RO-Kuzernki Beta

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GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
0
0
If you mean a beta test on our server, I will help you for sure. Like Helmut, I don't have the skill to use the SDK yet. Just drop me PM when the new version is out and I will put it on our server with a password for closed beta testing. Hope that helps you.
 

Darkseed

FNG / Fresh Meat
Dec 2, 2005
458
82
0
Sweden
Haven't had a chance to play this yet but I really like what I see in the screens. Great lighting combined with long viewdistance and good placement of the buildings makes the map look very realistic and immersive. Can't wait to play this. :)
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
0
0
Take a look at the trees in front of the floating house! Some of them are floating, too.
 

Cyion

FNG / Fresh Meat
Mar 14, 2006
217
0
0
39
London, ON Canada
I had a chance to run around in beta2 fix without players. The map looks as good as a stock map which is great. I like the new interiors you created. There is one part of the map where there is a hole between two staircases and the texture you used is stone/rock. I believe since the staircases are made of wood the walls would be not made of stone on the inside of the house. Maybe some sort of burned texture would be more appropriate.

I cannot wait to play this map with people, looks like it will provide some interesting battles.
 

ViViD

FNG / Fresh Meat
Dec 2, 2005
584
26
0
Hole in the Duplex house (two different residences under one structure)

Old Duplex walls are normally double brick, which are plaster rendered, I tried to go for the concrete look, as making it look like a brick wall really didn't work, maybe I try a different texture to see if it works woth anything else.

Thanks for your input
 

sander

FNG / Fresh Meat
Jun 24, 2006
635
0
0
32
The Netherlands
I played this map with an StuG III added for the germans, I have to say I love it. It is easier for the Germans to get the first object and it keeps the russians of the object while it can't get the second one.
 

Cyion

FNG / Fresh Meat
Mar 14, 2006
217
0
0
39
London, ON Canada
I've played beta 2 and the axis can get the first objective if they focus on capturing the barn first then going after the farm house. Don't know if the stugIII is necessary, the mapper will have to decide.
 

ViViD

FNG / Fresh Meat
Dec 2, 2005
584
26
0
We are currently trialling a Stug III to see if this improves, total russian dominance and it is true to life being a Panzer Regiment, many attached Infantry regiments had Stugs in support for assaulting objectives.

So when the tests are finished, I will release two versions with and without Stug, which means the server admins and the players can decide what option they wish to have.

On a side note do people think we should have a third objective (second in line) at the trench area which is recapturable by germans and russians alike. Personally I think it forces peoples hands to be more linear then creative, and would stifle tactics, but I would rather hear from the majority of what you guys want. (well thoses that enjoy the map and contribute here)

On a side note I like to thank the time and effort from German Soldiers Clan and GS_Schmipf particularly who given up his time and resources to trial B3 before I make it available.
 
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Cyion

FNG / Fresh Meat
Mar 14, 2006
217
0
0
39
London, ON Canada
A third objective is not necessary.

The russian spawn is vulnerable to spawn camping in Beta2. You open the door across the street and you can snipe russians as they spawn. Maybe some sort of object could be placed inbetween so the russians don't get shot at.
 

Helmut_AUT

FNG / Fresh Meat
Dec 14, 2005
559
0
0
I think I have to disagree on the StuGIII (without having played the updated map, arguable).

For me that's too much direct-fire HE, it doesn't have MGs, fair enough, but still dangerous to infantry hiding and defending objectives. You would need to give the russians one or two PTRDs to even it out, which in turn is a problem for the halftracks and means they would not longer be used as real transport since they blow up frequently by a good hit.

Also, I'd hate to see a long-barreled StuG on a Fall '41 map. They only came into service in '42, for this map we would need a short-barrel "E" type.

IMHO, for this map people should learn how to use the halftrack as transport and fire support. But if they keep driving up right to the farm, jumping out of the vehicle and getting shot in the back, no wonder they will think of russian "dominance".

As for the third objectice...I actually would like to see that. The stretch of trench right now gets little use, most people are rather "gamey" sneaking on the map edges which is a tactic that works for this game, but not very realistic. Making the trench an objective will force the germans to attack over open fields and thus employ their fire support correctly, use smoke etc. Makes the map more linear, but also requires better tactics.

BTW, I like how Beta3 (the preview you sent me) actually has the road blocks in front of the last objective. Prevents people from suicide-driving the HT up to the tower, but still allows it to be used as mobile armored MG station.
 

kabex

FNG / Fresh Meat
Feb 27, 2006
820
0
0
Mexico
StuGs are useless without destructable enviroments... it has no business as infantry support.

It can barely do any harm, and lacks TWO MG's which it should have.
 

Helmut_AUT

FNG / Fresh Meat
Dec 14, 2005
559
0
0
Beg to differ. You played this map?

The farm cap point is all inside a house that allows to fire HE trough doors and windows. Some of the best defense positions for the russians are inside houses.

A StuG firing HE into those positions would be hell for russians, because they have no AT-Guns (which was the historical way of dealing with them).
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
0
0
As soon as b3 is finished you guys will have a Stug and a non-Stug version. So all of you will have the chance to decide which plays better.

As far as we had the chance to use the Stug it porved to be a valuable support without unbalancing the map.
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
0
0
They have 2 PTRDs and due to smoke, the HTs don't have that big trouble avoiding them, additionaly, the STUG serves well as moving infantry shield. It was great to watch 3-4 soldiers slowly walking behind the Stug approaching the village. Just like real life.
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
0
0
Pz4 F1 is to easy to destroy with PTRD. One hit is enough. The Stug at least survives 2 hits.

A bit of historical incorrectnes for balances sake ;)