I. Kant;345780s said:
I agree on the placement of the 88s in front of the bridge: the one on the left needs moving. In the current place not only does it have shorter field of fire than it could have, but it also has a dead spot on the left, where you can't aim at tanks appearing just slightly from behind the corner of the building there.
If this is the area I think you are talking about, the gun here is being repositioned and a second one is being added to its grouping. One gun is now positioned in the wooded area behind the Packhof, toward the damaged building, and the second is now placed in front of the Lehrter Bahnhof.
I. Kant;345780s said:
Gamplay and flow. Awesome. Feels fluent, you never get the feeling it'll take ages to get back into combat, but there's no short routes so you have to be careful.
Thanks, I was expecting a lot of complaints to the contrary because of the long walk distances, but for the Allies at least they are just a few steps away from the combat area, but there is still a way to go toward the cap. No UCs! Ever!
I. Kant;345780s said:
New skins. Me likes. I've had no problem with discerning who's who inside the buildings and I don't use any tuned up gamma. It's just the longer ranges that I'd made a mistake once or twice.
Again, thanks. A lot of pubbers seem to have some serious issues however, such as when I played Russian and tried to exit the spawn, I had two people shooting at me. Players should learn to recognize the new uniforms and more importantly, not be so damn trigger happy. Admittedly while tanking I get some TKs, but that is because when on the HE I hunt by movement, and the dark windows make it more difficult to spot or discern the enemy. But, this won't be changed! Communicate better.
I. Kant;345780s said:
Edit: and it takes long, but I can bear with that. Like around 3 mins to load the team select screen and then it freezes for another 20-30 seconds before I can select the team.
It's the same way for me, rather unfortunately.
I. Kant;345780s said:
HE ranges. From what I've played a bit in the SU and IS, didn't get to a spot where a shell inside a building wouldn't kill the guy I wanted to kill - but that's mostly based on experience around the apratments and the hotel areas.
I noticed it a fair deal in the Hotel, where the shell would impact a wall behind the target and he would be unscathed. This is also an issue with the Alsen Viertel (building to the left of Himmler's House when approaching as a Russian).
Not too sure of some of the changes you're doing, to be honest. Especially the increase in HE damage (already very deadly... see Quietus' comment), the smaller Moltke capzone and the change in reinforcements. I feel that the map was perfectly balanced already: the final stage of the battle seems to get fought within the final few minutes of the map, and the team with the best communication wins. I personally like this. I guess it depends on how long you want the fight for the Moltke Bridge to be.
I agree that the 88 overlooking that street needs moving. It's next to useless there. Also, on the subject of the PaK43's, I can now also confirm that it's still a bit buggy. You know, the famous "fire one shot and it stops working" bug. It's not just your map though, it also happens with the AhZ guns. Sometimes the gun works, sometimes it doesn't. It's a very annoying bug, and if it happens it means that the Germans will have a much harder time defending Berlin.
HE will remain the same, but I will be adjusting the problematic rooms in question where it is seemingly ineffective. The Moltke Bridge cap now should likely yield more German casualties I would imagine, which is why I increased their reinforcements. I also adjusted the spawn for the Axis within the courtyard of Himmler's House such that it should take slightly longer to get back in to the cap. But with all of these tradeoffs, the Allies will need more time to actually cap it. The Panzerfaust spawns will probably be doubled but their respawn times doubled as well, so the volume of these being fired should be reduced. Also, the "mortar fire" of fausts just seemed silly to me, and I want to cut back on that. Yet with respawning PaK guns, the defense shouldn't be too skewed against the Axis, who will be able to project greater firepower over a distance that the Panzerfausts are relatively ineffective at. I guess I will need to see how it plays out.
One thing about flow I wanted to discuss and get some feedback on is the Hotel capzone, because I have received a fair deal of complaints in regard to the Axis spawn and having to move up a street virtually devoid of cover. The main issue that made this a problem was the Russian tanks pushing up too far, but on the other hand I felt that the players within the Hotel should be working to keep the Russian tanks at bay. If they can't stop the advance, I felt that the cap was meant to fall. But, others have said they would like for the Axis to have an alternate route to the cap. Any opinions on this?
And,
My Suggestions:
1)Add one PaK43 to the Hotel capzone.With armor support, it is too easy for the Soviets to cap the hotel.
2)Spawn one Tiger or Panther for the german at the bridge objective.
3)Sound improvement :artillery sound, flying plane animations.
I have to disagree on just about all points. There was originally meant to be a PaK43 at the Hotel, but I scrapped that idea due to my belief that the Soviets were just hitting AT defense after AT defense (two PaKs in the opening stages, then Pantherturm). Besides, it is an area where Panzerfausts become more fun.
No tanks, because the Germans only had some 60 armored vehicles within the city, and I have read no accounts of such vehicles defending the bridge, though King Tigers were situated just behind it for the defense of the Konigsplatz.
With sounds, I would have preferred to have more thunderous artillery, but never got to it. Planes are another thing, I wanted to have either Russian bombers or low-flying reconnaissance planes active, but due to a will to conserve resources, I had to scrap these plans.