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#1
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http://ca.geocities.com/sturmmann14@....com/maps.html
No bot support Changes: - Changed 23rd Panzer Division to the 1st Panzer Division - Added more cover for infantry in villages - Added ammo caches in each enterable house - Removed BA64's and replaced them with the UC - Removed tank wrecks in south field - Removed hedgehogs from bridge - Remade all sandbag fortifications - Smoothed out the area around the old Russian spawn - Smoothed out the mound that protects the Russian secondary tank spawn. You can drive up it now. - Better no artillery volume spawn protection. - Remade both tank spawns - New tank load outs - PaK Soldat reduced to 5 - Artillery evened out to 8-12 battery size and 6-8 salvos - Reinforcements evened out to 200 each side Additions: - Sapers added - Can choose from PPS43 and SVT40 - Pioniere added - Can choose from MP40 and G43 - PTRD Soldat can choose between TT33 and M38 carbine - Grenades added for AT classes Fixes: - Changed KO limit to 1. Was unlimited before. - Fixed German tanker not being able to switch weapons. This bug is still in the official Arad. 18th Tank Corps: 9 T34/85 2 UC 1st Panzer Division: 2 Panthers 5 Panzer IV Ausf H 2 Sdkfz 251
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Last edited by Sichartshofen; 11-15-2006 at 08:26 PM. |
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#2
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Sichartshofen, The Russian spawn in the final version.. the players fall through the map. Usually after the first round.
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#3
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Need more info. Is everyone falling through the map? Is it tankers, infantry or both?
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Last edited by Sichartshofen; 11-03-2006 at 06:21 PM. |
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#4
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Both.... not on the first round, but starts doing it on the second and subsequent rounds.
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#5
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Link updated. Found playerstarts under the terrain should be fixed now.
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#6
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LOL!!! Glad I'm not the only one who ****s up in such obvious ways.
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Company website: http://tonygillham.com "That's not just idle fact, it's cold, hard speculation." - Yahtzee
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#7
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Quote:
Edit nvm, found one. |
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#8
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Someone at maporchestra doesn't like me.
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#9
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Link fixed.
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#10
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I'm all for realism, but in this case, I think it's way too hard for the Russians.
I played 2 rounds as Russians and it was like a shooting range for the Germans. The majority of the team couldn't even make it out of spawn alive with all the hull down panthers sitting in south and north field. Of course, the Germans were having a great time shooting fishes in a barrel. Russians have nothing going on for them, they have inferior tanks, they don't outnumber the Germans, they lost the speed of the BA64 for infantry and most important, the size of the map doesn't allow significant maneuvering that would help the T34 flank the panthers. This is a perfect example of why balance sometimes has to come before realism. Unless all the best players pick Russian side, I don't see how you can have a fair challenge. Your previous variations of Arad were much more enjoyable. |
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#11
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Think he found out that the germans had a chance of losing before
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#12
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Quote:
okay, i had a view into the map in editor and that are the reason the map will not be in our mapcircle: 1) russian spawn infanterie+tanks is now at the normal 2nd spawn -> there are only 2 carriers which makes the way even longer 2) increased german artillerie and decreases russian: - axis: bat_15 | salvo 6-8 - allies: bat 8_12 | salvo 2-3 3) spawntimes are in massive german advantage too: - axis: reinforcmentinterval 5 - allies: reinforcmentinterval 20 -> this means, german will spawn 4 times if russians spawn 1 time (!!!) 4) classlimits: german: 7 x paksoldier stg44 (!!!) | kar98 1 x squadleader mp40 | ppsh41 1 x tankcommander mp40 x x tanker allies: 5 x ptrd-soldier t33 1 x squadleader ppsh41 1 x tankcommander t33 (!!!) x x tanker -> what a choke. how should you counter the stg44 with a t33 and no real infanterie, how the tanks without saper. -> okay, you could pickup fausts in all buildings, you still have the problem of 7!!! paksoldiers with rifle/stg44 5) tanks axis: - 4 panther + 4 pzIV-H at first spawn, 3 panther + 3 pzIV-H at second spawn - all german tanks will respawn 255 times allies: - 9 t35-85 at first spawn, 6 t34-85 at second spawn - tanks on first spawn will spawn 5 times every tank (!!!) - tanks on second spawn will spawn 50 times every tank IMO thats only sick. |
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#13
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LoL
That's a lot worse than I first thought.
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#14
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Your previous variations of Arad were much more enjoyable. no it was like a circus
with the clown cars it was stupid , nows it right just like the real war there was lots of panthers in late war battles. Arad is too small for clown cars the clown cars work well on maps like Orel ;-)
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#15
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If this is anything like "the real war", I wonder how the hell Germany lost.
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#16
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You missed the reinforcements and I never said this was meant to be balanced.
Clown cars are lame and so are sappers with magical nuke charges. Quote:
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Last edited by Sichartshofen; 11-12-2006 at 02:03 PM. |
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#17
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Its on our server and while I appreciate the work thats gone into it, once peeps realise how unbalanced it is we end up with even LESS Russians and even MORE Germans and it becomes worse. We also end up with Germans in their Panthers parking up at the brick walls that protect their spawn and camping there for the entire map. It discourages adventure and elan, something the Wermacht was rightly known for. Sorry mate, its not a favourite of mine, and in its present form it will never be. Don't take this as a flame mate its not meant as one, its criticism and its honest.
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![]() All of one company. Do what you ought, not what you want. Think through to the finish |
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#18
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The FINAL update is coming out tonight. This will balance things out more. I'm going to reduce the amount of Panthers and take away 1 PzIV. Reinforcements are going back to 200 each. Artillery will be evened out, after I forgot to change it when I was playing around with it. Classes will be evened out again with engineers added due to the ba64 removal. More player starts in russian infantry spawn.
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Last edited by Sichartshofen; 11-15-2006 at 05:53 PM. |
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#19
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OK matey,
We'll load the new version on the server and give you some feedback.
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![]() All of one company. Do what you ought, not what you want. Think through to the finish |
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#20
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The updated final version is now up. If there are no more issues this will be it.
Changes: - Reduced Panthers to 2 - Increased Panzer IV H to 5 - Reduced PaK Soldat to 5 - Reinforcements evened out to 200-200 - Artillery evened out to 8-12 batteries with 6-8 salvos each Additions: - Engineer classes readded - Grenades added for AT classes - PTRD Soldat can choose between TT33 and M38 carbine - Engineers can choose between SMG and semi-auto rifle Fixes: - Fixed German tanker not being able to switch weapons.
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Last edited by Sichartshofen; 11-15-2006 at 08:27 PM. |
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