Bridges Of Druzhina - totally epic, but...

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how2skate_com

FNG / Fresh Meat
Aug 20, 2011
386
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It should be harder for attackers. This is why attackers get more reinforcements on attack/defense maps.

Attackers can die more, but this shouldn't stop a healthy progress through the cap points. So it shouldn't be really harder for the attackers.
 

BlackLabel

FNG / Fresh Meat
Jan 9, 2007
3,137
1,063
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Churmany
We had this run with the folks on the 2FJ. server last night with me and some folks beign on Russian side ( IIIMMAAAA TAAAAAAAAANKKKKK BUAHAHAHAH ) and discussed a little.

Jakie came up with the idea of making A,B NOT re-capable. I think it would be a good idea to test out. Also the attackers need more reeinfs.

On the other hand i felt that my team just dident read the battlefield right. I was on the right side with the tank holding down B like crazy and all it would have needed would have been arty on/behind A and a hearty push by the infantry to cap it.

Well...we eventually capped it ( i think after jackie urged his team to fall back to play abit more ) but later none used the flanks really and the Germans where dug in good enough.

Later we played Spartanovka and its still one of the more equal maps from the crowd. ( and it was a blast to play so thanks to everyone who was there :D )
 

Giuliano

FNG / Fresh Meat
Sep 6, 2011
727
16
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29
Well...we eventually capped it ( i think after jackie urged his team to fall back to play abit more ) but later none used the flanks really and the Germans where dug in good enough.

Later we played Spartanovka and its still one of the more equal maps from the crowd. ( and it was a blast to play so thanks to everyone who was there :D )

Yeah I'm still surprised we lost on Sparta. It's that god forsaken town hall.
 

Shadrach

Grizzled Veteran
May 2, 2006
2,688
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Elitist Prick Ski Lodge
stian.freeshell.org
Jakie came up with the idea of making A,B NOT re-capable. I think it would be a good idea to test out. Also the attackers need more reeinfs.

Definitely this is what needs to make this more fun for both sides. Might as well make D and E not recappable too. I would say also less reinforce for Axis, force them to be more careful or run out before the end.

This way, fighting would at least once in a while move into the village, which IMO is the most fun of the map, except we never get to play there...
 

Bane5

FNG / Fresh Meat
May 27, 2012
278
5
0
I play mostly realism, no lockdown, and my observation is that both sides run out of reinforcements with about 20 minutes to spare. By this time the attackers are on the outskirts of the city or are on the cap before it.

I can't comment on how the map plays in other modes but I do think both sides need more reinforcements in realism mode so the battle can last for its full duration. Just a small amount--80 to 100 more.
 
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11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
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That map used to be pretty well balanced, I remember fighting the last minute on the last bridge at several occasions.

IDK what happened, but all 3 times I played it since the new map pack, the situation described in the OP happened. It could be the map, the unbalance in the squads, or the new players, I have no idea.

Yeah it's definitely changed. I was told by TW to reduce reinforcements to the number they are now. After a year of iterations and balancing on my end with the help of everyone here it was obviously not working the way it was. :/

TW also made their own changes right before release without my knowledge. So it's out of my hands I'm afraid.

Could be new players too, idk.
 

Captured Joe

FNG / Fresh Meat
May 16, 2013
112
0
0
Holland, the Netherlands
I have noticed one BIG difference between before and after the map release:
Before the map release, the Germans spawned so far back that they rarely reached the first objectives (A and B) before the Russians were in it, making it very easy for the attackers to launch a quick attack.
After the map release (haven't got the chance to play as Germans yet after), the Germans seem to have already dug in in A and B by the time the Russians come into range.

It therefore seems to me that the German spawn points moved forward significantly, or the Russian ones backward.
 

Lolz0r

FNG / Fresh Meat
Apr 9, 2012
72
4
0
I have noticed one BIG difference between before and after the map release:
Before the map release, the Germans spawned so far back that they rarely reached the first objectives (A and B) before the Russians were in it, making it very easy for the attackers to launch a quick attack.
After the map release (haven't got the chance to play as Germans yet after), the Germans seem to have already dug in in A and B by the time the Russians come into range.

It therefore seems to me that the German spawn points moved forward significantly, or the Russian ones backward.


The Germans spawn so close, that they are in range immediatly after spawn, and can even shoot, to some degree, into the caps from spawn, not to mention thet tha can advance in cover of the riverbed, while you are out in the open as russians
 

BlackLabel

FNG / Fresh Meat
Jan 9, 2007
3,137
1,063
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Churmany
some of you folks want a plain even battlefield....hey why not "Ro2- football-field".

Everyone runs the same distance, no cover for noone...:rolleyes:

As we demonstrated last night all it needs is that the attackers start to communicate a lot more to be successful. On ALL maps.
 

11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
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The Germans spawn so close, that they are in range immediatly after spawn, and can even shoot, to some degree, into the caps from spawn, not to mention thet tha can advance in cover of the riverbed, while you are out in the open as russians

Yep, that was one of the last minute changes TW decided to make. I had no idea until I played it myself online with everyone else. I'm shocked they would take my map that was working great and change it at the last minute without telling me or play testing it thoroughly. :mad:
 

BlackLabel

FNG / Fresh Meat
Jan 9, 2007
3,137
1,063
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Churmany
You sure harley ? The initial spawns are the same. The river was there all the time..i know you made the map but really ?

Seeing russians at a great distance always was the case.
 

BlackLabel

FNG / Fresh Meat
Jan 9, 2007
3,137
1,063
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Churmany
i said the initial spawns when the map starts. I am fairly certain they are the same.

Also:
rarely reached the first objectives (A and B)
those are not present anymore..the first 2 objectives got removed for whatever reason.
 
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11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
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i said the initial spawns when the map starts. I am fairly certain they are the same.

Also: those are not present anymore..the first 2 objectives got removed for whatever reason.

The first german spawns are by the river now, they used to be further back in the forest - in front of the sheds more or less.

edit: and moving a spawn only a short distance on this map makes a big difference in gameplay. It's kind of like how adding one small piece of cover can turn a whole cap into a complete stalemate.
 
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Randy Newman

FNG / Fresh Meat
Jun 1, 2012
214
7
0
They've ruined a great map...

They need to address balance asap.

Allies also need more reinforcements on coldsteel...
 

Lolz0r

FNG / Fresh Meat
Apr 9, 2012
72
4
0
Allies also need more reinforcements on coldsteel...
haha, i just played a round where we hadn't lost even one objective, but lost due to losing all reinforcements, i died only twice that game, how it was done, noone knows :p
 

Chancer

FNG / Fresh Meat
Sep 12, 2006
50
3
0
As we demonstrated last night all it needs is that the attackers start to communicate a lot more to be successful. On ALL maps.

This is quite true, but you need players who know their roles.

As regards Bridges, I was on the receiving end of 2 rounds of Russian win on a 2.Fg server last night. A complete Axis massacre.

The player (an old hand) who was the Russian Tank Commander was smart enough to stay back well beyond the effective range of the AT-rifles and get 180+ kills.

There a lot of new players to the game at the moment. They simply don't realise the importance of having bodies in capzones. As they learn, this will change.

I reckon the calls for change may be a little bit premature, wait a month and see how it goes. There were balance issues on all the stock maps initially which were tweaked. I'd expect the same with the current mappack.

And am I just imagining that wading through water features in the game slows you down more post-RS than pre-RS ?
 

The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
It`s all about the new players. In the past i have won very much as russian.
For example this evening as a russian i am ambarrashed. Almost everybody is camping/ standing at the spawn and don`t see the tactic to win this map.
Even with a tank it is hopeless.

I think i will throw this game in a corner and wait a half year.:rolleyes: