled 90% of the time.
Tanks should NOT be in this map. The ultra high quality of infantry combat is diluted to a point of frustration and finally, boredom.NOBODY likes the "spawn/die - spawn/die - spawn/die" routine. That tank, simply put, ruins the full playability and repeat playability of this map. The Germans have little with which to defend against the tank.... the ARTY barrages are 6 minutes apart and the Tank respawns immediately. The PTRS is a joke - a hapless inaccurate joke and to get teamwork going so the SL's smoke the tank and the Engineers destroy it is a monumental task. The tank is a massive distraction from the real joy of infantry combat.It WAS a great, highly immersive infantry combat map. Maybe, when they are ready... a few APC's for each side but nothing more.
I'm to a point that when it comes up - I discover I have something IRL to do.... <sigh>
ps; I'm done debating the merits/demerits of this map. I feel the Tank addition is not worth the destructive elements in introduces, both in the game and the map. It throws the map completely out of whack. If it stays as is, the map will soon become an "also-ran" ..all on its own. Without the tank and with further enhancements and fixes, this map has a real and genuine potential of becoming a memorable classic.
Its not my map and I obviously have no say-so or influence on changes. I've offered my opinions and suggestions (only one of which the mapper has recognized or replied to). So, take it for what its worth - its entirely honest, caring observations and suggestions derived from years of experience. I'm done.
It's still needs balancing yes and I'm doing that but tbh reading your posts is not helping or inspiring me.
I don't know if you noticed but I asked in this thread (or in the other one) if one of you server admin guys (meaning you mainly) wouldn't mind finding out why you aren't able to disable the tank in my map, in your OWN thread. Once you find out, let me know and I'll make the change. Problem solved. I'm one person making this map and have a lot of other things in the map to sort out plus a real life job, not to mention a lot of other peoples ideas to listen to.
I had hoped constructive criticism would be welcomed....
-Disable spawn on SL. It gives the attackers too much advantage, spawning right next to the cap. What's the fun of having a long open killing field between the Russian spawn and the objective when you can just spawn on an SL who's 10m away from the objective? I even spawned inside some capzones sometimes.
-Make the last river very deep and impossible to cross without using the bridge. I mean, that bridge is supposed to be like Berlin/Kriegstadt Moltke Bridge, the hardest objective in the map.
-Add 50 or 100 more reinforcements for each side. Usually there aren't enough reinforcements to take the battle to the bridge. When the Russians reach that point, the Germans are already almost out. I personally don't think reinforcements should deplete that easily, but only when a team is performing very badly (that's why I'd give 1000 for the Russians and 900 for the Germans).
My post must have been overshadowed by the tank discussion, so I'm posting it again. I really want you to consider these suggestions, Harley, especially the one regarding spawning on SL.
Are asymmetrical infantry loadouts still possible in TE? (1 sniper on one team, no sniper on the other, etc...?)
I wanted to do this but it's coded to be the same as inf unfortunately. Nothing I can do currently.I agree that the re-spawn time for the tank should be tweaked in the interest of rewarding the Germans for destroying or disabling it. A brief battlefield relief after such a feat!
there'l' be shorter times in the next version for both, Germans a litte bit longer than Russian but not like it is currently.I agree that the Artillery cool-downs should be tweaked so that both sides get better use of it.
We'll see how the next version goes but it's a good idea for perhaps the one after.In my opinion, it would also be better to offset the T34-75 advantage on the battlefield by giving the Germans a couple of randomly occurring, but really well placed, Heavy Machine Guns positions. These positions would possibly become priority for the T34-75, thus relieving the German Infantry, even if only for short periods of time.
I agree that a crate with some Anti-Tank Grenades in the village/town or even in the Trench system of the first objective isn
11_HARLEY_11, perhaps you could swap out the T-34/75 for the T-70 (or what ever the light tank that is supposed to be coming). It could support the Russians, but be easier for the Germans to knock out.