Author Topic: Operation Supercharge 64  (Read 25699 times)

Offline Toddel

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Operation Supercharge 64
« on: 29-03-2009, 12:03:55 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

[11PzG]matyast

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Re: Operation Supercharge 64
« Reply #1 on: 29-03-2009, 23:03:15 »
Needs more transportation in my opinion. Too much walking for the infantry if there isn't a truck about. Maybe add trucks, they are easy targets anyway, but at least faster than walking.

Also...the city seems to be very unused. I think I have seen the Allied capture it only once. Most of the time, the fight is between the front 2 flags (excluding the flag near the south east). And even if the Allied push the axis back to the city, aproaching the damn thing is extremely difficult. Getting close enough, with a truck or a jeep is very hard. The only possibility is to use a tank, which have a habit of dying because of the axis tanks and AT guns. But even then, that doesn;t mean you can place the infantry inside the city with ease.  With the current ticket settings, I doubt many teams can push straight until the end.

This is just my 2 cents, how do you guys feel about it?

Offline Kubador

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Re: Operation Supercharge 64
« Reply #2 on: 30-03-2009, 22:03:44 »
Maybe instead of giving more trucks just make them 'die' faster when left alone. Many people just get into truck to drive alone... Also I suggest to make tanks respawn for allies in a way axis have on alam halfa.

Offline djinn

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Re: Operation Supercharge 64
« Reply #3 on: 02-04-2009, 11:04:51 »
I hate the town as it is. All the buildings come together to form nothing more than 2 roads in, making it a potential meat grinder. If the town could be made more elaborate... Maybe it could even accomodate Tanks on some narrow raods in, or hanve them bust a wall from the side once the German tanks are defeated. I feel the jewel is the town and its under represented..... A bit more complex, a bit more urban combat style..... And definitely allowing tank support like in COD2.... But with so many ups and downs and narrow streets that tanks will be serious trouble if they went in without infantry support.

The 88 site is fine, but I love 88 defences and it feels these are so out of the way, allies can decide to avoid them altogether.... I'd love a situation where the allies had to move in against strong defenses and need coordinated effort, suppression fire and heavy casualties to take such a position, rather than just flanking it... And then there is the sand storm - Also so out of the way


I also think the dunes should be a bit more subtle in some places. I can't tell you how often I've tipped a tank because of the dips and climbs.... I'm not sure about anybody else, but It can't help gameplay.


Offline General_Henry

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Re: Operation Supercharge 64
« Reply #4 on: 31-05-2009, 03:05:53 »
... Also I suggest to make tanks respawn for allies in a way axis have on alam halfa.

great suggestion!, once the allied cap everything but the town the tanks/trucks..etc should spawn "closer"(but perhaps "fewer") , perhaps in the Town in Rahmen...


we definitely need a tank in town to make the fight more interesting. there's not much worry of tank raping as a ladung 3kg from top of a building is gonna claim it anyway.

but one thing the devs worry might not be allied tanks running into the town but axis tanks camping in it.

Offline Cory the Otter

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Re: Operation Supercharge 64
« Reply #5 on: 16-06-2009, 15:06:21 »
WELL, El Daba was much larger, and El daba needs to see much more action, and needs to be much bigger than it is.

Offline Slayer

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Re: Operation Supercharge 64
« Reply #6 on: 16-06-2009, 18:06:17 »
Which will turn the map into half-urban combat, unbalancing the character of the map itself. I'm against this suggestion.

Btw: the distance betweeen the German airfields and Crete was also much larger, and there is a good reason this distance isn't realistically portrayed in FH2. So keep that in mind for El Daba as well.

Offline Capten_C

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Re: Operation Supercharge 64
« Reply #7 on: 16-07-2009, 01:07:19 »
Is there a known reason why this map seems to crash all the time? 
Is it a game bug? Or the Server? Is it fixable?  ???
LEGENDARY FORGOTTEN HOPE 2 ROUNDS!!! >> https://www.youtube.com/watch?v=2xtJF9fL1YI

Offline djinn

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Re: Operation Supercharge 64
« Reply #8 on: 27-09-2009, 23:09:02 »
I think El Daba SHOULD be larger... Don't forget this was the first map that was released... and perhaps the actual first map ever done and so it didn't make use of FH2's complete sense of style... its kinda a strike average between where Fh0.7 left off and where FH2 is now... and so it does feel scaled... Crete, not so much, save for the ocean, but this one DOES.. and like I said earlier, El Daba in this map is basically an overgloried two streets town, no matter how you swerve in and out of side roads, you always end up on those two streets -

I'd really like the sandstorm playing a bigger role, as with the 88s, underground trenching and caves and open tank terrain... with the dunes, this area is limited to infront of El Daba, close the Brit base, perhaps near the 88s and that's it


AI in this map
  I personally hate this map, almost as much as Arbedeen. But if there must be something fixed...
It does'nt play THAT bad for tanks, and infantry do make an appearance, but vehicle use plagues this level badly

Basically:
Stuka handling is a no-brainer

More aggessive Me109 if possible
mgs in 88 base could do more work

AI strategy for Germans changed so that they don't try to attack the Brits at start - The should hold what they got .. this will make the German mobile AT more strategic @ the first fights and perhaps have the bots @ that base spawn in the cave so that they defend the flag more directly... with a few spawning outside

bots need to use ATs agaisnt tanks, and I mean ALL ATs from the first base to the last.. many go completely unused, especially the first foward base

PZIIIs in most foward bases go almost unused... and a base can be capped by the Brits with German tanks completely intact

Bots should use the Chevy as a simple transport with firing as they go and not as a mobile MG platform to stop them camping outside the town...


General AI changes
Use of AI which lets defenders NOT attack once they have all bases...

As always
Bots don't use 25Pdr and mortars




Offline w00ter2

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Re: Operation Supercharge 64
« Reply #9 on: 12-11-2009, 17:11:52 »
It seems this map continually crashes after the new patch. Also, possibly the best improvement would be to change the bleed system so the axis bleeds once gazel is capped by the brits. This map is rarely won simply because there is no bleed until one of the city flags is capped.

Offline General_Henry

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Re: Operation Supercharge 64
« Reply #10 on: 17-11-2009, 15:11:31 »
It seems this map continually crashes after the new patch. Also, possibly the best improvement would be to change the bleed system so the axis bleeds once gazel is capped by the brits. This map is rarely won simply because there is no bleed until one of the city flags is capped.

but given that the brits have so many equipments and huge ticket advantage...

Offline THeTA0123

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Re: Operation Supercharge 64
« Reply #11 on: 02-02-2010, 16:02:43 »
This map misses a churchill MK III  :D ;)
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Offline psykfallet

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Re: Operation Supercharge 64
« Reply #12 on: 13-02-2010, 14:02:42 »
this map crashes on (apparently) random times, anyone looking into this?



Offline Capten_C

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Re: Operation Supercharge 64
« Reply #13 on: 13-02-2010, 16:02:56 »
I don't know if there's anything in it, not that it's been played often recently so I'm going from memory but it only seems to crash when the server is FULL, I'm sure I've played it many a time when it's half full and you get to complete a whole round. There's something about it which a makes it one of the thrilling maps, pity it's a CTD'er.
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Offline General Tso

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Re: Operation Supercharge 64
« Reply #14 on: 13-02-2010, 19:02:06 »
I agree, it seems to crash on full or nearly full servers.  I have it happen to me twice since 2.25.