I claim sole credit for this. You guys would get nowhere without the motivation of COMMISSAR ROSS.Interesting that all three of those maps are won by Soviets more often than Germans on the Australian servers.
Actually, I'm only half joking - with a competent, communicative team and a commander who can call artillery without drooling all over himself, you can overcome bad level design fairly consistently. I have noticed, though, that tanks are either not used or not really given a chance to be their most effective in the Australian servers.
Really, the level design in all the current maps (Mamayev, once again, is an exception) is far too flat, far too open, and far too clean. They do not even begin to approach the level of destruction appropriate for Stalingrad, and nor do they feature any smoke, haze, lingering dust from collapsed buildings, etc. that could potentially make those big open spaces less murderous.
There's a pretty big leap betwen 'historical accuracy' where you've got the buildings in the right general locations, and real historical accuracy where the ground is torn up, debris is everywhere, dust is all up in everyone's eyes and communications trenches have been dug between buildings. You also need to keep in mind that you can't dig your own foxhole in the game, so craters, churned debris, pre-dug holes, etc. must be placed; not just modular sections of trench. The whole game positively reeks of being designed around the cover system which is generally not used all that much. It's simply not good practice.
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