Author Topic: Sidi Rezegh 64  (Read 41786 times)

Offline Slayer

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Re: Sidi Rezegh 64
« Reply #105 on: 18-04-2014, 16:04:11 »
I agree, and I brought it to attention.

Offline jan_kurator

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Re: Sidi Rezegh 64
« Reply #106 on: 18-04-2014, 17:04:29 »
I agree, it should be added back.

Offline Ts4EVER

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Re: Sidi Rezegh 64
« Reply #107 on: 01-06-2014, 13:06:53 »
2.47 changelog for Sidi Rezegh 64

  • Moved the heavy artillery back into the main bases of both teams.

Offline Ronson

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Re: Sidi Rezegh 64
« Reply #108 on: 27-06-2014, 22:06:12 »
What's the deal with the tickets on this map? It drags on forever - a round on the server just now took over 45mins to complete, way longer than any other map in the mod.

Sidi seems to be a very divisive map, a favourite for some and hated by others. Personally I'm not a big fan, but I can appreciate a lot of superb features in it and I like the way it has developed and improved over the years. There's some excellent design and detail in there, especially in the defensive positions around the airfield and blockhouse, but why the hell does it run 2 or 3 times as long as most other maps. Most maps feel like a race against time, whereas this one just plods on... and on... It's a proper server killer sometimes because people know it's going to be running for a long, long time.

It's a decent map but it really needs a shoter playtime IMO. Is there any prospect of the tickets being reduced, or the bleed being increased?

Offline Berkolok

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Re: Sidi Rezegh 64
« Reply #109 on: 01-07-2014, 11:07:30 »
british arty is now perfect but axis arty is too far from battle which 19.regiment is out of range.it would be better it move there i mark or closer
« Last Edit: 01-07-2014, 11:07:21 by Berkolok »

Offline LuckyOne

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Re: Sidi Rezegh 64
« Reply #110 on: 07-04-2015, 22:04:00 »
May I suggest adding of the 2pdr Portee for the Brits on this map? Either replacing some of the static ones or simply spawning them somewhere on the southern flag to help counter the Axis counterattack.

According to this, there were quite a few present in this battle (not necessarily the same model as in FH2 though):

http://www.veridical.co.za/wwii/sidirezegh/historic.htm

I feel this would help with the rape that usually occurs when the Axis are constantly killing the static 2pdrs that have nowhere to hide.
This sentence is intentionally left unfinished...

Offline Captain Pyjama Shark

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Re: Sidi Rezegh 64
« Reply #111 on: 23-05-2016, 21:05:53 »
What is with the hate for this map?  Today I was playing on 762, Seelow Heights, and when people saw that Sidi Rezegh was the next map they streamed to the custom map server, talking about how much they hated Sidi.  It's literally my favorite map: it's got cool statics, a kick ass airfield fight, plus a combined Italo-German team.  And motorcycles!  I don't get it.

Offline Flippy Warbear

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Re: Sidi Rezegh 64
« Reply #112 on: 23-05-2016, 21:05:34 »
I never understood it either. Rezegh is one of my favorite NA maps.

Offline Slayer

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Re: Sidi Rezegh 64
« Reply #113 on: 23-05-2016, 22:05:08 »
I never understood it either. Rezegh is one of my favorite NA maps.
Same here. It's either you love it or you hate it, I guess. Maybe the not so standard way you have to play this map is the cause of it all: it's why I like this map so much, but others experience it as frustrating.

Offline Ts4EVER

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Re: Sidi Rezegh 64
« Reply #114 on: 24-05-2016, 06:05:08 »
I think it is also how long the map takes. It takes 83 minutes for the Allies to bleed out without combat, for instance. That's the numbers you would expect for a really intense map with a high kill rate (since FH2 maps are supposed to last between 30 and 45 minutes on a 64p server).

Offline jan_kurator

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Re: Sidi Rezegh 64
« Reply #115 on: 26-05-2016, 12:05:02 »
I never understood it either. Rezegh is one of my favorite NA maps.
This and Alam Halfa are my favourites. Both plays fairly different than newer, more infantry friendly maps though and that can be really frustrating indeed.
I think it is also how long the map takes. It takes 83 minutes for the Allies to bleed out without combat, for instance. That's the numbers you would expect for a really intense map with a high kill rate (since FH2 maps are supposed to last between 30 and 45 minutes on a 64p server).
Maybe that time can be shorten a bit?

I think the fact that Germans can capture british artillery near the blockhouse is frustrating too, or it isn't a thing anymore?  ???

Offline Blodcyning

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Re: Sidi Rezegh 64
« Reply #116 on: 12-08-2016, 05:08:44 »
I don't like Sidi because it lasts a long time, and because I get mowed down by tanks a lot when I'm trying to fight other people on foot.

I think I might enjoy the map more if: the hangers were de-flagged so the map was just a big fight over the Blockhouse, and the Regimentsgefechtsstand; the amount of tickets was reduced; tanks spawned less frequently.
« Last Edit: 12-08-2016, 05:08:55 by Blodcyning »

Offline MajorMajor

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Re: Sidi Rezegh 64
« Reply #117 on: 28-03-2020, 21:03:53 »
This beam has collision and you get stuck on it while running through the trench.

Offline Eat Uranium

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Re: Sidi Rezegh 64
« Reply #118 on: 11-05-2020, 19:05:34 »
2.56 Changelog for Sidi Rezegh 64
  • Swapped spawn menu position for AT rifle and Engineer kits to bring them in line with every other map
  • 88mm FlaK guns are teamlocked