Whats with the arty on Red October ?

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VocaTeam

FNG / Fresh Meat
Sep 4, 2011
29
27
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BLA-BLA-BLA
I think 6 minutes would be decent, germans could use 3 artys and 6 minutes is a normal time to wait - that 10 minutes almost makes you forget about having arty.
I would say that TWI is really trying to prove that germans will win in ALMOST any situation, lol.
But for me (I'm playing most of the times with Axis) is starting to become more and more annoying the fact that the OTHER team is getting more and more advantages (let's NOT talk again about the not-realistic power od PPSH, will 'ya ?).
I would say that now is pretty obvious for EVERYBODY: in every map, if you have a decent team on Aliies, there is NO WAY the Axis will win.
 

Immanio

FNG / Fresh Meat
Aug 25, 2011
9
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What I'd like to know is why the rocket barrage has such a long cooldown when it doesn't seem nearly as useful.

A good mortar/arty barrage can be great to deny an enemy team access to a point. The rockets will kill pretty much kill everything in a medium/small sized area, but what's the point when there is nothing really stopping them from running right back in?
Different uses. Personally I'll usually place barrages just behind the objective, to prevent enemy reinforcements from reaching it or at least hinder them. Sometimes, however, the katyusha strike can be very useful: Tell your team to get into position near the objective, but not assault yet. Then you launch the katyushas on the objective area and tell your team to assault as soon as it ends. A lot of the defence will be gone, and the ones who are left will be suppressed and usually easy to overwhelm, enabling your team to move in and take the objective before a new defence can be organized. This can be very useful for taking tough objectives in a single shock assault, for instance the last one on Red October (is it the plate mill? I can never remember which is which). It does require a team who will actually pay attention to what you say, though.

So, to answer your question: Your troops will prevent them from rushing right back in, since your team is prepared for the strike and can move straight in once it's hit and take the area before the enemy has even had time to respawn, without having to wait for 5 more salvoes to hit.
 
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Goten

FNG / Fresh Meat
Sep 1, 2011
432
230
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I would say that TWI is really trying to prove that germans will win in ALMOST any situation, lol.
But for me (I'm playing most of the times with Axis) is starting to become more and more annoying the fact that the OTHER team is getting more and more advantages (let's NOT talk again about the not-realistic power od PPSH, will 'ya ?).
I would say that now is pretty obvious for EVERYBODY: in every map, if you have a decent team on Aliies, there is NO WAY the Axis will win.

+1. I also have this feeling of "they play axis, they will win it". I accept that P4 > T34 and that Commissar's is hard for russians (even though they have an obscene number of reinforcements) but other than that ... I see 10 minutes arty on this one, equal reinforcements numbers on Station and Sparta, PPSH raping on small maps (Apartments, Barracks), Pavlov's being so unbalanced it's not even funny (I hope to detail the problems on this map, although any decent player who played on both sides knows what I'm talking about), Grain Elevator being what it is.

I don't like to divert this thread to "German's get no map love" but I'm starting to wonder now. Even the last patch concerning maps (maybe the only patch for map "balancing") just improved the maps for the Allies:
Pavlov's House
-Added wall to block line of sight to one of the Allied tank spawns
-Allies now correctly get a forward spawn when capturing Zab's House
-German spawn protection was toned down to prevent Allied attackers in inside of the Voyentorg from being killed by spawn protection when objectives changed hands
Commissar's House
-Gave Allies 40 more reinforcements
-Default Allied spawn in more directly in line with Building 81
-Moved one of the initial Axis spawns back further from the Water Refinery
-Increased spawn protection and no artillery volumes for Allies
-Various cover fixes


I played on both sides, though 90% I'll go Axis. When I play russians I see 28 people and no Commander (I had a shock on this one), no or very little use of smoke, no tanks (somewhat understandable), no coordination. And this happened almost every game on russian side - I haven't played enough maybe but it seems a good, united russian team is hard to find.

Anyway this rant wants to say that I get the feeling that these map imbalances are just a way to compensate for an overall worst performance of the russian teams (don't get me wrong, there are exception - I saw Commissar's taken in 10 minutes with a good german team, I saw myself defending D and E on Red October after 5 minutes etc...). It would be a shame to do that, I want to be beaten by a better team, not by an worst map.

It also seems that Axis gets few love on this forum so I'm waiting for the negative rep :p
 
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ComeAndSee

FNG / Fresh Meat
Oct 1, 2011
149
37
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I think longer artillery is because of the short lockdown times, Russians are usually bunched up in the same spots, and the fact the German's are surrounded. :D
 

ComeAndSee

FNG / Fresh Meat
Oct 1, 2011
149
37
0
Rockets are good for mass-bombardment to clear out a cap point such as if you have no time left before lockdown and you're trying to cap the last point.

Mortars + Artillery are basically just temporary area denial.