Rakowice. Imbalance.

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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
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You can't claim a map isn't balanced because one side plays smart then admit the other side looses because they are noob level...

If sides are even, it's a hard map for attackers, I don't see what is wrong with that. Some maps are biased towards the defenders, some the attackers. If you play Campaign, it's common knowledge which are which. Unless you're on a tournament paintball field, no map will be exactly even.

It's still winable and with even teams, often goes down the fierce fighting at the last cap. If teams aren't balanced, it can be a steamroll either way, just like any other map.

It's not the maps fault or the weapons, it's the teams.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,370
144
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Once you have A the attackers all have to bumrush B. Completely ignore C. Engineers can grab a halftrack to blow the doors of B immediately after the capture of A. Focusing completely on B means you outnumber the defenders in B. As the rest of then would all be spread out. Its hilarious actually driving the Russian halftrack into the bunkers. The hardest part is getting in without getting shot in the main bug room at the front but once in the corridors the Germans are screwed. Your machine gunner can fire with almost impunity as all enemies will be infront of his without being able to get a shot on him from an angle. The driver can just floor it down the corridors firing the Germans to turn and run. Most don't and just get ran over. Hilarious. And if you get deep enough and die you block off any German reinforcements.

Once B is captured you grab a satchel if you don't have one hop in a halftrack and drive all the way over to C and blow it up. The Germans cannot possibly retake B in that time as they usualtl do regain the initiative in B pretty quickly after capture. C is captured and you can waltz into D leaving the bulk of the German team in the B bunker fighting ghosts and generally teamkilling each other. They have TK cross open ground from there to as and usual un a Russian MG likes to set himself up on the right side road anyway.
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
If sides are even, it's a hard map for attackers, I don't see what is wrong with that. Some maps are biased towards the defenders, some the attackers. If you play Campaign, it's common knowledge which are which. Unless you're on a tournament paintball field, no map will be exactly even.

It's still winable and with even teams, often goes down the fierce fighting at the last cap. If teams aren't balanced, it can be a steamroll either way, just like any other map.

It's not the maps fault or the weapons, it's the teams.

I could not disagree more with what you have said.

There is no problem with a map being hard to attack on; like Mamayev, Station, or Grain. The problem is when maps become stupidly hard to attack on.

Rakowice is currently a stupidly hard to attack on.


A wide open map is always going to be hard to attack on - that's just obvious. However, the defenders just get so many advantages over the top of the basic map layout that they shouldn't get. Meanwhile the attackers get screwed on spawn locations, cap locations, and spawn protection. These things are all straightforward to fix.

There are so many obvious changes to Rakowice's implementation (not changing the map layout) that would make it much more fun to play for both teams. There is no excuse to not do them. We are haemorrhaging players with terribly implemented maps like Rakowice where ~50% of the servers' players have little fun.
 

Teufel Hund

FNG / Fresh Meat
May 31, 2006
261
21
0
I could not disagree more with what you have said.

There is no problem with a map being hard to attack on; like Mamayev, Station, or Grain. The problem is when maps become stupidly hard to attack on.

Rakowice is currently a stupidly hard to attack on.


A wide open map is always going to be hard to attack on - that's just obvious. However, the defenders just get so many advantages over the top of the basic map layout that they shouldn't get. Meanwhile the attackers get screwed on spawn locations, cap locations, and spawn protection. These things are all straightforward to fix.

There are so many obvious changes to Rakowice's implementation (not changing the map layout) that would make it much more fun to play for both teams. There is no excuse to not do them. We are haemorrhaging players with terribly implemented maps like Rakowice where ~50% of the servers' players have little fun.

I've had far more success attacking on Rakowice than on Grain Elevator.
 

Teufel Hund

FNG / Fresh Meat
May 31, 2006
261
21
0
Lol grain elevator is the easiest map to attack on.
Half the time I play the Germans get locked down on the second objective. Too many people hang back and try to shoot the Russians in the windows instead of getting in the caps. Where as on Rakowice, it almost always comes down to the last objective.
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
Half the time I play the Germans get locked down on the second objective. Too many people hang back and try to shoot the Russians in the windows instead of getting in the caps. Where as on Rakowice, it almost always comes down to the last objective.

Well I don't know where you're playing but on the multiple servers and times I have played Rakowice that is not my experience at all.

You say the last objective is reached - but Axis still win mostly right? Then there's still a problem.
 

Teufel Hund

FNG / Fresh Meat
May 31, 2006
261
21
0
Well I don't know where you're playing but on the multiple servers and times I have played Rakowice that is not my experience at all.

You say the last objective is reached - but Axis still win mostly right? Then there's still a problem.
I'd say it's about 50/50 honestly. Maybe I have a bigger effect on the outcome than I thought since I rarely play anything other than Tanker, SL, or TL. Although as big as my ego is, even I find that hard to believe. Based on my experiences I just don't think the map is as unbalanced as others seem to.

Grain Elevator on the other hand I frequently see issues with. I suspect that because of the smaller map size, a higher percentage of people are inclined to sit back near spawn shooting Russians instead of getting in the cap. You don't see this as frequently on larger maps like Rakowice in my experience.

Most of my play time is from 0000-0400 EST, and usually on the 2FJg servers, although I'm not sure it's relevant.

It would be nice if they gave some way for TL and SL's to come up behind people and make them start advancing somehow, but obviously I know this would likely be abused by some. But it's a common problem I see in many maps that too many people hang back just trying to get kills instead of getting in the cap zones.
 
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Lemonater47

Grizzled Veteran
Sep 25, 2014
2,370
144
63
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Half the time I play the Germans get locked down on the second objective. Too many people hang back and try to shoot the Russians in the windows instead of getting in the caps. Where as on Rakowice, it almost always comes down to the last objective.

It took me over a year to even see the last objective of rakowice. On rakowice you get stuck on every objective but C. A can be difficult to take, B can be very difficult to take and D can be very hard to get to.

On grain elevator its only B that's difficult. But even then you only need well thrown grenades. There's two buildings in B you only gotta take one building and then it only takes 1 person to attack the other building from the rear and wipe out everyone.
 

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
There's no denying that Rako is unbalanced and needs work but perhaps this thread could change gears to 'what changes rakowice needs to be better'.

Make suggestions for changes people
 

salti

FNG / Fresh Meat
Jun 6, 2006
254
19
0
The key is to blow the bunker doors in the first wave, straight out of spawn. Don't wait for smoke, the engineers are on a suicide dash. The defenders are always thin in the bunker at first, so if you can get a SL or two inside, you own it.

Arty on the top ASAP.

If those don't happen and the defenders can set up on top, with the tank and MG's, it's a grind.

It's extra tough when axis defends.

Thats about it....i've not played this map in a while....but when the above is done ...with a reasonable amount of comms then....i remember the defenders just folding....granted it can get a bit tuff in other places...but i've still seen the defenders fold with some good comm work by the attackers
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,816
313
83
Strangely enough, I remember losing this map as defender more than as attacker. For some reason if the attackers capture the bunkers, the next objectives go down for like 1-2 min lol, like there's no offense. I remember just one time when we had REALLY tough battle for the last objective, it was one of the most epic last stands that I've ever had in RO2. I still can't believe we did it.
 

SRTP-14

FNG / Fresh Meat
Nov 12, 2014
101
4
0
Also.

1. Not enough "combat zone", after the capture of "A". Rats. Rats are everywhere.

Spoiler!



2. This is very bad respawn.

Spoiler!
 

Zakarro

FNG / Fresh Meat
May 11, 2014
664
0
0
Nazis always complaign about tankmaps because soviets are superior in them.
At least it balances out all the other team stacking being done