Author Topic: Operation Lüttich 64  (Read 14821 times)

Offline SOE-BigWookie

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Re: Operation Lüttich 64
« Reply #15 on: 20-09-2009, 12:09:41 »
I'd say increase the size of the central village to more then one street and with more building to promote infantry combat
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Offline Flippy Warbear

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Re: Operation Lüttich 64
« Reply #16 on: 20-09-2009, 12:09:32 »
Infantry combat is already promoted extensively in this map in both infantry vs infantry and infantry vs tank combat.

Offline SOE-BigWookie

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Re: Operation Lüttich 64
« Reply #17 on: 20-09-2009, 14:09:34 »
IMO the village seems a bit small and the village flags to close together
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Offline Ts4EVER

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Re: Operation Lüttich 64
« Reply #18 on: 01-10-2009, 09:10:33 »
I feel that the Germans have to many tickets on this one. I have never seen the allies win it, although the balance is a bit off generally because of the kit limiting being broken.

Offline Kelmola

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Re: Operation Lüttich 64
« Reply #19 on: 01-10-2009, 11:10:12 »
I feel that the Germans have to many tickets on this one. I have never seen the allies win it, although the balance is a bit off generally because of the kit limiting being broken.
I think the victory ratio is more like 2:1. ??? And tankers still drive alone, Africa style, without supporting infantry, which plays directly into German hands (with the Schreck being far more effective than 'zooka and none of the Allied armor having sideskirts), so it remains to be seen how the situation develops once the tankers learn Normandy tactics.

Offline THeTA0123

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Re: Operation Lüttich 64
« Reply #20 on: 01-10-2009, 19:10:03 »
I fell in love with Luttich. The M8 Greyhound is so epic.

Next to a little increase in the town maybe, this map deserves to be called=Well balanced, epic atmosphere, Vehicle and Infantery battles for all

^5 for this map. Congrats to the maker of it
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Offline THeTA0123

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Re: Operation Lüttich 64
« Reply #21 on: 15-10-2009, 23:10:16 »
Really, the Panzerschreck is becoming lame.


How many do the germans get of these weapons?Allied tanks cant even leave the main base, and they are always 1 shot kill..

Then we still have to face a same number of german tanks.......
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Offline Ionizer

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Re: Operation Lüttich 64
« Reply #22 on: 15-10-2009, 23:10:08 »
Kit Limits are futzed up on Luttich and Falaise.  You can theoretically have everyone running around with Shreks and MG42s (or PIATs and Brens on Falaise) or whatever.  It's generally assumed that this is unintentional and that it will be fixed in the next release (I don't remember any Dev actually confirming that, so "generally assumed" is my fall-back).

Also, it's strange that apparently "futzed" is a real word, because my spellchecker isn't putting a red line under it.  Meanwhile, "spellchecker" is apparently not a real word for my spellchecker.  But umm, that's not relevant at all...
 

Offline Kelmola

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Re: Operation Lüttich 64
« Reply #23 on: 16-10-2009, 11:10:47 »
Really, the Panzerschreck is becoming lame.


How many do the germans get of these weapons?Allied tanks cant even leave the main base, and they are always 1 shot kill..

Then we still have to face a same number of german tanks.......
Two words: combined arms.

Offline Eat Uranium

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Re: Operation Lüttich 64
« Reply #24 on: 16-10-2009, 12:10:53 »
How many do the germans get of these weapons?Allied tanks cant even leave the main base, and they are always 1 shot kill..
If the kit limits worked on Luttich, the germans would get [1 + roundup(0.1 x n)] panzershreck kits (where n is the number of German players.  For 32 players, this is 5 kits.

Offline Kelmola

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Re: Operation Lüttich 64
« Reply #25 on: 18-10-2009, 11:10:36 »
Yesterday night on hslan there was both epic and hilarious round of Lüttich.

Our (American) SL hid in the top floor of the church, and our squad kept on spawning on him. Pretty soon, the Germans realized where the endless stream of Amis was coming from and tried to storm the church tower. The battle raged up and down the stairs BARs, grease guns and MP40s clattering with hand grenades, satchel charges and flamethrowers thrown in for good measure, but we could not get down and they could not get up.

Of course, if the kit limiting system had limited the amount of SMGs, we could probably have broken through and the fun would have been over sooner. M1 Garand > K98k when it comes to CQB.

Offline THeTA0123

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Re: Operation Lüttich 64
« Reply #26 on: 30-10-2009, 23:10:07 »
Imo luttich is still the best map on 2.2

The only thing bad bout this map, is the Panzerschreck/bazooka unlimited kits.

bout a week ago, i was the SL (705TH TD as Squadname :D)  and i stayed south of Mortain with the M10.

I thought we where screwed, since  once again, the majority of the good players joined the german team.

Yet my squad still was full of regulars, and we made life miserable for them.

Kuddos to Sturmbocke for his handy works in Mortain itself.+1 mate.

I got a nice score of 30-4. I only used HVAP twice if i recall
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Offline General_Henry

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Re: Operation Lüttich 64
« Reply #27 on: 02-11-2009, 15:11:50 »
The problem that this map often kills servers, is that, the action is not concentrated enough. I want to compare this map with the 2.1 Gazala, where Bir Hakeim just makes the map extremely boring.
the bugged kits also contributed to the poor balance of the map, but that's easily fixed.





I know most people here won't agree with me, but I suggest that



1. Remove the flag "farm"

It seemed a bit too radical but currently the farm is diverting too many players from the town/church (by observations)

Personally I don't find the farm having much tactical value for both sides(IF the town is actually the focus of this map) other than being some sort of distraction. One of the reasons of such distraction, is, ironically, the fighting there is often too epic.

Mathematically, the spread of action should follow the normal distribution of action for a 4-flag system like the current luttich (the action SHOULD concentrate in the town for the majority of the games). However the fun in the farm distorted the distribution thus it had very low value of existance as a flag.

(please excuse my lousy mathematics, not gonna make a model here)


2. Expand the Town

It would then become reasonable to expand the size of town after removal of the farm flag because more action is expected there


3. Lengthen Capture Time(not grey time)

Logical change when flags reduced from 4 to 3.


4. If someone miss the farm(and I do), make it a 16-player map

It would certainly be intense to fight in the farm instead of letting it being forgotten

Offline Die Happy

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Re: Operation Lüttich 64
« Reply #28 on: 02-11-2009, 15:11:38 »
usually (taken from the betatesting experience) the church is the flag with the least action.
not sure why but i guess mostly due to the long way from every flag to it.

and the 16player version battling about the city is great and should not be changed.

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Offline General_Henry

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Re: Operation Lüttich 64
« Reply #29 on: 02-11-2009, 16:11:43 »
usually (taken from the betatesting experience) the church is the flag with the least action.
not sure why but i guess mostly due to the long way from every flag to it.

and the 16player version battling about the city is great and should not be changed.



as my post suggested, the farm take away most people. If a 3-flag system is adopted instead, Church would then be a critical factor for the battle and would regain attention(both in bleed terms/tactical). How about try that out in betatest?

maybe make battle for the farm a 32 p version then?