Forgotten Hope Public Forum

Forgotten Hope 2 => Battle of the Bulge => Feedback => Eppeldorf => Topic started by: Toddel on 16-07-2011, 22:07:19

Title: Eppeldorf 64
Post by: Toddel on 16-07-2011, 22:07:19
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Eppeldorf 64
Post by: Frotz on 18-07-2011, 00:07:01
I found a glitch on eppeldorf. Just north-norhteast of the eppeldorf north flag there's a small "cliff", on the cliff is a small mound. I was prone near the south side of the mound and could enter it. AFAIK small arms couldn't kill me, probably not arty either.
Title: Re: Eppeldorf 64
Post by: Flippy Warbear on 18-07-2011, 18:07:22
Screenshot please.
Title: Re: Eppeldorf 64
Post by: Raijin on 18-07-2011, 21:07:06
I noticed that the 105mm Howitzer can shoot directly at the germans spawnpoint in the woods inside the ABC Line. I don't know if that point can be spotted by Binoculars or that it is some kind of "pixel shooting" but either way it is extremly frustrating to get shot every time you either spawn or want to take the Mortar by the Howitzer. This is a very unfair advantage for the Americans.
I would recommend to somehow change either the position of the Howitzer or the spawn point so this Spawn Raping is no longer possible.
Title: Re: Eppeldorf 64
Post by: BATTERIESc on 21-07-2011, 14:07:19
Balance on this map is terrible. A far inferior axis team can win comfortably due to poor balance.
Have yet to see allies win or even a close match after many plays.
A half competent king tiger driver can practically win the map on his own.
Title: Re: Eppeldorf 64
Post by: Eglaerinion on 21-07-2011, 15:07:27
With all due respect but this is not good feedback BATTERIESc. If you think it is unbalanced state why and how you think it can be solved.
Title: Re: Eppeldorf 64
Post by: Ts4EVER on 21-07-2011, 15:07:23
He stated why he thinks it is unbalanced: Because of the king tiger. And I agree. IMHO an M36 Jackson is needed on the map if the KT is to stay. However, imo it might just as well be replaced by another Panther or even PanzerIV/70.
Title: Re: Eppeldorf 64
Post by: Eglaerinion on 21-07-2011, 16:07:11
He stated why he thinks it is unbalanced: Because of the king tiger. And I agree. IMHO an M36 Jackson is needed on the map if the KT is to stay. However, imo it might just as well be replaced by another Panther or even PanzerIV/70.
Sorry but one tank won't win a map. Especially a map where there is plenty of cover available.
Title: Re: Eppeldorf 64
Post by: BATTERIESc on 21-07-2011, 16:07:41
If you read the original post it says feedback or suggestions. I gave feedback , Im not an answers man.

The king tiger has to be pretty terrible to be destroyed since shermans cant touch it and the 76 needs to get 5 hits on side turret or 3 on back, it needs to be removed tbh. Also remove panzershreck kit and reduce faust kit number. Possibly replace king tiger with a tiger and add another 76 sherman to south farm instead of the 75 sherman.

The map just isnt balanced at the moment and I have only seen allies get rolled.
Title: Re: Eppeldorf 64
Post by: Frotz on 22-07-2011, 02:07:55
I've been trying to get screenshots of the glitch, but the game keeps spitting out empty images.
Title: Re: Eppeldorf 64
Post by: Aetius on 22-07-2011, 20:07:14
I have seen some very though fights for this map and once an utter domination of the Allied team. Granted on this instance the Axis team was terrible and the Allied team was full of good players.
Title: Re: Eppeldorf 64
Post by: tosh on 25-07-2011, 02:07:32
I think the setting of 76mm_M5 is wrong.

rem [ObjectSpawnerTemplate: CQ_64_EPPEL_Eppeldorf_North_AT_0]
...
ObjectTemplate.setObjectTemplate 2 76mm_m5_atgun_win_static
                                                                                         ~~~~~~~
                                                            76mm_m5_atgun_static_win

rem [ObjectSpawnerTemplate: CQ_64_EPPEL_Eppeldorf_North_AT]
...
ObjectTemplate.minSpawnDelay 9999
ObjectTemplate.maxSpawnDelay 9999

I think this should respawn.
Title: Re: Eppeldorf 64
Post by: Eat Uranium on 25-07-2011, 02:07:52
It does not respawn, once dead, if you want to use it again you have to repair it with the engineer's wrench.  Spawn time of 9999 is just how this is done.
Title: Re: Eppeldorf 64
Post by: tosh on 25-07-2011, 13:07:29
It does not respawn, once dead, if you want to use it again you have to repair it with the engineer's wrench.  Spawn time of 9999 is just how this is done.

Sorry,
The following is full text.

rem [ObjectSpawnerTemplate: CQ_64_EPPEL_Eppeldorf_North_AT]
ObjectTemplate.create ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT
ObjectTemplate.activeSafe ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT
ObjectTemplate.modifiedByUser "Administrat"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 76mm_m5_atgun_win
ObjectTemplate.minSpawnDelay 9999
ObjectTemplate.maxSpawnDelay 9999
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 20

"76mm_m5_atgun_win" is Not Static M5.
If destroyed, can not be repaired.
wreckage will disappear after Tens of seconds.

and,

rem [ObjectSpawnerTemplate: CQ_64_EPPEL_Eppeldorf_North_AT_0]
ObjectTemplate.create ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT_0
ObjectTemplate.activeSafe ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT_0
ObjectTemplate.modifiedByUser "Administrat"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 76mm_m5_atgun_win_static
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 20

this is static M5.
but,
76mm_m5_atgun_win_static is wrong.
76mm_m5_atgun_static_win is correct.


I think it should be corrected as follows.

rem [ObjectSpawnerTemplate: CQ_64_EPPEL_Eppeldorf_North_AT]
ObjectTemplate.create ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT
ObjectTemplate.activeSafe ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT
ObjectTemplate.modifiedByUser "Administrat"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 76mm_m5_atgun_win
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 20

rem [ObjectSpawnerTemplate: CQ_64_EPPEL_Eppeldorf_North_AT_0]
ObjectTemplate.create ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT_0
ObjectTemplate.activeSafe ObjectSpawner CQ_64_EPPEL_Eppeldorf_North_AT_0
ObjectTemplate.modifiedByUser "Administrat"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 76mm_m5_atgun_static_win
ObjectTemplate.minSpawnDelay 9999
ObjectTemplate.maxSpawnDelay 9999
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 20
Title: Re: Eppeldorf 64
Post by: Natty on 26-07-2011, 17:07:25
this is correct, I changed some AT guns to moveable without looking at the respawn time. Ill fix this for next patch. Thx for reporting  8)
Title: Re: Eppeldorf 64
Post by: General_Henry on 16-08-2011, 11:08:35
If you read the original post it says feedback or suggestions. I gave feedback , Im not an answers man.

The king tiger has to be pretty terrible to be destroyed since shermans cant touch it and the 76 needs to get 5 hits on side turret or 3 on back, it needs to be removed tbh. Also remove panzershreck kit and reduce faust kit number. Possibly replace king tiger with a tiger and add another 76 sherman to south farm instead of the 75 sherman.

The map just isnt balanced at the moment and I have only seen allies get rolled.

M9 zook 3 shots to the side (hit the turret) and dead KT? The M9 zook is incredibly powerful and there are plenty of pick-up zooks each flag.
Title: Re: Eppeldorf 64
Post by: IrishReloaded on 12-09-2011, 14:09:05
more tickets.
Hellcat for US
German nebelwerfer in ABC line
Title: Re: Eppeldorf 64
Post by: THeTA0123 on 13-10-2011, 20:10:29
Something to take out that KT for PITY sake


A m18 Hellcat would be nice yes, they where present in luxembourg

Irish i got killed by nebelwerfer yesterday! you where also in the server
Title: Re: Eppeldorf 64
Post by: Kelmola on 13-10-2011, 23:10:34
I don't often say GERMAN BIAS...

...but when I do, I have good reasons. The only way the Germans can lose this is if they have a really poor team. Most of the time, Germany wins this map hands down even if they were bleeding all the time.
Title: Re: Eppeldorf 64
Post by: kingtiger1891 on 23-10-2011, 04:10:09
One more Sherman 76 or Jumbo 76 would be nice, M18 makes things too easy. The KT have 6 minutes spawn time anyway.
Title: Re: Eppeldorf 64
Post by: hyperanthropos on 08-12-2011, 22:12:11
True Germans Always win this map (german fanboy speaking), so at first more tickets, the Nebelwerfer behind the abc line would be really important, its just to easy to take out.

@THeTA0123: You got killed by the Nebelwerfer so what? the point is the next American who likes to can just take a jeeb and take it out which makes no sense at all.

For the Germans one Panzerfaust 100 would be great, you can remove the schreck from the hill as compensation.
Also is would be really usefull to exchange the Panzerfaust 30 (!?) from the south farm for a Panzerfaut 60.

A Hellcat for the Americans, as an axchange for the armorde car would be great! Maybe give the Americans an additional movable Pak or other defensive equipment, like spawnable bazzokas ans stuff.

And dont forget the most important thing just three times as much tickets!!!!
Title: Re: Eppeldorf 64
Post by: katakulli on 07-01-2012, 12:01:01
as an axchange for the armorde car
Well, as a player, i want to note M8 greyhound is my number 1 reason to play eppeldorf.
Title: Re: Eppeldorf 64
Post by: hyperanthropos on 08-01-2012, 13:01:11
wouldnt mind if a Hellcat was addet for the Americans and they still got theri armored car.

But would you need as an Allied Player for winning this map?
Title: Re: Eppeldorf 64
Post by: dead_man1876 on 10-02-2012, 09:02:24
Nebelwerfer can fire and does fire at allied forward western spawn and fixed arty/mortar pieces behind allied ABC line. Is it meant to be like that? Didn't check if cloud/tree aiming is possible, it could be.
Thank you.
Title: Re: Eppeldorf 64
Post by: hyperanthropos on 10-02-2012, 15:02:33
Nebelwerfer can fire and does fire at allied forward western spawn and fixed arty/mortar pieces behind allied ABC line. Is it meant to be like that? Didn't check if cloud/tree aiming is possible, it could be.
Thank you.

Solution: place it behind German ABC line. Advantage for both sides.
Title: Re: Eppeldorf 64
Post by: Kelmola on 10-02-2012, 20:02:01
What? And deprive us of the battles to control the Nebelwerfer? ;D
Title: Re: Eppeldorf 64
Post by: hyperanthropos on 11-02-2012, 00:02:07
Placing it behind the front where it makes sence. Placing there to protect it as pretty much all allied heavy arty on pretty much all maps.

Of course german arty is well of somewhere in the middle of nowwhere (Goodwood, Mareth, Mount Olympus)
Title: Re: Eppeldorf 64
Post by: Natty on 12-03-2012, 07:03:41
It was never planned that our next patch would take so long to develop, but for your information Eppeldorf has been updated a lot since 2.4 release, alot of your feedback has been listened to and noted.
We hope the map will be more balanced in the next patch
Title: Re: Eppeldorf 64
Post by: hyperanthropos on 09-06-2012, 14:06:23
A minor note about the spawnpoints at Eppledorf south and Southfarm.

At Eppeldorf South there is a Spawnpoint at the top of the churchtower, in my opinion its pretty useless, most of the time you are justrunning down the stairs, instead of spawing there at the beginning. I know the sniper rifle is in the tower and there is an MG, but the statc MG is not that usefull as every static MGs in FH. Also I d like to see pickup kits somewhat more hidden and removing this spawnpoint would also contribute to that.

An other thing is are those spawnpoints right  in the middel of the houses at South Farm. There are often (stupid noob Sherman dirves accomplishing nothing for there team) sitting on the hill raping the spawning infantry.
Placing those spawns so where behind the houses or nearer to the forest should help. In general more in direction of the german base. Of course only speaking about German spawns.
Title: Re: Eppeldorf 64
Post by: THeTA0123 on 04-08-2012, 00:08:57
i <3 the HEAT rifle grenades on this map

South eppeldorf. Building where the flag is. 1st floor

Oooh please germans, charge in from north eppeldorf  ;D
Title: Re: Eppeldorf 64
Post by: dead_man1876 on 05-08-2012, 16:08:18
Nebelwerfer can fire and does fire at allied forward western spawn and fixed arty/mortar pieces behind allied ABC line. Is it meant to be like that? Didn't check if cloud/tree aiming is possible, it could be.
Thank you.

Solution: place it behind German ABC line. Advantage for both sides.

Sorry, but this is not a solution for the Nebelwerfer being able to rape the allied spawn and arty near the barn behind ABC.
Title: Re: Eppeldorf 64
Post by: ajappat on 05-08-2012, 21:08:12
Actually just about anything can rape those spawns. Kingtiger or panther even more commonly than nebelwerfer I think.
Title: Re: Eppeldorf 64
Post by: hyperanthropos on 06-08-2012, 20:08:33
repositoning the spawns should be considered in this case, with this point added me arguments stay valid.
Title: Re: Eppeldorf 64
Post by: ajappat on 06-08-2012, 20:08:05
Err, what do you want exactly?

Nebel is now behind ABC and I don't see how that affects in any way to US spawn points or arty?
Title: Re: Eppeldorf 64
Post by: Cheesus Krighst on 29-08-2012, 10:08:31
Replace the German Pak AT gun in main base with a towed Pak on a german truck. Nobody uses the AT gun except probably during the first minutes of advancing to the farm and entrenched hill.
Title: Re: Eppeldorf 64
Post by: DLFReporter on 29-08-2012, 10:08:14
As far as I remember, this particular AT gun is supposed to help the Axis forces against basecampers and isn't meant to take part in the attack.
Title: Re: Eppeldorf 64
Post by: Turkish007 on 29-08-2012, 12:08:31
A sniper rifle spawns on the middle of the road near the church each time the church gets capped.
Title: Re: Eppeldorf 64
Post by: hyperanthropos on 29-08-2012, 15:08:56
Are you sure you re not talking about Vossenack?
Title: Re: Eppeldorf 64
Post by: Turkish007 on 29-08-2012, 16:08:58
Im sure. Well this bug also happens in Vossenack too.
Title: Re: Eppeldorf 64
Post by: gavrant on 09-04-2014, 11:04:58
2.46 changelog for Eppeldorf 64


Minimap for reference:
(http://i61.tinypic.com/674b3a.jpg)
Title: Re: Eppeldorf 64
Post by: Kelmola on 04-05-2014, 12:05:38
It is possible to shoot rifle into German main (click for bigger screenshot). Or if you're really evil, park M36 here.
(http://i.imgur.com/f6YFR6Gl.jpg) (http://imgur.com/f6YFR6G)
Unless you changed ABC borders in 2.46 it is also possible to shoot rifle into US main (click for bigger screenshot). The image is from 2.45 but I forgot to report this before the update, and no, the warning did not trigger where I was even though on map it's clearly deep into ABC. Again, parking Kingtiger here will guarantee !!FUN!! for the other team.
(http://i.imgur.com/ce5qgHXl.jpg) (http://imgur.com/ce5qgHX)
NOTE: I did retreat after taking said screenshots in order to not attack mainbase, the kills were just "proof of concept".