Author Topic: Mersah Matruh 64  (Read 19893 times)

Offline Kubador

  • FH-Betatester
  • ***
  • Posts: 1.531
  • Flippin' Warbears since 1988
    • View Profile
Re: Mersah Matruh 64
« Reply #15 on: 14-08-2009, 18:08:29 »
So those 4 are called ricoshets and can be considered as bad luck (or his good luck). Anyway one or two exceptions shouldn't be treated as a rule.

Offline THeTA0123

  • The north remembers
  • Masterspammer
  • ****
  • Posts: 16.842
    • View Profile
Re: Mersah Matruh 64
« Reply #16 on: 14-08-2009, 21:08:03 »
So those 4 are called ricoshets and can be considered as bad luck (or his good luck). Anyway one or two exceptions shouldn't be treated as a rule.
But 7 shots stroke the tracks, and only then it died
-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 djinn

  • Masterspammer
  • ****
  • Posts: 5.723
    • View Profile
Re: Mersah Matruh 64
« Reply #17 on: 05-10-2009, 16:10:29 »
So here's my feedback on SP in Mersa Matru.

Mersa matru SP64 works... But can be pretty darn boring, especially after Vers. 1.2 when Stukas started flying like acrobats rather than divebombers

Now, if those planes could fly high and dive, that'll be something - Or if they could do strafing runs, there too is something nice to see, especially since these are the only planes ingame

German tanks move in nice large formations up the ridge overlooking the railway and then, half of them bail and die instantly, another 1/4 abondon their tanks, and only 1/4 make it through facing no less than 3 6Pdrs before they actually hit the town

Jerry caps the train station ok, and may decide to flank round to the 25Pdr base or shoot down to intersect with their southern force in capping the AA base, their first quagmire...

With only a Crusader, the Brits seem to be able to defend this base indefinitely utillizing their 6Pdr against any and all coming @ them head on. Infantry harrasss tanks with sticky bombs and if you delay long enough, the Grant from the beach road base will do its own version of hell there.

However, this base is cap-pable without human intervention.

The main issue seems to be coming from the rigde overlooking the train station where bots trickle in rather than pour in as should inspite of enuff vehicles and tanks. Tanks idle outside near the railway or behind the sand bags while infantry can be heard getting slaughted just out of Ai-firing range

Perhaps a PZII or PZIII may come charging in and get slaughted @ the beach-base cross road right next to the beach-flag. Only once in a long while do we get more than 1 German tank reaching there @ once, even rarer with infantry. However, once that occurs, a nice little battle can ensue with close quarters weapons, bren gunners and tank support on either side, BUT what will really do it is bots using AA as infantry killers

Other than that, it plays pretty well with bots being able to use all weapns quite effectively, active AT guns.. at least enuff mobile AT guns to cater for the under-used active ones (Although I recommend making most of these, especially those well positioned, immobile and use-able) and good tank movement

There is a problem with the Heavy British tank in the 2nd AA base, close to the 25Pdr base getting stuck close to its home base rather than running amok across the open desert seperating it and the Train truck

This was also the only map in 2.0 which I noted a functional 25Pdr... will be tres cool for both artillery guns to be functional

But no one can fault the AAs for not doing their jobs, even for the nose-diving Stukas that currently exist, nor the Brits for taking the fight to the Germans

But then there is the issue with British commander AI and the denfese of backbases while no base is under attack, and sometimes even when there is...












Offline McCloskey

  • Developer
  • ******
  • Posts: 1.298
  • Heart or head, either way Jerry's dead!
    • View Profile
Re: Mersah Matruh 64
« Reply #18 on: 31-07-2012, 19:07:39 »
I have to admit, when I first joined a server with this map on, I was highly pessimistic and did not approve of the daytime change (I personally dislike night maps in general, because I love how they LOOK when they are truly dark, but some people will up their gamma/brightness just to have an edge over others..), but after one round of cruisin around in a Cruiser ambushing enemy Panzers, I have to say, well done. I also noticed some new paths have been opened and generally this map should be played much more now, unfortunately, the past two times this map appeared on hslan, player numbers dropped both times quite drastically :-\ I guess people just dont wanna give this new version a try, which is a shame.

Offline Capten_C

  • Full Member
  • ***
  • Posts: 1.201
  • Well well well well well well well
    • View Profile
    • Youtube
Re: Mersah Matruh 64
« Reply #19 on: 03-07-2015, 14:07:48 »
All due respect to the Messer's who worked on changing this to the historically accurate night version etc.

Imho it's a bit of a server killer game play wise now. Would the dev team consider re introducing the more popular daytime version?

How much work would there be?

Cheers!  :)

*Unless I'm mistaken and the daytime version is still in the mod of course*

LEGENDARY FORGOTTEN HOPE 2 ROUNDS!!! >> https://www.youtube.com/watch?v=2xtJF9fL1YI

Offline Kinryu

  • Jr. Member
  • **
  • Posts: 66
    • View Profile
Re: Mersah Matruh 64
« Reply #20 on: 27-08-2015, 21:08:54 »
Has anyone else noticed this? The german base "Charing Cross" can't spawn AI. They instantly die but it does not count towards tickets. This probably should be fixed soon.
http://i.imgur.com/6s3tv5h.png