TE-Station, attacker's ultimate nightmare

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
You have a very strange idea of what "command" means. I suggest you take another role and let someone else do the commanding. Alternatively, visit the Aussie/NZ server when someone like Rabid or Cadyn or Bo0boo is commanding and learn how it's really done.

Oh, and if your team is losing, it's quite clear you are not performing your teammates' roles in addition to your own. If you were, you'd be winning (like other German teams and their commanders regularly do on this map). Instead, you appear to be so focused on getting kills that you are forgetting to lead your team.

Thought for the day: artillery does not need to kill the enemy to be effective.

Lol, Caydn's command style is quite amusing. To hear him talking to his team you'd be forced to assume that none of them would even be able to dress themselves :p

Oh, and a commander is only as good as his Squad Leaders. If the SL's aren't marking targets and throwing smoke, the Commander role is vastly less effective. It's so frustrating trying to get an arty target yourself and get back to a radio without getting killed.
 
Last edited:

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
When there are 32 people on either side, on Realism Mode, a good Russian Commander such as Blaz or Sidom02 dropping mortars, and defending every inch with their lives, allied with a reasonable team and Papashas, and their LMGs on the windows, Russians hiding in carts, the Maxim being manned, a good, dependable Russian team all around, a mess of grenades being thrown and smoke forcing you to advance blindly everywhere to certain death there is no ''easy'' way to breach Station.

So an incredibly competent and coordinated defending team will make it hard for the attackers to win.

This is a shocking revelation.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Thought for the day: artillery does not need to kill the enemy to be effective.
Frankly, artillery shouldn't be getting any kills at all after the first salvo. It requires the "victim" to moth themselves into the loud kaboomy death zone.
 

kathmandu

FNG / Fresh Meat
Apr 28, 2010
351
5
0
only in this thread i disagree with the man.

with good smoke there is no impossible map. but station is the hardest map. i like it.
 

ro2player

FNG / Fresh Meat
Sep 1, 2011
882
4
0
Obviously, if you unleash a great German team against a disorganized Russian Team with a crazy Commander and poor players, victory for the attackers will be certain, and easy.

For you : if the Russian team is good the station map is impossible to win for the axis ? Even a good German team will failed.
Station is linked to the level of Russian team more than German team.

This map is hard for Russians too. But maybe the map is more hard for Germans. I think there are more parts of the map (as you have well analized, Sarkis) who is harder for Germans than for Russians.
 
Last edited:

AtheistIII

FNG / Fresh Meat
Sep 14, 2011
439
8
0
Maybe its that hard, maybe it isn't, but when i played Station, as well as other maps, the german team tends to fill up first.
So I honestly don't see a problem.
RO was always about earning your victories instead of beeing them handed on a silver pattern, and as long as a map is to be considered hard and not impossible it makes a good challenge and i wont complain.
 

Sarkis.

FNG / Fresh Meat
Jun 6, 2012
1,467
29
0
You have a very strange idea of what "command" means. I suggest you take another role and let someone else do the commanding. Alternatively, visit the Aussie/NZ server when someone like Rabid or Cadyn or Bo0boo is commanding and learn how it's really done.

Oh, and if your team is losing, it's quite clear you are not performing your teammates' roles in addition to your own. If you were, you'd be winning (like other German teams and their commanders regularly do on this map). Instead, you appear to be so focused on getting kills that you are forgetting to lead your team.

No I don't. Commanding is one thing, being in the role of Commander is another. And besides, If I kill the enemy in vast quantities along with a couple of other good players, theoretically, the rest of our team will have a good time moving and capping, while the enemy is less present in the area. Focusing on getting kills without getting killed is the way to go. Or is a good Commander one who sticks by his beloved radio giving recon and issuing orders for who ever is able and willing to listen, while drinking his milkshake, and dropping arty? You gotta get out in the field, you gotta make kills, clear an area, kill their pesky squad leaders, and their good players, clear a path, win the damned round!

Sure, if a Commander can fill in the job of giving his people directions, more the merrier, but that's not what defines the Commander role. Those smokes, grenades, and PPSh must be put to good use, a commander's life has no extra value. He has to get out in the battle and do or die like everyone else. In RO2 a good commander leads by example.

By now is clear you are simply making fun of my worries about the map, trying to divert the attention to my aptitude as a commander. You won't get away with it, because I'm a damn good commander!

Thought for the day: artillery does not need to kill the enemy to be effective.

But is most effective when it kills.

So an incredibly competent and coordinated defending team will make it hard for the attackers to win.

This is a shocking revelation.

Obviously it will make it hard and when you ally that with Station it will make attacks next to futile. Because even a more competent and coordinated attacking team will be unable to win, because the map was made for them to loose. Because attacking with 330 reinforcements against a well dug up defending force, in a terrain that massively favors them with their 300 reinforcements and expect to win is ridiculous.

There is nothing shocking about it really. What is shocking is how you can't come to terms with Station being a hard map. If Station is easy as you say, which map is then hard?

only in this thread i disagree with the man.

with good smoke there is no impossible map. but station is the hardest map. i like it.

I don't know if ''the man'' is supposed to be me or something, but if you find station hard we agree.

There is no impossible map, but there are impossible situations. And about smoke, it can be really bad when you are inside it, and the enemy is able to see your outline while you see next to nothing. :p

For you : if the Russian team is good the station map is impossible to win for the axis ? Even a good German team will failed.
Station is linked to the level of Russian team more than German team.

This map is hard for Russians too. But maybe the map is more hard for Germans. I think there are more parts of the map (as you have well analized, Sarkis) who is harder for Germans than for Russians.

Not impossible, but more difficult than it should, and that leads to many defeats where the germans are actually doing quite well. Is hard to negotiate a victory against mortars and well dug up Russian submachinegunners. If the result is more linked to the level of the Russian team more than to the German, it is automatically biased. Because even being a map where the Germans are attackers, they must stand a chance. 30 reinforcements more is not that chance.

The map is not hard for the Russians at all. It can get hard, some times, but not as a rule of thumb, as it will have to do with a good German team against a poor Russian one, which happens all the time. But if the Russians can't hold off a German force of equal level of skill, having themselves 300 reinforcements, I say they are not doing a good job.

A,B,C are the entire problem, it is doable, but requires too much time and casualties, which the German team can't afford. D and E are normal and F is quite easy. The problem is that reinforcements don't last until F, most of the times.

Maybe its that hard, maybe it isn't, but when i played Station, as well as other maps, the german team tends to fill up first.
So I honestly don't see a problem.
RO was always about earning your victories instead of beeing them handed on a silver pattern, and as long as a map is to be considered hard and not impossible it makes a good challenge and i wont complain.

Mamayev, Spartanovka and Commissar's are a good challenge. Red October and Pavlov are closer to ''very unlikely victory for attackers''.
 
Last edited:

Blinde

FNG / Fresh Meat
Aug 2, 2011
77
3
0
New Zealand
I've played in a few games with Sarkis as commander, and he does seem to be quite effective at getting artillery in the right general places and ordering up recon etc. This can be very helpful as far as providing support for what people are doing.

I don't think I've ever heard him speak, or give any sort of instruction about which flank or objective to head for. If the team is clever enough, or the map well known enough, to have the rest of the team do the right things anyway, then that's fine.

In my opinion, if the map requires more hands on direction, I haven't seen that from Sarkis when I was on his team. I assumed it was down to language issues, and I'm not going to criticise someone for not speaking a foreign language with confidence (My French is good enough to get around France as long as I can use both hands for gestures, I'd hate to try to give instructions in RO2 in it. )
 

kid Charlemagne

FNG / Fresh Meat
Sep 23, 2009
55
3
0
norway
By now is clear you are simply making fun of my worries about the map, trying to divert the attention to my aptitude as a commander. You won't get away with it, because I'm a damn good commander!

what servers are you playing on? I would love to see how you command a team so I can judge for myself if you are a "damn good commander" or not.
i usually play on the russian and european servers.

also, sorry if my last post was spiteful, but it did sound like you where just crying about the map being to hard, and i dont agree at all.

i still say station is a great map where the best team will win every time.
(the whole commissars thing seem to have its own discussion now so lets take it there)
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
Man, your experience is definitely different than mine. D, E, and F are typically gimmes for the Germans, A is almost always captured quickly (It only fails when the Germans have been amazingly incompetent), and C is a gimme as soon as B has fallen. The only part of the map that I consider potentially hard for the attackers (Having played on both sides) is B. The only time I've seen the Germans fail to take A has been when they were actually listening to the guy screaming "just rush the cap!"

I certainly don't get how you can think Station is a hard map for attackers, while Commissar's is an easy map for attackers. Do you happen to only play Germans, by any chance?
this is how it is when i play it. i don't play it on a full 64 player server though. i like a much calmer style of gameplay then those bring to the table. playing with about 40 players probably has more to do with the way i see it play than anything else. and the way i see it, the germans usually win. probly 75% of the time.
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
But is most effective when it kills.

Nope. Artillery is all about area denial. Getting kills is nice, but it's the fact that you're locking down an area that is tactically important. Whether you keep them from entering or moving through the area because you kill them, or because they think better of walking into the loudly-exploding zone of death, is of secondary importance. The most effective artillery I've seen has been the ones that block off the most secure route the defenders have into the contested area, forcing them to take a much more exposed route covered by MGs and riflemen. The artillery didn't kill a single person, but it lead to dozens getting pinned down or killed by the rest of the team, and let the offense bleed out the defenders in the cap and take it.

And while it's nice to kill people with artillery, if it's after the first salvo, it's most likely that the person just mothed into the artillery zone like an idiot. They were going to find a way to get themselves killed, it's just that they happened to run under your artillery before they ran themselves onto someone's bullet.

Obviously it will make it hard and when you ally that with Station it will make attacks next to futile. Because even a more competent and coordinated attacking team will be unable to win, because the map was made for them to loose. Because attacking with 330 reinforcements against a well dug up defending force, in a terrain that massively favors them with their 300 reinforcements and expect to win is ridiculous.

There is nothing shocking about it really. What is shocking is how you can't come to terms with Station being a hard map. If Station is easy as you say, which map is then hard?

I'm not "coming to terms" with the idea that Station is a hard map because that's the exact opposite of what I see in-game. I've seen several battles where the Russians put up that coordinated and highly-competent defense you speak of, and the Germans still won (Proper use of artillery and smoke can wreck the defense). I can't think of the last time I saw Station come down to reinforcements. I've seen Germans win it more often then Russians. I've seen the attackers win more regularly on it than I have any other map. Out of all the maps, it is probably the easiest for the attackers.

I generally prefer playing Russians, but I also like playing on the offense, and as a result I've played German more on Station than probably any other map. It's also been the most fun to play on offense. B is the only point that I see as seriously hard. The levels of competency have to be markedly different for the Germans to not take A fairly quickly, C folds the moment you have B and its advantageous firing positions secure, and it's all down-hill from there. Most of the times I've seen the Germans lose, it's been because they listened to the tactical genius that's yelling at everyone to "just rush the cap" early on.

As for which maps are easy or hard...

Of the offense-vs-defense maps, Commissar's used to easily be the hardest, though it's slightly improved now. Still hard, still most frequently a defense victory, but improved. I've seen more full-caps after it was modified, after lockdown was changed, and after the T-34 was able to actually fight the Panzer 4, than I had seen before, though I've also seen more maps ended with the Germans locking down A than I had before, or locking the Russians down inside their spawn. A is probably the hardest to take, now, though it gets easier once you've taken the caps on either side and can control the flow of reinforcements, while the last two are easy (Particularly the no-mans land. I've never seen that held, and only once saw it re-captured due to the Russians derping it up... and even then they still took it again).

Grain Elevator I'd put as harder than average, but about where it should be, particularly with the asymmetric mechanic of cutting off Russian reinforcements. It's a steady fight over the first several points, but once the Germans get into the main building, it goes rapidly down-hill for the defenders. The map gets really easy, though, if the Russians just give the Germans A, as some incompetent commanders yell at everyone to do. A is, again, probably the most important point.

I haven't played Red October Factory much since it was modified, but it seemed fairly even, and certainly improved over its previous incarnation. I'd put it as just about right. Still somewhat front-loaded, with A being the hardest, but it's more doable.

Spartanovka is probably the most even, from what I've seen. The terrain is similar enough for both sides, and it's not uncommon to see heavy fighting at every stage of the map.

I haven't played Mamayev much, but my impression was that it's fairly even, with the attackers possibly having a slight advantage. There are many approaches that can get you very close to the defensive positions without being seen, to the point that I've taken assault and engineer roles and never felt like I was at a range disadvantage. For how much I've seen people talk about it being a big, open map, most engagements are fairly short-ranged. The long-range shots are generally on reinforcements who run beside the trenches and gullies rather than through the trenches and gullies.

As for the back-and-forth maps, where both sides are trying to push, they're generally very hard to win by fully capturing. Barracks is the only one that I've seen victory going to a full-capture on anything approaching a regular basis. I've seen the very rare Russian full-cap on Fallen Fighters (I think I remember a whole one German full-cap). I've seen full-caps slightly more often, but still very, very rarely, in Pavlov's House (Before GOTY it was almost always the Germans doing it. Now it's more balanced).
 

AtheistIII

FNG / Fresh Meat
Sep 14, 2011
439
8
0
Mamayev, Spartanovka and Commissar's are a good challenge. Red October and Pavlov are closer to ''very unlikely victory for attackers''.
Pavlov has an attacker?
Anyway, to me Commisar's seems a lot tougher than Red October to attack to me and Spartanovka is even a bit too easy for my likening but i also think it comes down to personal impression, server settings and players a lot.
 

Sarkis.

FNG / Fresh Meat
Jun 6, 2012
1,467
29
0
I've played in a few games with Sarkis as commander, and he does seem to be quite effective at getting artillery in the right general places and ordering up recon etc. This can be very helpful as far as providing support for what people are doing.

I don't think I've ever heard him speak, or give any sort of instruction about which flank or objective to head for. If the team is clever enough, or the map well known enough, to have the rest of the team do the right things anyway, then that's fine.

In my opinion, if the map requires more hands on direction, I haven't seen that from Sarkis when I was on his team. I assumed it was down to language issues, and I'm not going to criticise someone for not speaking a foreign language with confidence (My French is good enough to get around France as long as I can use both hands for gestures, I'd hate to try to give instructions in RO2 in it. )

The thread is about Station, attacker's ultimate nightmare, not Sarkis, ultimate commander warfare. Really, guys, cmon, see the difference. I'm talking about the map and you flood me with commander talk. I naively jump into commander talk and now you want to talk about actually commanding people. Give it a break! Choosing the Commander role and doing what is required by the class is one thing, being some sort of strategy dude is another. There are 32 people on the team, everyone pretty much knows what to do alone, and there is plenty of people doing tactic talk. If you really want to hear me give tactical advice and stuff, you can ask nicely. But I don't think that is the reason we are suddenly talking about me as a commander...

It is not about me! It's about the bloody Station One Map and why that is the only map in RO2 that still has big balance issues, after all others were revised to achieve greater balance.

Why is Station hard, even thought attacking victories are possible, happen all the time, sometimes are even easy, why?

Because:
. . . . . . . . . . . . . Reinforcements. . . . Defense Reinf.. . . . .Assault Difficulty . . . . .Attacker's advantage*

Spartanovka. . . . . .330 : 280. . . . . . . . . . .85%. . . . . . . . . . . . .Hard. . . . . . . . . . . . .Nothing
Apartments. . . . . . 280 : 250. . . . . . . . . . . 89%. . . . . . . . . . . . .Hard. . . . . . . . . . . . .Only 4 capzones
Red Barracks. . . . . 240 : 240. . . . . . . attack/attack
Mamayev Kurgan . 320 : 300. . . . . . . . . . . 94%. . . . . . . . . . . . .Normal. . . . . . . . . . .Nothing
Commissar's. . . . . 340 : 260. . . . . . . . . . . 76%. . . . . . . . . . . . .Very Hard. . . . . . . . .Nothing
Red October. . . . . .400 : 340. . . . . . . . . . . 85%. . . . . . . . . . . . .Very Hard. . . . . . . . .Extra T-34
Gumrak. . . . . . . . . 130 : 110. . . . . . . attack/attack
Pavlov's. . . . . . . . .280 : 280. . . . . . . attack/attack
Grain Elevator. . . . 270 : 250. . . . . . . . . . . 92%. . . . . . . . . . . . .Hard. . . . . . . . . . . . .Cutting enemy reinforcements at D cap
Fallen Fighters. . . .300 : 300. . . . . . . attack/attack
Station. . . . . . . . . . 330 : 300. . . . . . . . . . .90%. . . . . . . . . . . . .Very Hard. . . . . . . . . Nothing


* Aside from more initial reinforcements, arty timer or type, capzone layout, routes, spawnwave timer, etc..

Sparta is a well know complicated map for attackers; Apartments is a clear cut deal, the best team wins; Mamayev is slightly complicated for attackers, attacking is made easy by a very short spawn time, good routes and favoring capzone layout; Commissar's will make attackers die a lot, but defender's reinforcements run out a lot easier; Red October is generally hellish for attacker's, the extra tank still helps; Grain Elevator is a very challenging assault, not in anyway easy, but doing well and capturing D forces the defenders into an costly aggressive defensive stance and later all their reinforcements, paying off the attacker's hardships of the begging of the map, Grain Elevator can immediately swing from being hard to being a walk in the park, so winning is very much on the attacker's hands, as D is the forth cap, but servers as staging area for attacks on C as well.

Station has the toughest initial assault of the game, the section made up of caps A, B and C. After that, D and E are somewhat easier but still favors the defenders, naturally, as holding 2 caps at the same time is harder than holding one at a time. If the defenders hold strong in D, taking E is as good as useless for the attackers, momentarily. F, the last cap, is an easy one to cut off, but still can be tricky to attack. Reinforcements for the attacking team don't generally last until F.

Sparta is a hard map, and still we win attacks in it on a daily basis, Red October is harder, but victories also happen, Station also sees daily victories for the attackers. My only point is: Station happens to be the hardest of all, not impossible, not very rare, but really hard, when both teams fight on equal footing in a full server, is damn hard, because the attacking Germans don't have enough reinforcements to get the job done, or something else to make it up for it. As is happens in Sparta, sometimes in Grain Elevator, Commissar's, in fact any map, but Station One is the map where that happens the most.

Nope. Artillery is all about area denial. Getting kills is nice, but it's the fact that you're locking down an area that is tactically important. Whether you keep them from entering or moving through the area because you kill them, or because they think better of walking into the loudly-exploding zone of death, is of secondary importance. The most effective artillery I've seen has been the ones that block off the most secure route the defenders have into the contested area, forcing them to take a much more exposed route covered by MGs and riflemen. The artillery didn't kill a single person, but it lead to dozens getting pinned down or killed by the rest of the team, and let the offense bleed out the defenders in the cap and take it.

Double Nope. The most effective artillery is not the one that will give enemies an uncertain fate, or make them have to wait until the shots are over so they can resume their attacks, the most effective is the one that kills them and makes them into pieces, ending their lives. Area denial plays a major role, but is not permanent, taking away a ticket is. In 20 seconds those mortars will end and will all be a bunch of texture explosions on the floor, you have to align area denial with probability of kills. Make the enemy pay with lives for their attempts to gain or retake ground. Denying them territory alone just makes them dig up and wait, or do something else, it just buys your team time, but reinforcements are more important than time.

Obviously is most down to crazy enemies who take the stupid risk of getting hit. But that's not to say a good commander can't put that to good use, when picking what he believes is the better target. Preferably a place where they need to pass through or fight in, instead of the final place they want/need to go.

The most effective arty call that I've seen was the rocket call that killed 18 german attackers in the Mamayev beta event, months ago, that I called my self.

I'm not "coming to terms" with the idea that Station is a hard map because that's the exact opposite of what I see in-game. I've seen several battles where the Russians put up that coordinated and highly-competent defense you speak of, and the Germans still won (Proper use of artillery and smoke can wreck the defense). I can't think of the last time I saw Station come down to reinforcements. I've seen Germans win it more often then Russians. I've seen the attackers win more regularly on it than I have any other map. Out of all the maps, it is probably the easiest for the attackers.

Artillery cuts both ways, and the Germans are more exposed to it in Station. If you haven't seen Station come down to reinforcements you really have not seen to much of Station.

..I haven't played Red October Factory much

Spartanovka is probably the most even, from what I've seen.

I haven't played Mamayev much..

You're quite an expert... The only game I play is RO2, but certainly, I must not know what I am talking about.

Pavlov has an attacker?
Anyway, to me Commisar's seems a lot tougher than Red October to attack to me and Spartanovka is even a bit too easy for my likening but i also think it comes down to personal impression, server settings and players a lot.

Sorry, I meant Station*

______

Every map can be won easily or be extremely hard for attackers, etc, Station just happens to be the hardest, currently. Its layout is a funnel of death, with many ambush spots and surprises, shots coming from above, or from bellow in a train cart, many windows, too many enemy reinforcements.
 
Last edited:

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
Double Nope. The most effective artillery is not the one that will give enemies an uncertain fate, or make them have to wait until the shots are over so they can resume their attacks, the most effective is the one that kills them and makes them into pieces, ending their lives.

Too bad any kills after the first salvo have nothing to do with the commander's skill, but the idiocy of the players running into the artillery.

If you have the option between killing the half-dozen people who are dumb enough to expose themselves to the artillery, or blocking off a minute-plus of reinforcements, the later is going to be more tactically useful. It's there to support the team, and there's a lot more to tactical victory than your kill-count. Killing the enemy is good, but it's only one way of controlling an area. For example, getting a MG where you can effectively cut off reinforcements, even if you only kill one or two before pinning the rest in place, is going to contribute much more to capturing a point than taking that same MG and getting a couple more kills inside the cap, while leaving the enemy to reinforce.

The most effective arty call that I've seen was the rocket call that killed 18 german attackers in the Mamayev beta event, months ago, that I called my self.

Highest kill-count, maybe. Congratulations on your ~20-second gap in attackers followed by a large wave, with your artillery on a long cooldown.

Artillery cuts both ways, and the Germans are more exposed to it in Station.

Not by much. The building has no roof for most of its length, leaving the upper levels, and in some areas, lower levels, exposed. Those upper windows are nice to shoot from, but arty can clear them out fairly effectively, not to mention the small number of windows are easy to cover with a few riflemen if any of them think to stop and look instead of charging straight in. Out in the train-yard, neither side has a cover advantage. On top of that, the Germans get rather more frequent artillery.

I also like how your assault-difficulty/attacker-advantage doesn't include anything like artillery balance, terrain, cap-zone layout, spawn position, etc. Except Apartments, where you include cap-zone layout so you can list an attacker advantage.

(Hmm, seems I forgot Apartments in my list of maps. I think I'd probably put that at about even, maybe leaning toward attacker advantage.)

If you haven't seen Station come down to reinforcements you really have not seen to much of Station.

Ah, but that's not what I said, is it? Bringing out the strawman already?

You're quite an expert... The only game I play is RO2, but certainly, I must not know what I am talking about.

And now we get to combine strawman and ad hominem. Nice. Misrepresent, insult, and avoid discussing anything, all in one.

Also, you seem to be reading something into my comments on Spartanovka that I didn't say, considering the context of your very selective quoting. It's probably the map I've played the most, despite what you seem to be trying to imply.

Incidentally, I find:

After that, D and E are somewhat easier but still favors the defenders, naturally, as holding 2 caps at the same time is harder than holding one at a time.

to be kind of hilarious. D and E favor the defenders... because it's harder to hold onto two caps instead of one. So it's harder to defend, but favors the defenders.

...makes about as much sense as saying Station is the hardest map for attackers, I guess.
 

Sarkis.

FNG / Fresh Meat
Jun 6, 2012
1,467
29
0
Too bad any kills after the first salvo have nothing to do with the commander's skill, but the idiocy of the players running into the artillery.

If you have the option between killing the half-dozen people who are dumb enough..

If you have the option you kill them! Killing them does not mean that you are throwing away the power to block an area, you are simply doing both things at the same time. Because the enemy can't take an area if they're dead, or alive and alone also...

Highest kill-count, maybe. Congratulations on your ~20-second gap in attackers followed by a large wave, with your artillery on a long cooldown.

And also congratulations on 18 dead enemies who did not get a chance to kill one single one of us during their lives, letting our team dig in, giving us a headstart in fire superiority, disorganizing their attacks, the ever lasting advantage in total reinforcements and dropping their personal morale. Shock and Awe.

I also like how your assault-difficulty/attacker-advantage doesn't include anything like artillery balance, terrain, cap-zone layout, spawn position, etc. Except Apartments, where you include cap-zone layout so you can list an attacker advantage.

It is implicit, the whole thing is not designed to be perfect, and is simply my perception of it, obviously. However it does promote a great argument as to why Station is a hard map.

to be kind of hilarious. D and E favor the defenders... because it's harder to hold onto two caps instead of one. So it's harder to defend, but favors the defenders.

...makes about as much sense as saying Station is the hardest map for attackers, I guess.

I never said they are harder to defend, they are easier to defend. It is harder to hold two at the same time, but the attackers must hold two to advance, while the defenders must only hold one at a time to be holding off the attacker's advance.

Well if Station is not your pick for the hardest map for attackers? I wonder which one is?

For you: Commissar's is hard; Grain Elevator harder than average; Red October is even; Spartanovka probably the most even; Mamayev fairly even, Station is the easiest.

Commissar's the hardest and Grain Elevator second, If I may interpret it that way. Well If I may... Your hardest map for attackers has an 80 reinforcement advantage for attacker's. The very same map where the germans have to go out in the open to defend some places, and the russians can cap buildings from outside and with their tank. The very same map where there are tunnels leading to 2 caps. A map where the russian initial assault begins with a tank that can spawn very close to the battle, while the german panzer is across the map... The very same map TWI went crazy trying to balance, and probably over did it, is your pick for the hardest map.

Grain Elevator, If I so may... Your second hardest map. Well, let's see. Attacker's capture D, hold it for one minute and all Russian reinforcements end. Getting to D is the problem, except that they can cut through many shortcuts to get there and use it as a staging area for their attacks on C, and support at B if the need arises. Not that Grain is such an easy map, but cutting off reinforcements to 0 is a pretty big gift for attacker's. There are maps out there such as Station or Spartanovka where the attacker's can only dream about such a gift, and yet you call them even for both sides, or even the easiest in the case of Station.

I'd really like to know why Station as the easiest map for attackers makes any sense.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
LOL, Station is the only map with balance issues?

You think the "A" cap of Station is hard? Try the "A" cap on Commissars when the Germans have machine guns covering both sides of the buildings, artillery falling in front of it, Engineers making suicide runs to toss satchels behind the wall and hose anything left living with MP40 fire... you can literally bounce a grenade all the way to the door where Soviets are just exiting spawn.

...there is no other cap in the game that literally requires a suicide charge packing dozens of corpses in such a small space to take it.

Sometimes, a Soviet team can blitz A. However, when properly defended, the Building B1 is hell on earth to take. Consider the possible paths one can take to get to "A" from spawn:

--Go far left or spawn at left. Run right through intermittent smoke. Dodge grenades as you cross the open ground left of the Building B1. Congratulations, you have now joined the growing pile of terrified, wounded, or dead men outside the wall.
--Go near left, through the gate in the stone wall. Even with smoke, odds are better than even that you will be mowed down by machine guns.
--Go right, over the waist-high stone wall. You will often be obliterated by machine guns on the hill, the tank, the fixed machine gun, snipers, and assault troopers sneaking around the destroyed T34.

If you've made it, congratulations. Watch out for grenades and satchel charges flying out of the side windows. Your job is now to try and somehow sneak around the sides and enter the building without getting shot by the Germans literally watching every entry point--for the record, there are only four ways in. If you hear artillery, say your prayers--you're already dead.

Sure, "A" of Station can be difficult. Generally, it's not difficult to take--it's difficult to hold.

However, it doesn't hold a candle next to the meatgrinder that is the Building B1. So the Russians get eighty extra reinforcements and can cap A from the outside. You think that makes this map easy-peasy? In this particular round, the final reinforcement count was zero for the Soviets, 99 remaining for the Germans.

That's an atypically bad result, but the amount of blood shed at the first cap invariably determines how well the Soviets will do.
 

Attachments

  • 2012-11-08_00006.jpg
    2012-11-08_00006.jpg
    61.1 KB · Views: 0
  • 2012-11-08_00003.jpg
    2012-11-08_00003.jpg
    53.1 KB · Views: 0
  • 2012-11-08_00002.jpg
    2012-11-08_00002.jpg
    59.4 KB · Views: 0
  • 2012-11-08_00001.jpg
    2012-11-08_00001.jpg
    75.6 KB · Views: 0
Last edited:

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
And also congratulations on 18 dead enemies who did not get a chance to kill one single one of us during their lives, letting our team dig in, giving us a headstart in fire superiority, disorganizing their attacks, the ever lasting advantage in total reinforcements and dropping their personal morale. Shock and Awe.

So the importance of your artillery was A: dropping their reinforcement count (Which is unlikely to be relevant any time soon), and B: helping you control the territory. Oh, and morale, which is a joke in a video game. What's the difference between that rocket strike and a howitzer strike that denies them the same area? Significantly longer area denial, a smaller hit on their reinforcements, and a hit to your personal kill-rate.

I'm not saying it's useless to kill people with artillery, as desperately as you seem to want to portray me as claiming this. I'm saying it's secondary to the territory control artillery can give you, which is going to generally have a larger effect on the outcome of the match than a few more kills.

It is implicit, the whole thing is not designed to be perfect, and is simply my perception of it, obviously. However it does promote a great argument as to why Station is a hard map.

The only arguments it appears to make, is that it's slightly higher ratio of defender to attacker reinforcements (90% to the average 87%), and that you think the attackers have a harder time of it. If we assume your "assault difficulty" column is correct, sure, it would be a good summary. That's quite the assumption, though, and one that doesn't mesh with the gameplay I've seen.

Commissar's the hardest and Grain Elevator second, If I may interpret it that way. Well If I may... Your hardest map for attackers has an 80 reinforcement advantage for attacker's. The very same map where the germans have to go out in the open to defend some places, and the russians can cap buildings from outside and with their tank. The very same map where there are tunnels leading to 2 caps. A map where the russian initial assault begins with a tank that can spawn very close to the battle, while the german panzer is across the map... The very same map TWI went crazy trying to balance, and probably over did it, is your pick for the hardest map.

Yep. It rarely comes down to reinforcements, and even when it does, it only matters for the very final moments of the battle. Every moment before then, reinforcements have no effect on the battle. Even when it does come down to reinforcements, it only ever comes after almost half an hour of battle. That's a half-hour the defenders have to have held off the attackers.

In the mean time, A is the hardest point to attack. It's easy to lock down the front of the building, forcing the Russians to come in only through the back (Although I've many times seen Germans get positions that can lock that down). It gets even worse if the Germans have a few people in position to crossfire into the field behind A, and coming from the far left means crossing a lot of open ground. If the Germans hold off the Russian attack for just a little bit (Which is fairly easy) they can setup a foothold inside, and murder anyone trying to get in the two entrances that can't be pinned down from afar (The back door, and the rear windows). A grenade or satchel can scrape off all the Russians hugging the outside wall.

B is easier, but the crossfire and shooters upstairs in C (And possibly A) make it still fairly challenging. At least D isn't the grinder it was before; between the tunnels and the T-34 being able to put up a credible fight, it's possible to take the projection building for reasons other than "The Germans forgot about it."

C and E get some brutal indoor fighting, though the long hallway on the west side and open courtyard on the east favor defense. F is like D, but with almost no cover for any attacker once they're in there, so it's almost entirely up to tanks (And the Panzer 4 spawns right next to it, with a nice wall to give a hull-down position.

At least if you get all that, G and H are fairly easy. Once F falls, I've rarely seen the attack fail. Woo.

Grain Elevator, If I so may... Your second hardest map. Well, let's see. Attacker's capture D, hold it for one minute and all Russian reinforcements end. Getting to D is the problem, except that they can cut through many shortcuts to get there and use it as a staging area for their attacks on C, and support at B if the need arises. Not that Grain is such an easy map, but cutting off reinforcements to 0 is a pretty big gift for attacker's.

You'll note I said "harder than average, but about where it should be," while specifically pointing out the reinforcement cutoff.

Anyway, you skipped the main battleground of the map, the two that tend to decide the match: A and B. A is vital, and generally a murder-house, but if the Russians push it, they can keep the fighting contained there and severely hamper any attacks on B. The route to A doesn't even change for them when it's captured, as they can come out from cover very close to it, and the only place to cover the approach is either inside the closest part of A (Which is likely to get chewed up by assaults) or by taking the field beside A (Which is likely to draw fire from the main building).

Once the Germans have A, then they can start trying to make use of some of those extra routes, but they tend to be well-defended. Taking B is still quite a challenge, and when attacks fail, it's usually been at this stage; Germans getting cut down by long-range fire while crossing the courtyard or train tracks, pinned down in the warehouse by fire from the upper windows, and quite possibly still fighting on the fringes of A, since some of the extra routes work for the Russians, too.

If the attackers get past this, they've gotten past the hard part. Once fighting is inside the building, the attack gets easier and easier. If the Russian team is good enough to hold C, then they were good enough to have held A. Taking C hurts the defenders hard, and of course, if you get D it's probably all over.