Ogledow

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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
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Porto Alegre, RS
I really love the open buildings; it improves the infantry gameplay a lot. But what I like the most about the new version is the new spawnpoints for the Russians. I liked how everything seemed far for the infantry in the earlier versions, but it didn't play like the RO1 version and there was little fighting at the Village objective. I only played with bots, but I believe playing as infantry will be much more enjoyable now. So, here are some suggestions:

-Most of those new open buildings have two floors, but we can't get to the second one. I think it'd be more interesting if the second floor of every open building were accessible.

-I couldn't deploy MG on any of the several windows of these buildings I've tried. Even with the window frames destroyed, i was unable to deploy.

-They are also too empty. Some furniture would be nice, not only for aesthetics, but also to give the people inside them some more defensive positions if the enemy is to attack the building.

-This is a very minor and irrelevant suggestion, but I think you could also add the indoor sound effect for gunfire when inside those buildings. Just for an extra bit of immersion.

-Could you also place some respawnable AT grenades where the Panzerfausts used to be in the RO1 version? Since it was possible in RO1, it must be possible as well in RO2 (though it's also possible it will give you a headache :D).

-I think the Russian spawn near the Hill should be closed once the Village is taken. But if the Hill is taken before the Village, the Russian spawn near the Village should stay open.

-And I still think 10 tanks for each side is too much. They already respawn pretty quickly, so usually when you kill a tank, there's another behind it, which also has another one behind it. Six tanks for each side would be the right amount of tanks IMHO.

I'm just guessing on some of these suggestions, as I haven't played this version on a full server yet. But I'd like if you considered them :IS2:
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
No respawnable AT grenades, that was one of the things i hated about the original map,every second player had a faust,people were just camping on the faust spawns for the whole round probably never fired their gun coz they were just waiting for a tank to come along.
4 Tanks each is enough i think.:IS2:

edit: the AT grenades do respawn at the 7 ammo supply dumps,but only the AT soldier can get them, i presume, but that's fair enough.
 
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Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
I really love the open buildings; it improves the infantry gameplay a lot. But what I like the most about the new version is the new spawnpoints for the Russians. I liked how everything seemed far for the infantry in the earlier versions, but it didn't play like the RO1 version and there was little fighting at the Village objective. I only played with bots, but I believe playing as infantry will be much more enjoyable now. So, here are some suggestions:

-Most of those new open buildings have two floors, but we can't get to the second one. I think it'd be more interesting if the second floor of every open building were accessible.

-I couldn't deploy MG on any of the several windows of these buildings I've tried. Even with the window frames destroyed, i was unable to deploy.

-They are also too empty. Some furniture would be nice, not only for aesthetics, but also to give the people inside them some more defensive positions if the enemy is to attack the building.

-This is a very minor and irrelevant suggestion, but I think you could also add the indoor sound effect for gunfire when inside those buildings. Just for an extra bit of immersion.

-Could you also place some respawnable AT grenades where the Panzerfausts used to be in the RO1 version? Since it was possible in RO1, it must be possible as well in RO2 (though it's also possible it will give you a headache :D).

-I think the Russian spawn near the Hill should be closed once the Village is taken. But if the Hill is taken before the Village, the Russian spawn near the Village should stay open.

-And I still think 10 tanks for each side is too much. They already respawn pretty quickly, so usually when you kill a tank, there's another behind it, which also has another one behind it. Six tanks for each side would be the right amount of tanks IMHO.

I'm just guessing on some of these suggestions, as I haven't played this version on a full server yet. But I'd like if you considered them :IS2:

I like those ideas, and will probably implement most of them except the reduction in number of tanks. The tankers would have my head. I'll consider the spawn change too.

I hadn't thought of using AT grenades in place of fausts, good idea.

There are reverb volumes in the buildings, I'll check their settings and adjust.

I'll build stairs for some of the buildings; one thing we have to be careful of is not allowing them to shoot into spawns or ruin attackers lines, so I may block some off, but I'll try to open them up as much as possible at least on the interior of the village sides. It will make the village even more inhospitable to tanks :)
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
No respawnable AT grenades, that was one of the things i hated about the original map,every second player had a faust,people were just camping on the faust spawns for the whole round probably never fired their gun coz they were just waiting for a tank to come along.
4 Tanks each is enough i think.:IS2:

Oh man, the fausts were awesome. Maybe I can set it so a crate only contains a finite number of AT grenades.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Oh man, the fausts were awesome. Maybe I can set it so a crate only contains a finite number of AT grenades.

Please don't do that, the AT soldier should be the only one allowed to use those grenades,you may as well put respawnable MKB in the map as well.

4-6 tanks would be fine.
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
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29
Porto Alegre, RS
I like those ideas, and will probably implement most of them except the reduction in number of tanks. The tankers would have my head. I'll consider the spawn change too.

I hadn't thought of using AT grenades in place of fausts, good idea.

There are reverb volumes in the buildings, I'll check their settings and adjust.

I'll build stairs for some of the buildings; one thing we have to be careful of is not allowing them to shoot into spawns or ruin attackers lines, so I may block some off, but I'll try to open them up as much as possible at least on the interior of the village sides. It will make the village even more inhospitable to tanks :)
Thanks. About the tanks, I just think they get too spammy. Too many tanks running about at the same time. If we had a separate respawn timer solely for tankers, I'd agree with you. One of the things I dislike the most about tanking in RO2 is how fast a tanker can respawn and get back to the combat. It works fine in Kursk as it's a very large map, but Ogledow is small for that many tanks with such a short respawn timer IMHO.
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
29
Porto Alegre, RS
Please don't do that, the AT soldier should be the only one allowed to use those grenades,you may as well put respawnable MKB in the map as well.

4-6 tanks would be fine.
Look, he could place only a single AT grenade each time, with a respawn timer of 3min. A single AT grenade can't destroy an undamaged tank. That would be a nice addition without having a spam of AT grenades.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Look, he could place only a single AT grenade each time, with a respawn timer of 3min. A single AT grenade can't destroy an undamaged tank. That would be a nice addition without having a spam of AT grenades.
But if every soldier could use them you'll still get 2 or 3 people camping in the obj.'s, storing them up,what's the point of having tanks on a map if they are weaker than the infantry, i would never drive a tank into an obj. knowing that certain death is waiting for me every time, i may as well do what a lot of tankers did on the original map and that's park behind the walls and shoot at anything within range, in fact with the lack of fog at the Axis spawn i could just sit on the small rise at the Allied spawn and shoot from there,and believe me i can,i tried it earlier on.
A map isn't worth playing (as a tanker) if their are 30+ enemy infantrymen all running aroung with AT grenades.
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
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29
Porto Alegre, RS
But if every soldier could use them you'll still get 2 or 3 people camping in the obj.'s, storing them up,what's the point of having tanks on a map if they are weaker than the infantry, i would never drive a tank into an obj. knowing that certain death is waiting for me every time, i may as well do what a lot of tankers did on the original map and that's park behind the walls and shoot at anything within range, in fact with the lack of fog at the Axis spawn i could just sit on the small rise at the Allied spawn and shoot from there,and believe me i can,i tried it earlier on.
A map isn't worth playing (as a tanker) if their are 30+ enemy infantrymen all running aroung with AT grenades.
I understand you completely, but without free AT grenades it's the other way around: the infantry would stay away from the objectives if tanks can roam freely through them. Tanks can try to kill a foot-soldier equipped with an AT grenade, but a foot-soldier can't try to kill a tank if he's got nothing. Three minutes is a long time in the game. A lot can happen in that time, s
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
I understand you completely, but without free AT grenades it's the other way around: the infantry would stay away from the objectives if tanks can roam freely through them. Tanks can try to kill a foot-soldier equipped with an AT grenade, but a foot-soldier can't try to kill a tank if he's got nothing. Three minutes is a long time in the game. A lot can happen in that time, s
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
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Newton, NJ
One of the things I dislike the most about tanking in RO2 is how fast a tanker can respawn and get back to the combat. It works fine in Kursk as it's a very large map, but Ogledow is small for that many tanks with such a short respawn timer IMHO.

For the most part, I really like tanks in ROHOS, but for combined arms maps, I agree that it would be nice to increase the respawn time for them. It makes them feel a dime-a-dozen otherwise.
 
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Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
For the most part, I really like tanks in ROHOS, but for combined arms maps, I agree that it would be nice to increase the respawn time for them. It makes them feel a dime-a-dozen otherwise.
Perhaps we should just do away with CA maps altogether,and stick to seperate infantry or tank only, because it seems to me that people always want to hobble the tanks in this game.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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55
Newton, NJ
Perhaps we should just do away with CA maps altogether,and stick to seperate infantry or tank only, because it seems to me that people always want to hobble the tanks in this game.

Personally, I was only speaking of the respawn timing of tanks on combined arms maps such as this. They seem less valuable if they respawn as quickly as the infantry. I am not saying add a ridiculous amount of time to the respawn. For tank only maps, respawn away!

In any case, I don't think anyone has come up with code to alter it at this point anyway, have they?
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
29
Porto Alegre, RS
Personally, I was only speaking of the respawn timing of tanks on combined arms maps such as this. They seem less valuable if they respawn as quickly as the infantry. I am not saying add a ridiculous amount of time to the respawn. For tank only maps, respawn away!

In any case, I don't think anyone has come up with code to alter it at this point anyway, have they?
Yes, the problem about the tanks in Ogledow is that they share the same spawntime and spawnpoint as the infantry, making them as valuable as a common rifleman. If the tanks could at least spawn very far from the infantry spawn and combat areas, it could be fine. If Six Ten wants to keep his ten tanks for each side, he should extend the map a lot more and create a new spawn for tanks at least 500m away from the original spawn, but that would give him quite a headache :D

I don't think we should get rid of CA maps, Major Day. They are actually my favourite kind of map. CA maps require a much more careful work than infantry or tank only maps, that's why they are always the hardest ones to balance.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Yes, the problem about the tanks in Ogledow is that they share the same spawntime and spawnpoint as the infantry, making them as valuable as a common rifleman. If the tanks could at least spawn very far from the infantry spawn and combat areas, it could be fine. If Six Ten wants to keep his ten tanks for each side, he should extend the map a lot more and create a new spawn for tanks at least 500m away from the original spawn, but that would give him quite a headache :D

I don't think we should get rid of CA maps, Major Day. They are actually my favourite kind of map. CA maps require a much more careful work than infantry or tank only maps, that's why they are always the hardest ones to balance.

I do agree that ten tanks per team is far too many for such a small map, 4 each would be plenty.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Personally, I was only speaking of the respawn timing of tanks on combined arms maps such as this. They seem less valuable if they respawn as quickly as the infantry. I am not saying add a ridiculous amount of time to the respawn. For tank only maps, respawn away!

In any case, I don't think anyone has come up with code to alter it at this point anyway, have they?

Tanks are of no value if they can't go near the cap zones because every second infantryman is carrying an AT grenade, and tanks are supposed to support the infantry,but they can't do that if they take longer to respawn,and aren't there when the infantry move onto the next obj.
But to be honest i'm really beginning to lose interest in this game now,especially since TWI's announced new map will leave the tanks on the outskirts of the battle taking potshots at each other and contributing nothing to teamwork, contributing nothing to taking or holding the cap zones, while the infantry get to take part in the real battle for the map.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Tanks are of no value if they can't go near the cap zones because every second infantryman is carrying an AT grenade, and tanks are supposed to support the infantry,but they can't do that if they take longer to respawn,and aren't there when the infantry move onto the next obj.

As you stated, its good that tanks are supporting the infantry, but the infantry should also support and protect the tanks against marauding infantry. If the infantry does that, then the tank is more likely to survive longer and respawning becomes less of an issue. Of course, it does require the infantry to actually work with the tankers as a team.
 

Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,024
1,037
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Florida, USA
www.raidersmerciless.com
As you stated, its good that tanks are supporting the infantry, but the infantry should also support and protect the tanks against marauding infantry. If the infantry does that, then the tank is more likely to survive longer and respawning becomes less of an issue. Of course, it does require the infantry to actually work with the tankers as a team.


What Moe said... Infantry and Tanks... they need each other.
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
Tanks are of no value if they can't go near the cap zones because every second infantryman is carrying an AT grenade, and tanks are supposed to support the infantry,but they can't do that if they take longer to respawn,and aren't there when the infantry move onto the next obj.
But to be honest i'm really beginning to lose interest in this game now,especially since TWI's announced new map will leave the tanks on the outskirts of the battle taking potshots at each other and contributing nothing to teamwork, contributing nothing to taking or holding the cap zones, while the infantry get to take part in the real battle for the map.

There are some stock maps that I don't like, so I just don't play them. Others I really enjoy so I hit those plus some of the custom maps. Just stick to the ones you like, and have fun.

One of these days we've got to get you going in the SDK and drag a good map or two out of you. When i started Ogledow it was partly because I missed that style of play. If there's a kind you want and it doesn't quite exist, make it.
 
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Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Ogledow's fine as it is, i love it. I'm a tanker who loves being in the cap zone either attacking or defending, in Ostfront you could get out the tank and try to defend it from the AT guys sneaking up behind you,but in this game you're powerless against that, so imho adding more AT ammo is unfair.
But its your map and if you think it would be better to give the infantry an edge over the tanks then so be it, i have a solution in mind to combat that.............lol

Edit: i work a 12hr. day 6am-6pm, i don't have time to learn new stuff,even if i wanted to.
 
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