Stalingrad Kessel is fundamentally flawed

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BlackLabel

FNG / Fresh Meat
Jan 9, 2007
3,137
1,063
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Churmany
Blowing or NOt blowing a particular door at a distinct time is and was a part of tactical dissusions for this map back then.

And atilla ( the mapmaker ) is a veteran on the map anyways. Heck the dude was {Core} for some time <3

All i think needs to be changed is remove the combat zone around the middle building, axis side,from the getgo...

You need to split up the reeinforcments on bigger player count servers. And OFC spawning on SL changes the map dynamics of ALL recreated RO1 maps. The only one that was really adjusted to the new enviroment was "Gumrakstation" wich is way more upscaled and very diffrent to the original that i whouldent even call it a "remake".


BUT...a certain staleness was present if you play the smaller RO1 maps on 50 player servers too. Maps suddenly became "nadespam"...remember danzig ? oh wait....go play apartments...

In my mind RO was brilliant on bigger CA maps, and good on low number smaller maps. ( and ****ing awesome in ROLADDER matches and certain IC events )
 
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fmc'Attila

FNG / Fresh Meat
Mar 10, 2012
135
2
0
Well like Blacklabel said the timing of blowing doors is really important (blow them too soon and you'll have the germans camping all over the left side).

Also as Blacklabel pointed out the map is very different with only 8vs8 player (or even 16vs16), we had a match on the ladder against RAGE not too long ago and it ended on a draw (each time the defending team lost).

For the spawns protections I tried to keep same as RO1 but maybe I got one wrong.
 

Appleshampoo

FNG / Fresh Meat
Aug 27, 2011
144
32
0
I've played the map maybe 8 times, usually as Germans, once or twice as Russians. The few times I played as Russians, we had good players, teamwork and smoke grenades. We came close to losing the first round, then won the second more easily. Yes it's quite difficult, I died many times, but I also got a lot of kills. Despite the difficulties and the fact that there could be different ways to make for a little better gameplay, Idk how you could say it's really flawed when we win playing the game how it's meant to be played - teamwork, excellent smoke, communication. Yes, as I said, I agree there could be more options, but war is hell and I had a good time.
 

Flashburn

FNG / Fresh Meat
Aug 13, 2013
723
9
0
Washington STATE
Just needs some tweaks. The meat grinder will still be THE MEAT GRINDER but maybe a little more friendly to attackers? The blowing door aspect is over all good in this map.....SO long as only attacking side can do it. Then a small element of strategy comes into play.

ANd NOTHING wrong with having some maps that slightly favor one side or the other. This is GOOD for campaign mod.

Apartments is just awful with 64 players and will ALWAYS be. I find it ODD that all of our wonderful new players think it is easy to attack in campaign mod. WEll it can be if the defending side is full of new folks. If JUST the SL's on the defending side do what they should be doing, then is near impossible for any team to win that thing with 64 players.
 

Y.O.B.A.

FNG / Fresh Meat
Oct 22, 2013
16
0
0
The only problem with Kessel is that you can't view C from A very well. add like two holes on that side of the building and suddenly that point becomes much easier to take due to an overwatch.
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
I plaeyd this map as Atacking team like 6 times (German Team... in campaign). I'm pretty sure we won at least in 3 of those.

Your team was certainly stacked.

Adding flanking options, while good suggestions, doesn't change the fact that the defenders have more and better access to the high ground in A.

If the attackers don't get a good foothold in A at the start of the round it is all over for them for the rest of the round and is very easy to lock down as defenders.
 

how2skate_com

FNG / Fresh Meat
Aug 20, 2011
386
63
0
Adding flanking options, while good suggestions, doesn't change the fact that the defenders have more and better access to the high ground in A.


Better access to high ground... true, but the attackers don't have to go anywhere near that high ground. It's so bloody easy to just walk in the cap and just sit there, and cap. Maybe toss some nades up, for the fun of it.

The problem is too many people try to push further/higher than they have to.
 

MeFirst

FNG / Fresh Meat
Mar 26, 2006
1,302
176
0
36
Germany
From my point of view this has always been the major flaw of Stalingrad Kessel. I was actually a bit shocked when the mapper who made the remake didnt took the opportunity to make this map better balanced.
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
Better access to high ground... true, but the attackers don't have to go anywhere near that high ground. It's so bloody easy to just walk in the cap and just sit there, and cap. Maybe toss some nades up, for the fun of it.

The problem is too many people try to push further/higher than they have to.

The attackers need to take the high ground. If they don't the defenders simply reinforce the high ground in A via their many easy and covered routes and shoot down on the attackers while recapturing A.

It is a fundamental military concept that also applies to computer games that fighting down hill is much easier than fighting up hill. Always shoot down on your enemy when possible. This skews Stalingrad Kessel to be even more biased to defenders than it should.
 

Clowndoe

FNG / Fresh Meat
Jun 10, 2011
1,118
56
0
Canada
Your team was certainly stacked.

Circular argument.

A: "How is this map imbalanced?"
- "Because the attacker has to have a better team to win."

B: "The attacker won 50% of the matches"
- "Attacking team must have been better, thus confirming A."

See the problem with the above?

The truth is you can't know that. It's not like a 2k or EA Sports game where each player is assigned a point-value stat and you've looked at both teams and added it up. Your Ph.D in electrical engineering, or whatever you told us as a justification, has no value here because you can't measure every variable that makes a team win or lose.

Maybe the map does favor the defender, maybe they win a bit too often and it is fishy (although practically everyone here seems to disagree). Just offer some solutions and maybe we'll try it out. But please quit it with the "Map maker should have known better" attitude.
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
please quit it with the "Map maker should have known better" attitude.
agreed! it would be different if the guy that made the map was from TWI and not one of us. where was the O.P. when Attila was looking for advice on it? [url]http://forums.tripwireinteractive.com/showthread.php?t=84239[/URL]
i'll save you all the trouble of looking. he didn't post in the thread. actually, he's only made one suggestion in a map thread, period. Rakowice. then came along after it was finished to complain about it as well.
here's an idea, spend more time making suggestions while the maps are being made. posting your complaints about mod maps in the general section, is a slap in the face to the modders that are making them, as far as i'm concerned.
not cool.
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,816
313
83
I plaeyd this map as Atacking team like 6 times (German Team... in campaign). I'm pretty sure we won at least in 3 of those.
Yeah most of the time when somebody says the map is flawed its not the map but the teams. A few days ago we had to play as attackers on Apartments in the campaign and we have won it within 7-8 mins. So its not the map, its the team, because a decent team can make that the attackers never capture even the first 2 objectives on this map.
 

TrOOper

Active member
Jul 19, 2006
542
74
28
your moms house!
Its not badly balanced! Its just a tough fight for the attacker. When you win it feels good. To be honest, i could care less about map balance as long it provides a chance to win and gives you a good fight....

I have seen a good team of Germans stop the attack completely at "A". Ive also seen the attackers roll the Germans badly....The map maker cant account for every stupid decision and uncoordinated play by the Russians. Which doors to blow open and when must be timed accordingly.

Regardless of those saying bad balance, the side with the best teamwork will win this map!
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
Circular argument.

A: "How is this map imbalanced?"
- "Because the attacker has to have a better team to win."

B: "The attacker won 50% of the matches"
- "Attacking team must have been better, thus confirming A."

See the problem with the above?

The truth is you can't know that. It's not like a 2k or EA Sports game where each player is assigned a point-value stat and you've looked at both teams and added it up. Your Ph.D in electrical engineering, or whatever you told us as a justification, has no value here because you can't measure every variable that makes a team win or lose.

Maybe the map does favor the defender, maybe they win a bit too often and it is fishy (although practically everyone here seems to disagree). Just offer some solutions and maybe we'll try it out. But please quit it with the "Map maker should have known better" attitude.

You just don't understand.

I don't look at one game in isolation. I consider multiple games that I have played, how easy or difficult it is as attacker or defender, if one team tends to win/lose in the same way with many different teams on different servers, etc. Moreover, I also know the relative skill level of most players by being a regular so I am quite good at telling when the teams are stacked.

Also, please note that I have played this map many times on servers in different counties: Europe, Russia, and the USA. Even on Russian servers which is stacked Allies usually, they frequently lose to lock down at A. Generally, European servers are an Axis stack-fest. While there is great variation in the NA servers between Axis-stacking and neutral.

Stacked teams are actually very good at finding out flaws in a map. A stacked team has more experienced players (I don't like the description "good players" - if they were really good they wouldn't stack the easier side) who know the best positions and the correct things to do/positions to exploit. If a map is flawed, a handful of experienced players can lock it down. It only takes 4 experienced players to lock down A in these positions: top of defender left stairs holding the left two doors from the top level; on the defender right flank watching allies stairs (which is VERY stupidly see- and shoot-through); one if the door is blown in B pushing far right flank and cross firing the attackers spawn; one at the top of the left defender spiral staircase looking down to the route from the blown doors to A. Add in a handful of less experienced players sniping from the impossibly dark windows between C and D and you have a total lockdown.

A would be significantly improved with the small addition of making the left stairs not shoot-through (solid steel back to it) so that the attackers can get up to the top floor behind cover.

I have noticed that the perennial Axis stackers disagree with the post; while the smart people tend to agree and offer constructive suggestions.

I challenge you go away and play the map as both sides 10+ times each side, while using your head, think about repeating situations, and then come back and say that the map is balanced.

The map maker should have known better. Genius idea to give the defenders (who have dark uniforms) dark windows to hide in overlooking the whole map. I'm sure he thought it was also fantastic idea to give the defenders more routes into A with better cover than the attackers as well. I'm also sure that he thought deeply about allowing very limited flanking options to the attackers without having to run across open ground crossfired from said dark windows and many other locations. What the mapper designed was a textbook example of how to design a map favourable to the defenders.

Winterwald, on the other hand, is a well designed map where thought has gone into allowing defenders flanking options. The novel use of dense fog allows the attackers to rapidly flank unnoticed by the defenders. If the fog was not there the map would be significantly more biased to defenders (see Red October Factory).

It seems more effort goes into building the map layout (this is very considerable effort, I know), and then very very little thought goes into thinking about how said layout will actually play. It seems like the other way of thinking leads to perhaps better map design. Indeed, dare I mention dust2; where the mapper decided the figure of eight layout before actually building it.
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
Yeah most of the time when somebody says the map is flawed its not the map but the teams. A few days ago we had to play as attackers on Apartments in the campaign and we have won it within 7-8 mins. So its not the map, its the team, because a decent team can make that the attackers never capture even the first 2 objectives on this map.

Rattler, you only ever play as Axis, as you have said before. This means that you almost always play on the stacked team in RO2 (this is well established).

Therefore, your opinions regarding map balance and gameplay are so biased that they are incorrect because being on a stacked team hides the flaws in the map design from you.

Regardless, this thread pertains to Stalingrad Kessel, where even someone as naive as yourself should clearly see that there is a problem with the map layout and design.
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
agreed! it would be different if the guy that made the map was from TWI and not one of us. where was the O.P. when Attila was looking for advice on it? http://forums.tripwireinteractive.com/showthread.php?t=84239[url]http://forums.tripwireinteractive.com/showthread.php?t=84239[/URL]
i'll save you all the trouble of looking. he didn't post in the thread. actually, he's only made one suggestion in a map thread, period. Rakowice. then came along after it was finished to complain about it as well.
here's an idea, spend more time making suggestions while the maps are being made. posting your complaints about mod maps in the general section, is a slap in the face to the modders that are making them, as far as i'm concerned.
not cool.

Good point.

In my defence I have been too bandwidth limited (and still am) for the past 8 months or so to download custom maps. Also, having little time it is inefficient to play and comment on all custom maps with only a few of them ever going to make official release. Indeed, to get a large enough sample size on a custom map to make accurate comments about the flaws with it is difficult, near impossible with the few servers which host custom maps.
 

how2skate_com

FNG / Fresh Meat
Aug 20, 2011
386
63
0
The attackers need to take the high ground. If they don't the defenders simply reinforce the high ground in A via their many easy and covered routes and shoot down on the attackers while recapturing A.

It is a fundamental military concept that also applies to computer games that fighting down hill is much easier than fighting up hill. Always shoot down on your enemy when possible. This skews Stalingrad Kessel to be even more biased to defenders than it should.

I agree that fighting from higher ground is generally easier. But on the everyday server it's enough to just get everyone in the cap and stay there, there's plenty of places where the defenders can't hurt you.

I've been in cap there, waiting 5 minutes without even getting close to being shot... and my teammates all just run into the meatgrinder... when they absolutely have no reason to do so!

Then after a while we do get enough people in cap, but what's costing us victory is the reinforcements we lost.

Don't get me wrong, assault classes should try to clear some of the defenders. But every time I see riflemen who can't just stay in the cap, but have the unstoppable urge to keep pushing beyond the cap.



Now you can say the map is unbalanced, because every side will has its idiots, but the idiots of the defenders are in a better position. But I don't think this is a good reason to change a map.