I know it is a big map, but I can’t help wondering if people saying that they feel ‘alone’ are not on fairly busy servers. The map size is not going to change. If you are feeling ‘alone’ on this map, can you please tell me what the player counts are, the roles you are taking, etc. I am biased, but try to keep an open mind. It really seems that in the rounds I have played with 16+ players, that you are not really even alone. Of course it isn’t as busy as if you have 28-32 players, but on a server with over 24 I can’t imagine you aren’t seeing action. Beta2 will resolve a lot of concerns expressed to this point, but it won’t fix the fact that people just don’t care about team play, nor will it prevent ass-hats from driving off alone in every HT they find or tankers parking their PzIII/IV on an exposed ridge line with a bulls eye on their forehead.
Slyk, he complains about alot of maps being "too big", i would not let it concern you, frankly. IIRC, he thought/thinks Orel is too big, and BlackDayJuly as well. I think some people fail to understand that not everyone likes the tiny little flash-point maps, where johnny short-attention-span can get into combat within three micro-seconds of spawning. by crikey.......
Anyways, back on point, map size is fine of course, and I think the map is pretty damn balanced. I would not change anything yet, and let it play out on the public servers for another full week (until Sunday August 27th). it really has not been out that long.
I played both sides, and won and lost numerous times. Team work won the day each time IIRC. I must have played the map for at least 6 hours this weekend, if not more. No balance issue jumped out at me. I recall a round or two where the soviets really dug in at the second line, and the game basically ground on from there for a sov win both times (once I was sov, once I was German). that seems to be a "make or break" point of the map, but I don't think that's a problem.
Since the map is a progressive cap map, spawn protection for the germans makes more sense than protection for the russkies. since the average gamer has no concept of defense, it's far more likely to have roaming russians players in the german rear, spawn sniping/camping, than the reverse.
Lastly, I agree with one point made above, and that's the sniper issue. nothing kills a good stand-up man fight than a sniper; he's the least likely "team" player. probably not capping or defending with the rest of the team. just my 2 cents man. in WWII, snipers were pretty irrelevant.
this is the best map in the game by far. since playing it, I can't bring myself to waste my precious RO gaming time (i.e., all my gaming time) playing other maps. . heh, when I did this past weekend, it was to visit friendly team servers that I know, to spam the chat with remarks like "hey, have you guys tried Berezina yet?"
EDIT: forgot to comment about the T-60. Definately swap it in if you give it the BT7 characteristics, and to hell with the peanut gallery. marking it somehow, as suggested, might help. The KV1s do dominate, but, an experienced German tanker can still do alot of damage.
EDIT2: also forgot to mention that on every single round I played this past weekend, the game was won by time (russian win), or by caps (german win). At no time did I see reinforcements run out. interesting, eh?
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