Spartanovka - how to win as USSR/bugged?

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Fornax

FNG / Fresh Meat
Feb 13, 2006
35
6
0
Playing as Soviets.
Many times now the Germans have ran out of reinforcements first - almost capturing the last point. USSR can push back and capture one building zone (+town hall). The 2nd zone is locked.
So: the Germans are out of troops (maybe some alive), they could not capture all the points, the USSR push the Germans as far back as possible (town hall + one building block) - still the Germans win?! Why?

They are out of troops and did not capture all the points.
Is this severly bugged?

Same scenario the round before: USSR stop the Germans at last point, Germans ran out of troops, USSR push as far back as possible - now USSR wins.

Seems random and bugged to me...
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
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I think that the germans win this map if the russians are out of reinforcements at rounds end. Whether that is a bug or not I'm not sure, but it does look like one...
 

ComeAndSee

FNG / Fresh Meat
Oct 1, 2011
149
37
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The reason the map is so hard for Russian's is because you spawn so far away from your defending points. The German's just have to clear the defenders our and they have almost a minute before any Russian's can get back to the defend the points.

It's like this on other maps too. Instead of spawning you a cap point away from the defending point, you spawn two or three away. You spend 20-40 seconds running to the cap point -- usually out of stamina -- and don't have any cover most of the time.

On the German side you spawn much closer. You capture Housing Block 1 and they spawn behind the Church. The Russian's will spawn all the way behind the Town Hall.
 
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Fornax

FNG / Fresh Meat
Feb 13, 2006
35
6
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Kind of agree with the spawning thing, but Im talking about Germans unable to capture all the points, they are out of troops, USSR still have troops, USSR push back as far as they can - still Germans win!?

In comparison, when playing Red October Factory(?), the USSR must take all the capture-points in order to win.
Seems weird imho.
 

ComeAndSee

FNG / Fresh Meat
Oct 1, 2011
149
37
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The thing I don't like on the Red Oktober map is the welding shop cap point at B. Why is a shack in between two cap points a capture point? Usually you get bombarded by tank shells, artillery, and grenades when you go inside which bleeds off about 25% of your reinforcements and minutes of your time.
 

FoulOleRon

FNG / Fresh Meat
Sep 7, 2011
57
10
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It's a bug that happens. Same thing happens on Station. Russians kill all the Germans and lose the round. Both sides don't get team points recorded properly. If the Russians win the second round they win 2-1.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
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There is certainly something bugged about how the game decides who wins. I have sometimes seen both teams declared winners at the same time (and both teams recieving a victory point). So I am assuming it is also a bug that it didn't declare the allies winners in the case described here.
 

defektive

FNG / Fresh Meat
Sep 16, 2011
663
256
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UK
Sparta is a fine map, one of my favourites. Never won a game on it yet as Allies (but have bled the Axis dry several times and still lost - possibly due to this bug, I don't know for certain), but it's still a map I enjoy seeing on a server's rotation.

Allied spawn locations are a bit on the harsh side; too far away. As soon as the Church falls you're doomed to always re-spawn in, or within sight of, Timbuktu. :)
 
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Icey_Pain

FNG / Fresh Meat
Aug 8, 2011
706
304
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I think that Axis is still able to win if they simply have the highest score. Which is just all the points every member of your team has(I think, feel free to correct me).
 

hishnik

FNG / Fresh Meat
Oct 3, 2011
178
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I havent seen that happen.
I've played that map quite often, and won it at rate of about 50%.

What we have seen happen is Axis out of reinforcements, and Allies go to capture D, during that time one or two Axis soldiers get into E cap, and get it first because noone is there to defend it, everyone out capturing :eek:

Spawn placing for Allies is just utterly horrible... Beyond any reasonable explanation. I have no idea why you have to spawn at E or behind it, as soon as B is captured. Just makes no sense...
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
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Spawn placing for Allies is just utterly horrible... Beyond any reasonable explanation. I have no idea why you have to spawn at E or behind it, as soon as B is captured. Just makes no sense...

Perhaps it was too easy for the allies to defend the church if they didn't.
 

TheGoden

FNG / Fresh Meat
Sep 1, 2011
302
109
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F*UCK YOU ZIPS
The spawns on Spartanovka are atrocious. They are monumentally unbalanced.

The second the allies lose the Church they are pushed WAAAAAAAAAAAAAAY back all the way to the Town Hall. This gap is so huge that it's not uncommon for the Germans to take Housing Block 1 simply because the Russians are so far away. What's even worse is after they take that, the Germans get a new spawn point which is basically 5meters away from Housing Blocks 1 and 2, meaning it's almost impossible to hold Housing Block 2 due to the endless stream of Germans and how far back the Russians spawn.

Even if the Russians manage to hold off the Germans until the round timer ends, the Germans still win.


WTF are you doing Tripwire? I'm supposed to be defending my homeland yet it feels like I'm the one that is the foreign invader.
 
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Vesper11

FNG / Fresh Meat
Sep 19, 2011
201
68
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Ever try playing that map on Allies?
There is nothing easy there... Only thing easy is rolling over the team Ruskies :(
Nope, its easy if germans are charging machine gunners in the church from the front. But its quite hard to do so as there are so many ways to flank it...

p.s. That bug happened to me quite a few times, both reinforcements went to zero (because bolsheviks were trying to find that cowardly Fritz getting killed by protected are in the process) and after the round timer went to zero, boom, axis win because they've failed to take last objective, makes sense... really...
p.p.s. On the other side, considering that defenses on this map are better suited for nazis, church is easy to defend as axis and Ivans yet again facing the sun (all maps but grain elevator; german map designer?) it seems that germans are the ones that should be defending against russians, then it does really makes sense.
 

[TDUB]thunderkat

FNG / Fresh Meat
May 17, 2011
153
7
0
Tripwire 'South'
I think that Axis is still able to win if they simply have the highest score. Which is just all the points every member of your team has(I think, feel free to correct me).

Icey_Pain is mostly right. The points help dictate the winning team in all other game modes except Territory. In Territory the only ways the Attackers win are by running the defenders out of reinforcements and living team members, or by capturing all objectives.

We could not reproduce the attackers winning in any other condition here in the studio, like in that case described where the axis were winning with more points but without taking all the objectives. But if this does happen again to anyone in game, screenshots of the score board and win/lose screen could help us figure out what went wrong, they would be greatly appreciated :)
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
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Ever try playing that map on Allies?
There is nothing easy there... Only thing easy is rolling over the team Ruskies :(

Yes. It's my favourite map, and mostly the only map I ever play (with some excursions to Grain Elevator and Apartments). I have seen several occasions where a unorganised mostly camping axis team never make it further than Gullies. However I must admit that when I play axis I do find it very easy to take church. The next objectives can be more difficult if the allies just have a handful of skilled players (especially a good commander and some SLs laying down arty).