Author Topic: Breakthrough at St. Lo 64  (Read 10464 times)

Offline THeTA0123

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Re: St lo Breakthrough 64
« Reply #30 on: 01-04-2011, 17:04:28 »
Ye thats a good one aswel. The first 3 flags are extremely difficult to cap and hold together. its nearly impossible to do

I still stand for more tanks for the allies. It just issent right to see equal numbers of German tanks vs allied ones.
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Offline Guderian

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Re: St lo Breakthrough 64
« Reply #31 on: 06-04-2011, 03:04:05 »
Ye thats a good one aswel. The first 3 flags are extremely difficult to cap and hold together. its nearly impossible to do.

The key to winning as Allied on St. Lo is having responsible and disciplined Squad Leaders that work together to assault/defend flags that are won/lost. (Objectively speaking, you can't consider factors like individual skills or experience)

I still stand for more tanks for the allies. It just issent right to see equal numbers of German tanks vs allied ones.

With all the fire power on the map and the large areas of open fields, adding extra tanks would make infantry life suck hardcore especially once the new patch is release ;) .

However, to compromise and give the Allies the "illusion" of tank superiority, I can take a closer look that the re-spawn times of US vs German armor and tweak them to represent the US tank superiority ratio.

Offline THeTA0123

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Re: St lo Breakthrough 64
« Reply #32 on: 06-04-2011, 10:04:18 »
Why not toss out one stug  ;D

thats good also.
Sorry but just the same amount of german tanks for allied just doesnt feel right.

-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline kingtiger1891

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Re: St lo Breakthrough 64
« Reply #33 on: 14-04-2011, 09:04:58 »
If any tank should be added, add to the German side.

Sherman76 wins PzIVH
M10 wins StugIV (by a mile)
Sherman75 roughly equals to another StugIV

Which side has superiority is very clear.

Offline Kwiot

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Re: St lo Breakthrough 64
« Reply #34 on: 27-06-2011, 17:06:13 »
I'd rather say that Germans have too many tanks when Americans are on the bleed...

Offline ajappat

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Re: St lo Breakthrough 64
« Reply #35 on: 29-06-2011, 20:06:45 »
If any tank should be added, add to the German side.

Sherman76 wins PzIVH
M10 wins StugIV (by a mile)
Sherman75 roughly equals to another StugIV

Which side has superiority is very clear.
You ignore fact that axis are on defence and have several PaKs and 88. Also a lot of infantry AT weaponry waiting in bushes and US is forced to move forward if they wish to win.

Offline kingtiger1891

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Re: St lo Breakthrough 64
« Reply #36 on: 06-07-2011, 13:07:24 »
Those guns can be captured by both sides. And US have better infantry AT weapon as well.

Offline Wundai

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Re: St lo Breakthrough 64
« Reply #37 on: 16-07-2011, 23:07:45 »
Question:

Playing the 2.4 version offline with bots(Allied side) and captured the Allied base and also the first flag on the left. But Les Foulons is not capture-able, I can make the point neutral, I can even get it to fill up with blue and there are no enemies around (only like 9 allied bots also wanting to cap the point) but nothing happens?

Offline IrishReloaded

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Re: Breakthrough at St. Lo 64
« Reply #38 on: 03-09-2011, 01:09:17 »
Mh, I dont really like the new version of it, eventhough the changes seems minor, they make a hugh difference.
What are the problems.
1) The spawmpoint at center for the germans.
I liked the old version, where there was no spawmpoint at all for the center and eastern flag eventhough the Germans had them. Germans needed to start a real attack to get those flags, not just a spawmattack, recapping it.
You now need 2 complete squads for just holding these two all the time, till the rest of the team is capping hill. And it does not happen to often that all 3 flags are USA right in time, and then still in US hands when you capped the 2nd line.

Solution: remove german spawpoint there,
further solutuion: Once capped by the US Villers is not recapable.
----

Problem 2)
3 US Tanks: M10, Sherman+Sherman 76
vs
3 Ger. Tanks: PZIV 2x Stug
--
Stug is pretty strong in the new patch, as you cant kill him from front with 1°angle in the sides. So you need to flank the stug now, which is pretty impossible in the open terrain. While the shermans can be killed from everything. In addition there are 2 pak 40s, and one 88. Making it almost impossible for the US to launch a succesfull attack.

Solution:
a)Removing one Stug
b) Removing one Stug and replacing it with PZIV + adding another Sherman.
c) Adding another Sherman and M10.

What I like at the new version is, that there are more APCs.!

Offline Slayer

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Re: Breakthrough at St. Lo 64
« Reply #39 on: 03-09-2011, 15:09:17 »
I agree with Irish, the US have very little chance to actually "break through" (pun intended).

Offline IrishReloaded

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Re: Breakthrough at St. Lo 64
« Reply #40 on: 30-09-2011, 18:09:25 »
so I push this thread.

Most problem with new version really seems to be the new spawmpoints for german troops at villiers and the eastern flag.
Cause if you loose one of these flags , a squad spawms at the other and recap the flag that they just lost. And if both are capped, they take a kübel and rush it back.

So I have an idea.
1) dont change hill
2) Make the other two flags german at the start, with spawmpoints there, but once capped they cant be recapped anymore.

Also it would be nice to add some sort of bush, wall ect to the exit of the US base, as Stugs love to spawmrape from Villiers...


And pls fix the 105, it still often hits the tree/ hill when firing to Hill 109

thx cheers

Offline hyperanthropos

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Re: Breakthrough at St. Lo 64
« Reply #41 on: 28-11-2011, 22:11:07 »
Would be great if the spawnpoints at chateau for the germans could be reworked, there is one at building north of chateau and it is completly useless you just get killd. For the Americans it might have some advantage i dont know.

Also the spawnpoints at the chruch are pretty bad if you want to defend it, because very often there are already americans inside and you cant get in again.

Offline Mobilis_in_Mobili

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Re: Breakthrough at St. Lo 64
« Reply #42 on: 12-11-2012, 21:11:34 »
Mh, I dont really like the new version of it, eventhough the changes seems minor, they make a hugh difference.
What are the problems.
1) The spawmpoint at center for the germans.
I liked the old version, where there was no spawmpoint at all for the center and eastern flag eventhough the Germans had them. Germans needed to start a real attack to get those flags, not just a spawmattack, recapping it.
You now need 2 complete squads for just holding these two all the time, till the rest of the team is capping hill. And it does not happen to often that all 3 flags are USA right in time, and then still in US hands when you capped the 2nd line.

Solution: remove german spawpoint there,
further solutuion: Once capped by the US Villers is not recapable.
----

Problem 2)
3 US Tanks: M10, Sherman+Sherman 76
vs
3 Ger. Tanks: PZIV 2x Stug
--
Stug is pretty strong in the new patch, as you cant kill him from front with 1°angle in the sides. So you need to flank the stug now, which is pretty impossible in the open terrain. While the shermans can be killed from everything. In addition there are 2 pak 40s, and one 88. Making it almost impossible for the US to launch a succesfull attack.

Solution:
a)Removing one Stug
b) Removing one Stug and replacing it with PZIV + adding another Sherman.
c) Adding another Sherman and M10.

What I like at the new version is, that there are more APCs.!

Good example of how new software version makes it harder for allied tankers to counter German armored advantages... Thanks Irish for clarifying this particular case in good detail
Breakfast of Champions: Tigers, Panthers, Pumas, Stugs, & Panzerfausts-on-Legs.

Offline hyperanthropos

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Re: Breakthrough at St. Lo 64
« Reply #43 on: 14-11-2012, 23:11:04 »
Irish post is from 2011 is not refering to 2.45 Stugs and Panzer IVs have no a great disadvantage against the 76 Shermans, because they are far to strong now.

Offline justasug

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Re: Breakthrough at St. Lo 64
« Reply #44 on: 10-04-2014, 15:04:06 »
This map could use a ticket increase for both teams.
Compared to the other maps, an average round on this one lasts rather shortly. Especially when there are 80+ people playing it (I understand that the maps are "balanced" for 64 players). It's a shame, really, because it's such a nice map.