Author Topic: Fall of Tobruk 64  (Read 25804 times)

Offline Toddel

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Fall of Tobruk 64
« on: 29-03-2009, 11:03:45 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

Offline Eat Uranium

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Re: Fall of Tobruk 64
« Reply #1 on: 01-04-2009, 18:04:26 »
I really must congratulate you on this map.  Even though I rarely get to play it, I have personaly filed it in my brain's 'epic' folder.

The scenery in the town really gives this map a feel to it.  The fights amongst the allyways and in the tunnels are some of the tensest I've been in.  I'm certainly looking forward to this map with the handweapon improvements in 2.2.

I can only really think of one improvement that could be made.  I would make the first flag unrecapable.  I feel this needs to be done because as germans, the initial assault is the hardest part of the map, and often the first flag is recapped immediatly.  This makes all the hard work put into the assault worthless and can be quite annoying.  While I find the initial attack across the open ground fun, the fights in the city proper are much better.  The other advantage would be that the brit defence would probably improve, since they know that the loss of the flag is permanent.

Offline Ionizer

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Re: Fall of Tobruk 64
« Reply #2 on: 02-04-2009, 05:04:06 »
If the Outskirts Flag is going to made unrecappable, it should be harder to cap in the first place.  Maybe requiring more people in the radius and/or a longer cap time.  Especially on pub servers where, occasionally, only half of the team will spawn in on time, the rest cursed with slower connections and/or computers.  If the defense isn't at full strength because players are still loading the map, it's too easy for the attacking team to steamroll over the first "foothold" flag.

I do, however, agree with making the Outskirts unrecappable if it's more difficult to attack in the first place.
 

Offline Kradovech

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Re: Fall of Tobruk 64
« Reply #3 on: 04-04-2009, 18:04:35 »
This map is my favourite as hell, a sniper and AT-soldiers heaven. But enough sucking up, to the point:

When playing this map, I have very rarely seen the axis take Admiralty House (the last british flag). You might say its not a problem, because the axis can win without taking that flag, but I say the gameplay could be improved with reworking the push order a little.

Right now the push is setup so that you can either move up on the left flank all the way to the church, or you can take the right flank. However, you cannot complete the right flank atm and after you reach the harbor, you need to start working on the left flank's flags. I think you should make it so that you can attack Admiralty House right after you have taken the Harbor (or both the Harbor and Town Center). That would enable axis to finish the right flank, giving the flags on the right a bigger tactical value.


Offline Ts4EVER

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Re: Fall of Tobruk 64
« Reply #4 on: 04-04-2009, 18:04:59 »
They usually come up there anyway, to stop me from sniping them  8)

Offline Fuchs

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Re: Fall of Tobruk 64
« Reply #5 on: 04-04-2009, 19:04:44 »
And maybe some slower capture times. I love this map but sometimes your running your arse off to all flags turning it in to a flaghop fest.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Safe-Keeper

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Re: Fall of Tobruk 64
« Reply #6 on: 05-04-2009, 04:04:01 »
Quote
And maybe some slower capture times. I love this map but sometimes your running your arse off to all flags turning it in to a flaghop fest.
Technically, yes, but it's really more of 'players are hard-coded' problem in my eyes. When you've captured a CP in a regular Conquest mode map, you're supposed to hold it. If you don't, it gets captured by the enemy. That simple.

Offline Fuchs

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Re: Fall of Tobruk 64
« Reply #7 on: 10-04-2009, 14:04:09 »
Ehm yes but if your with 2 persons holding a flag, how are the other flags getting in your control then? They wont.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Torenico

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Re: Fall of Tobruk 64
« Reply #8 on: 11-04-2009, 03:04:16 »
I never see the axis attacking the north Flag..

The good things are the 2 Stuarts, a 6pdr and 2 Mortars (Who runs out of ammo quiclky). If the Axis managed to get into the Church.. then they should not have to worry about the North Flag.. the Allies losses where high, and all the team is defending that flag.. for the Axis means losses.

Both sides are "Exausted" when the Axis gets the Church.. taking the Inner flags for the Axis is damn hard.. whitout good coordination and SL's.


Offline Cory the Otter

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Re: Fall of Tobruk 64
« Reply #9 on: 16-06-2009, 05:06:52 »
When the allies are confined to the last flag, it's too damn hard to break out.

Offline Slayer

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Re: Fall of Tobruk 64
« Reply #10 on: 16-06-2009, 18:06:01 »
Try harder then. Also try harder to make more useful posts, please.

Offline Jobabb Jobabbsen

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Re: Fall of Tobruk 64
« Reply #11 on: 20-06-2009, 05:06:12 »
Very good map :) Its been my favorite map, and it still is i guess. Though my FH2 skills get better and better and i think ill like other maps better, soon. Its a broader specter of things to do in other maps. But the street fighting is great. The map consists of the possibilities of most types of city infantry strategies. Too often it may become a "flaghop fest" indeed, but i guess its not much to do to prevent that. But here is my ideas to prevent it:

   The only changes i think would be reasonable is to make the first flag (outskirts i think) not possible to recap. Aswell as making it easier to get to the last flag, for example with more open terrain or more alleys or doors leading there.
   Im not sure, but maybe it would be an idea to remove one entrance to each of the bunkers. So they would be harder to cap.
   Or at least to make the mid flag only possible to cap from inside the bunker. As it is now, the mid flag change owner constantly, cause its so many places to approach the flag zone. Places thats also very suitable for hiding, and defenders have a hard job checking all these places all the time, nor is it any good positions with a good overview. Since this easy-cappable flag is in the middle, i think this may be much of the reason for the "flaghop - fest"

     Though as i said, its an extremely good map anyhow :)
 

Offline THeTA0123

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Re: Fall of Tobruk 64
« Reply #12 on: 23-06-2009, 14:06:15 »
Hslan recently removed all the tanks.And i must say, that the map has become very fun to play XD 



It is so fun to grab the Thermos kit at Officers building, and just wait till a Sonderkrafts or a german assault force bomes  ;D
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Offline Flippy Warbear

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Re: Fall of Tobruk 64
« Reply #13 on: 23-06-2009, 14:06:39 »
Wait... Hslan SSM's?

Offline Eat Uranium

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Re: Fall of Tobruk 64
« Reply #14 on: 23-06-2009, 14:06:45 »
No, I think Hslan is playing the 32 player size.