Author Topic: Sidi Rezegh 32  (Read 12377 times)

Offline Toddel

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Sidi Rezegh 32
« on: 29-03-2009, 12:03:32 »
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Offline ottozeimer

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Re: Sidi Rezegh 32
« Reply #1 on: 18-05-2009, 08:05:51 »
fix me if I am wrong, but Allies have a great advantage due to lack of any kit with a machinegun on Axis side.
Please add a MG34 or 42 if appropriate. Even a terrible italian MG would do it. Because now it is simple rifles against Brens - not fair.

Offline NTH

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Re: Sidi Rezegh 32
« Reply #2 on: 18-05-2009, 11:05:50 »
I have played the 32 player size several times. With exception of yesterday, I saw your commenton MG guns there Otto, this is a map where the allied forces --> spawn - run - throw smoke - die, rinse and repeat.

The Italians get to the flag first and if not complete idiots can easily defend it the whole round.


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Offline Fuchs

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Re: Sidi Rezegh 32
« Reply #3 on: 18-05-2009, 14:05:59 »
fix me if I am wrong, but Allies have a great advantage due to lack of any kit with a machinegun on Axis side.
Please add a MG34 or 42 if appropriate. Even a terrible italian MG would do it. Because now it is simple rifles against Brens - not fair.
I don't have any problems with it but no MG34 on this map please, would turn the fight over the craters in rapefest for Germans, and I don't see an MG42 appearing in 1941.
And the 'terrible' Italian MG which isn't terrible at all but simply rocks would fit on this map because it has a smaller magazine and slower rate of fire reducing raperate. Please note, I mean spawn-MG's with this, for pick up I think a pile of Breda's and MG34's spreaded over the bases would do for the Germans.
"Force answers force, war breeds war, and death only brings death.
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Offline Kelmola

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Re: Sidi Rezegh 32
« Reply #4 on: 29-05-2009, 15:05:10 »
Lately, hslan has been cycling this size instead of the 64p one, presumably to "balance" the odds. The result is just a reverse of the 64p imbalance: I've seen one narrow Allied victory, all the others have been all-out Axis triumphs with scores like 350-0. It's a bloodbath already, and adding Axis MGs (even the Italian LMG) to the mix would make it even more lopsided.

Offline Slayer

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Re: Sidi Rezegh 32
« Reply #5 on: 30-05-2009, 21:05:24 »
I agree with Kelmola: I have only seen a few rounds on Sidi 32, but they all ended up in a massive bloodbath for the allies, who never even could get close to the first flag and were camped to death.

Offline General_Henry

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Re: Sidi Rezegh 32
« Reply #6 on: 31-05-2009, 02:05:56 »
I agree with Kelmola: I have only seen a few rounds on Sidi 32, but they all ended up in a massive bloodbath for the allies, who never even could get close to the first flag and were camped to death.


it's actually possible to get near the building for allies, provided you get some smoke nade deployed in the last moments (before you get pass those smaller buildings) to cover people who spawn later and run slower, but if you failed to get near the building in the first moments you are doomed, because,..


the scenario is like this, the Giant building is the most important location in the map, so who controling it would have an edge on enemies and exert bleed.

1. When axis controls the building:   Axis troops would try to shoot anyone running to the building....


2. When brits controls the building:   brits troops would try to shoot anyone running to the building.... however, there's a big difference, the axis side would attack from much more directions since they are very likely to have 2 flags to spawn from. that means camping is harder, there're a lot more cover out there.

Offline ajappat

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Re: Sidi Rezegh 32
« Reply #7 on: 31-05-2009, 16:05:20 »
I tought it is 16 player mode, that hslan runs  :-\

Offline THeTA0123

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Re: Sidi Rezegh 32
« Reply #8 on: 31-05-2009, 23:05:24 »
This map is terrible

Axis win almost all the time.I played the map 8 times, and all 8 times did the axis win
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Offline Slayer

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Re: Sidi Rezegh 32
« Reply #9 on: 27-02-2010, 19:02:17 »
After having played this on Gaming Night 2, I can safely say this map is not so much fun. The fight never passes the first buildings. Axiss defends like hell and Brits keep on attacking. Even when using masive smoke, allies cannot get through if they fail to get the building in the first run.

Maybe increase the distance between the axis main and the building, so Brits have an equal chance to get to it first, so the main fight will be over the airfield (as it is supposed to be) instead of over the building south of it.

But, I can understand if this has priority number 9999999, as this map is played online only very rarely. Not even the 64 version (which needs some ticket tweaking), let alone this one.

Offline Flippy Warbear

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Re: Sidi Rezegh 32
« Reply #10 on: 27-02-2010, 20:02:49 »
You have to realise that we had 64 players... its not 32 (the amount of players that the mode is designed for).

Offline Slayer

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Re: Sidi Rezegh 32
« Reply #11 on: 27-02-2010, 20:02:29 »
Yes, I realise that, but I think that works both ways. With 64 you have more defenders, but also more attackers. It equals itself out, at least for a big part.

Offline MajorMajor

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Re: Sidi Rezegh 32
« Reply #12 on: 31-07-2016, 15:07:03 »
After having played this layer a couple of times in the past days, I wonder if it wouldn't be for the best to delete the Watermill flag, and make the brits start at the Trenches flag. That way, you would prevent the usual outcome of the map: italo-germans camping on the main building and brits getting locked down in the watermill.

It could be interesting to have the two teams start in flags that are next to each other, so they would be presented with the dilemma of having to defend their flag while attacking the still important main building.

Offline Eat Uranium

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Re: Sidi Rezegh 32
« Reply #13 on: 11-05-2020, 19:05:38 »
2.56 Changelog for Sidi Rezegh 32
  • Complete gameplay redesign to tank based KotH