Author Topic: St. Vith 64  (Read 5177 times)

Offline Eat Uranium

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St. Vith 64
« on: 14-07-2012, 00:07:07 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

Offline x4fun ODIUM

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Re: St. Vith 64
« Reply #1 on: 17-07-2012, 13:07:45 »
The map plays quite well, the pickup kits are a nice addition, we really liked the foxholes in the woods east of the town.

Sandre has seen this burning Panther (me) through the church, just FYI.
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Offline Natty

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Re: St. Vith 64
« Reply #2 on: 19-07-2012, 12:07:10 »
thanks

yea, some effects renders wrongly through static objects.

It would be very nice with win vs loss statistics from the servers.

Offline JohannesBloem

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Re: St. Vith 64
« Reply #3 on: 19-07-2012, 19:07:13 »
the map don't load in sp. no navmesh maybe?

Offline THeTA0123

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Re: St. Vith 64
« Reply #4 on: 24-07-2012, 14:07:33 »
The first northren flag the germans can capture should have relocated spawn points. ATM they spawn On and very close to the flag. But i have been spawnraped by shermans and counterattacking allies 3 times already

i advise moving the spawnarea a bit more to the east behind the hills.
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Offline Ronson

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Re: St. Vith 64
« Reply #5 on: 18-08-2012, 18:08:50 »
This has become one of my favourite maps, but sadly it's frequently skipped or stopped early as the Axis team is usually unable to cap the first two flags.

I've seen a couple of Axis total victories (entire map capped) and once the team can break out to the railway line the gameplay is always superb, but the potential is too great for Axis to get trapped in the woods at the start.

I think the big problem is the amount of armour that the Allies get at the start - unless Axis cap very quickly (i.e. before all the Allied armour arrives on the scene) the Shermans are able to sit back and make mincemeat of the attackers. Axis tankers are often ultra-cautious because of the lack of engineer kits, which only makes the problem worse.

I think it would play better if Allies had fewer tanks at the outset, to make the initial US defence infantry only. Alternatively, the first two flags could be individually non-recappable by Allies, rather than being sector push. Possibly a couple of granatwerfers and some more pickups (schrecks and engineer kits) might help tip the balance.

Really needs a little tweak for public play - great shame that this fantastic map isn't getting the play it deserves.

Offline Kwiot

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Re: St. Vith 64
« Reply #6 on: 10-09-2012, 01:09:03 »
This map looks good, but in fact it's unplayable... Germans has only Panther and Panzer IV and Americans has spam of tanks with OP M36 and OP Sherman76... Most of the time Panther can't shoot Sherman even at side with 1 shot... Moreover the fact that you can repair them using 1 pickup kit is sth ridiculous...

But I'm not surprised when I think about the fact that this map was tested 10 vs 10...  ::)

Offline Slayer

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Re: St. Vith 64
« Reply #7 on: 10-09-2012, 21:09:26 »
But I'm not surprised when I think about the fact that this map was tested 10 vs 10...  ::)
Look, if you can provide 44 reliable testers who show up twice every week, be my guest...  ::)

Offline ajappat

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Re: St. Vith 64
« Reply #8 on: 10-09-2012, 21:09:26 »
One could argue about that good looking too. It's not my favourites.

Offline Kwiot

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Re: St. Vith 64
« Reply #9 on: 10-09-2012, 23:09:41 »
But I'm not surprised when I think about the fact that this map was tested 10 vs 10...  ::)
Look, if you can provide 44 reliable testers who show up twice every week, be my guest...  ::)

Just make an open beta event and problem solved...  ::)

Offline Slayer

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Re: St. Vith 64
« Reply #10 on: 11-09-2012, 14:09:02 »
If only it were that simple.

Offline Kwiot

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Re: St. Vith 64
« Reply #11 on: 11-09-2012, 14:09:15 »
The problem is downloading the map or what?

Offline Slayer

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Re: St. Vith 64
« Reply #12 on: 11-09-2012, 15:09:05 »
No, it isn't.

Offline Capten_C

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Re: St. Vith 64
« Reply #13 on: 11-09-2012, 16:09:51 »
The problem is downloading the map or what?

I may be wrong with this assumption.
Basically you have another version of FH2 for betatesting. Normal FH2.45 is 5.4GB the Beta is currently 5.37GB.
It usually has new stuff that needs testing, some weeks stuff is removed/added/removed again/added again/bugs/problems are found/solved etcetc. So it's not as simple as just downloading a map.

I'd say St Vith as it is being played now is already an open Beta, and the map designer + devs are aware of the faults + complaints of the community.
And no doubt the map will be improved for the next patch (hopefully!)  :)
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Offline Kwiot

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Re: St. Vith 64
« Reply #14 on: 11-09-2012, 19:09:24 »
Ok, this would be good solution, if only next patch appeared quicker than middle of 2013...