The biggest problem with this map is spelled "lockdown". Whoever thought it was reasonable to have to rush blindly into fire in order to cap those three points before lockdown sets in needs to be reborn as a dung beetle in his next life.
The biggest problem with this map is spelled "lockdown". Whoever thought it was reasonable to have to rush blindly into fire in order to cap those three points before lockdown sets in needs to be reborn as a dung beetle in his next life.
Yes, this. Also I don't get why spawn arty is allowed in RO2. In RO1 it would say "not an eligible target" if you tried marking the spawn area. I hope something similar will be added here.
Well, you and I are playing on the same server so I think we're seeing the same thing. My experience on DS:S on GE is that the Russians get so far up in the German grill at A, the Germans spend the majority of reinforcements and attention just trying to keep it. They have no will left for assaulting B after that, and just die in heaps on the flank or out in the open.
On other servers NOT Ducksoup, however, it all comes down to B and generally Russians aren't as motivated to hold A. If you poll Russian players of GE, many of them will say you should just let A go and concentrate on B. Ducksoup has shown you can do far more than that and totally paralyze the Axis.
The biggest problem with this map is spelled "lockdown". Whoever thought it was reasonable to have to rush blindly into fire in order to cap those three points before lockdown sets in needs to be reborn as a dung beetle in his next life.
This my favorite map (Red October Factory is the other)
I think it's great, with good team play it's not hard to beat the Germans. But with no teamwork....forget it.
Some of the best experiences on RO2 have been on this map ....as a Russian.
When the P4's (which are superior to the T34's both in bugs and mysterious armor) move up early in the round they can spawnkill the two T34's (always 2 P4's vs 2 T34's...which is an unfair match to begin with) and the rest of the infantry. T34's that cant properly flank the P4's due to german spawnprotection.I registered just to reply to this thread
The key to Commissars House is to use the cap points to flank the other points, so you kind of zig zag up the map.
Your tank should immediately go to the park where it is used to cut off the Axis from building 81 / kill the axis behind the walls
Building 81 then lets riflemen and machine gun on the top floor cut off reinforcements to Water refinery, while providing AT support into the park to cap the park.
Once you have the first three points, you need to assault the building head on, the tank in the park should be providing support by cutting off reinforcements from Com. South to Com. North. When this happens, the fight goes into the basement where it is the job of the infantry to cap Com South. The tank can go up the left side to stop Reinforcement from No Mans Land into Com. South.
The tank is a HUGE factor in this map, and most Allied Tankers are dumb as bricks and want to get in long shoot outs with P4s, which they will undoubtedly lose and blame it on their tank, rather than their horrible tactics.
The tank needs to be mowing down infantry from a very aggressive position. Let the Panzers find you, or flank them. But engaging in long shoot outs LOSES the game for the whole team.
When the P4's (which are superior to the T34's both in bugs and mysterious armor) move up early in the round they can spawnkill the two T34's (always 2 P4's vs 2 T34's...which is an unfair match to begin with) and the rest of the infantry. T34's that cant properly flank the P4's due to german spawnprotection.
This map is not made for tanks. Let alone for the buggy tanks with the auto-aimhack that shoot through smoke machinegunnercrew bots in RO2.
I tried that several times. You cant take them out, but you can draw their attention and play with them though.At the moment best thing t34s can do, is just ram panzers full speed and neutralize them that way.