RO2 TE-Barashka: Add More Objectives

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Nightingale

FNG / Fresh Meat
Sep 15, 2010
872
64
0
Vancouver, Canada
It's no secret Barashka is one of those maps that isn't played very much. Players generally avoid it in droves, even though TWI designed it to accommodate the community's long time demand for maps with long distance encounters and combined arms gameplay.

I will describe a typical match on Barashka: Both teams scramble for the bridges, and the Axis take the peninsula (B) while the Allies take the main bridge (C). Over time, players concentrate at B until about 90% of all players are near or on the objective, leaving A C and D basically unmanned. The Axis take advantage of this by capturing C with a small force, allowing the village at A to be captured. Another small force runs up to A unopposed and quickly capture it before the men from B can move back or respawn to defend it. So the Axis suddenly wins the match without any opposition. Sometimes, the reverse happens and the Allies win by doing a very similar maneuver. So the effect is basically that no fighting happens anywhere which isn't either B or C.

To stop this sort of sudden victory from happening so much, and to encourage more "tug-of-war" gameplay between the two sides on this map, I suggest adding transition objectives so that the map becomes like this:

E7I0xmp.jpg


If the Soviets capture [D] and [E], [F] and [G] unlock and the battle progresses there. If [F] and [G] are taken, then the Soviets are allowed to attack the final objective [H]. And vice-versa for the Germans. This way, fighting occurs on parts of the map which aren't the bridges. We get an actual drawn-out battle where both teams are alternately advancing and retreating according to the situation and they actually have the time to do it.

Now, I can imagine that a lot of people might something like "It's the Russians'/Germans' fault if they lose like that. You shouldn't put all your men in one area." I'm not going to argue against that, because it's true. However, the truth of the matter is that 90% of all games played on Barashka are public matches and in 99% of those matches, close to no organization/communication is happening. It's just too much to expect the common player to hang around in A or D just in case the enemy suddenly bursts through. Everyone is going to go straight to the main contested objectives. If we want to have fun matches on Barashka, I think we have no choice but to reorganize the map in some way to stage the skirmishes we would like to see.

Well that ends my wall of text. What do you guys think?
 
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titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
I've only ever seen axis win this map and it happens when there's still 10 minutes left. Perhaps this change could help
 

Grenator

FNG / Fresh Meat
Jul 23, 2012
375
3
0
Yes, something must be done about this map. It looks really well-done, and up to TWI's high standards, and you really want to play it. However, each time that you do, it's chaos: you haven't the slightest idea what's happening, and then 'boom!' you win, or you lose out of the blue.

The real problem, of course, is that it's too wide for 32 players (and B/C capzones are way too far apart from each other), and the river prevents the tanks from compensating for the lack of infantry width. This is what you get when you ask for 'very, very big maps' all the time.

Creating more smaller capzones is likely to make it better, so thumbs up for the OP.

EDIT: this is also the only officially-released map in which I've found it completely boring to play as a TL. The battle on Barashka is chaotic, and all over the place: it's hard to affect the battle in a meaningful way as a commander (despite the very short arty timers).
 
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Jpz38 Hetzer

FNG / Fresh Meat
Feb 21, 2013
1,713
4
0
I agree with more cap zones, and When inf. Carriers are added that will improve the map as well.
 

Grenator

FNG / Fresh Meat
Jul 23, 2012
375
3
0
Another way to improve Barashka is to cut the number of tanks. They are really subtracting from the action, not adding to it. Cut it to two and let more players be infantry.
 

Nightingale

FNG / Fresh Meat
Sep 15, 2010
872
64
0
Vancouver, Canada
I can't remember how many tanks there are on this map, but it feels to me like 1 tank squad leader + 4 tank commanders should be more than enough for each team.

Something tells me TWI won't seriously consider making any changes to Barashka until this thread has hundreds of posts asking for a change. If you see this message, please contribute to the thread to help us improve Barashka. :)
 

Moskeeto

Moderator
Dec 29, 2011
2,681
8
38
IMO, the best change to make would be to add troop transports. Other than that, I can't really say what I think should be changed because I haven't played the map much.
 

Adenru

Member
Oct 21, 2011
247
2
18
Something really needs to be done with Barashka, it looks like it can be a lot of fun, but every time server switches to it there is dead air in voice chat like everyone is just waiting for this terrible map to end, you know, I can't wait for it too, now I usually leve when Barashka happens.
Tanks cannot proceed properly because there are so many obstacles that they get blown or swiss cheesed too quickly and easily, infantry cannot proceed out of obstacles because because of so many tanks.
I wonder if this map would play better if we had no tanks at all or at leqast less of them, two for team maximum.
 

Grenator

FNG / Fresh Meat
Jul 23, 2012
375
3
0
IMO, the best change to make would be to add troop transports. Other than that, I can't really say what I think should be changed because I haven't played the map much.

APCs won't improve this map one bit, only add to the mess, and erase even more infantry from the battle.

(this is applicable to RO2 in general)
 

how2skate_com

FNG / Fresh Meat
Aug 20, 2011
386
63
0
This map looks so nice, but it's all chaos. I'm not sure if this will fix it, but it sounds good, so why not. :eek:
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
People ask for less linear, larger maps. That's what we got, and I like it. There are enough small linear maps in RO2. It's good to have some variety.

Of course, I probably like it, as it's one of the few maps with a good amount of tank combat. As you can probably tell from my sig, I like the tanks.

That said, more objectives might not be a bad idea. Maybe someone can make a modified version of this, and try running it.
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
The real problem, of course, is that it's too wide for 32 players (and B/C capzones are way too far apart from each other), and the river prevents the tanks from compensating for the lack of infantry width. This is what you get when you ask for 'very, very big maps' all the time.

Just stumbled onto this thread, looks like you were correct in your assessment about the transports. Barashka isn't even a big map really and the people on the forum want even bigger just for the sake of it, imagine the chaos. Just goes to show even more the divide between the few on the forum and the players populating RO2.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I find it hard to even comment on this map, since I've only played it a couple of times with transports. It's been hated since release and I rarely see it.

I like the map and see great potential with it, I think the objectives and spawns create the split and often steamrolling gameplay. I've never seen the Allies win, it usually quickly unfolds with Axis eventually holding both bridges and once they get the spawnpoint under C, they quickly move in and cap the village. Most of the fighting is at B, with skirmishes at C.

It's a shame that the rest of the map is not contested, I think with some editing, it could be fun.

I think Barashka Winter is more interesting, but I've never played it on a full server.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
I much prefer the non-winter version (ROOST version was ho-hum) and overall, I really like the map. Really wish it were played more.

Overall, I feel the objective layout fails in that the last objectives are sometimes easy to capture quickly. It almost feels as if there should be another objective beyond them. (two single objectives in line on either end with the Bridge/Peninsula ones in the center)

But I'm sure that is just me.
 

Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
Perhaps access to the panzerfaust like in RO1 would make a difference. It definitely made tanks think twice about moving away from troop cover.
 

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
I always thought Barashka needed another cap between B and C, with more structures for cover, tenches further down the banks, and a decent place to cross the river with tanks/transports.

Right now, pushing the center is suicidal.