Forgotten Hope Public Forum

Forgotten Hope 2 => Africa maps => Feedback => Sidi Rezegh => Topic started by: Toddel on 29-03-2009, 12:03:42

Title: Sidi Rezegh 64
Post by: Toddel on 29-03-2009, 12:03:42
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Sidi Rezegh 64
Post by: Eat Uranium on 30-03-2009, 00:03:48
I've allways felt that the germans have a serious disadvantage tankwise in this map.  Although their tanks spawn during the counterattack when the brit tanks don't spawn, this still means that there is usually the matilda and the valentine to beat.

Overall, I'd add a further pz3 that spawns from the beginning; an ammo truck for the brits; and a second kubel/opel blitz at the mosque.  I'd also like to see one of the german artillery guns moved from the northern flag over to the mosque.
Title: Re: Sidi Rezegh 64
Post by: VonMudra on 30-03-2009, 00:03:54
One thing that would be nicer is to have a couple 20mm AA guns placed on the airfield in where they can only fire forward.  Would be a lot more realistic, and any spamming can be fixed by locking them out to the brits, and/or making it so that there's a sandbag wall over any areas to the back and sides, so it can only fire front.
Title: Re: Sidi Rezegh 64
Post by: azreal on 30-03-2009, 00:03:28
there are no 20mm AA guns. You mean the 40mm bofors?

EDIT: oh wait you mean 20mm AA guns like the flak38 right?
Title: Re: Sidi Rezegh 64
Post by: VonMudra on 30-03-2009, 01:03:54
Yep, for the germans.  Its an airfield, it should have more than 2 88mms :P
Title: Re: Sidi Rezegh 64
Post by: sheikyerbouti on 30-03-2009, 02:03:38
 hmm, this font and background colour makes it hard for me to make out the text box but here goes...

 1) I like the feedback stickies
 2) for the opening assault, would it be possible to lock the rear German armour spawn and the mosque, so that all Axis players are on the front line. We don't get tanks right away so there really is no point in having people spawn all the way in the rear.
 3) More commander radio locations, that is easily the number one question that I answer on 64 player size.
 4) Mortar kits, supply kits and maybe some gebalte kits scattered around to make it harder for the allies to roll onto a flag and then drive away.
5) The German 222 car is well placed to immediately baserape the Allied uncaps, perhaps a slower vehicle would be in order (maybe the Sahariana).

 Cheers guys, looking forward to the necroing of many a good topic
Title: Re: Sidi Rezegh 64
Post by: azreal on 30-03-2009, 03:03:42
Quote
hmm, this font and background colour makes it hard for me to make out the text box but here goes...

what are you talking about? The font is white on a dark grey background
Title: Re: Sidi Rezegh 64
Post by: Die Happy on 30-03-2009, 10:03:06
i m not sure but i think the apper had some chnages in mind
like 1 88 at the blockhouse
1 panzer III j for germans at map start
1 more panzer 4 as reinforcement for the counter attack

and some other stuff
honestly i m not sure if the changes were made yet or IF they will ever be made
Title: Re: Sidi Rezegh 64
Post by: Malsa on 30-03-2009, 19:03:11
Only problem I really see is that flags turn over very quickly, cap-times are much too short.
Title: Re: Sidi Rezegh 64
Post by: Kubador on 30-03-2009, 22:03:24
Only problem I really see is that flags turn over very quickly, cap-times are much too short.

I agree with this opinion. Especially the hangar flag is liable to quick backcap.
Title: Re: Sidi Rezegh 64
Post by: [130.Pz]S.Tiemann on 31-03-2009, 02:03:28

5) The German 222 car is well placed to immediately baserape the Allied uncaps, perhaps a slower vehicle would be in order (maybe the Sahariana).

ooo yes, this is a great idea. Its a very underutilized vehicle IMO.
Title: Re: Sidi Rezegh 64
Post by: Magnus on 31-03-2009, 12:03:52
Only problem I really see is that flags turn over very quickly, cap-times are much too short.

I agree with you, It happens quite frequently when I cap a flag with a squad it's being recapped in seconds and it takes just one player to do so.

Sugestion; two or three guys to cap the flag and a longer cap time?

Cheers,

Magnus
Title: Re: Sidi Rezegh 64
Post by: Dukat on 01-04-2009, 01:04:16
i m not sure but i think the apper had some chnages in mind
like 1 88 at the blockhouse
1 panzer III j for germans at map start
1 more panzer 4 as reinforcement for the counter attack

and some other stuff
honestly i m not sure if the changes were made yet or IF they will ever be made

That is good news.
Currently germans can't win. Usually they won when the allied team was incompentent. But time passed by and brits usually know what they are supposed to do. I think more than once there were situations on a full server lately where the germans kept the airfield with success, keeping the allies bleeding to the end. And the game ended up about 0:120 for the british. So even with constant enemy bleed the rape around the building in the south was too strong, as half of the spawns lie somewhere in the open. Those are really easy picking for the britsh tanks. And I don't even think that germans recapped the blockhouse in these cases, especially as they don't got tanks. So the most easy solution would be to reduce the tickets for the british about 100 or even 150 to give germans a chance to win at all with the current setting.

And, well, especially when it is a 64 player map with only about 40 or 50 players, the high number of allied tanks available in base appears to be a buffer stock. Even after the bleed shifted in favour of the allies, they can often send fresh waves of tanks into battle that have been ignored before because those were either slow( Matilda, Valentine) or weak armoured (stuart). And in this situation the germans get these lousy short barrelled tanks. I've seen matildas survive for hundrets of german tickets holding ground at the airfield. Together with the AT guns that is a strong defense.

So, any fixes are welcome.
Title: Re: Sidi Rezegh 64
Post by: Knoffhoff on 01-04-2009, 09:04:14
Very good posting, this is exactly the kind of feedback we need. Thank you Dukat.
Title: Re: Sidi Rezegh 64
Post by: von.small on 01-04-2009, 12:04:23
5) The German 222 car is well placed to immediately baserape the Allied uncaps, perhaps a slower vehicle would be in order (maybe the Sahariana).

Sounds like someone has felt the sharp end of my SdKfz 222 typical hunt and kill all bren carriers making their way to the blockhouse.

Balance for the 64 player version imho does need a little more tweaking in favour of the German forces, tanks spawning at the mosque or some rocks to take cover ebhind between the mosque and airfield would make a hell of a difference.
Title: Re: Sidi Rezegh 64
Post by: Uberhauptstormfuhrer on 01-04-2009, 21:04:36
It is possible to win for the germans, you only have to camp the basement of the airfield hq with the entire german team. But this screws the map over.
So in short the biggest problem is that the germans don't have decent ways to counter british tanks. Once the 88 are down ( and that is easy now everybody know how to do it) the Brits can drive the base in unhinderd.
So i would suggest one more 88 and more cover near the 88 positions and the 88 magazine flag.
Title: Re: Sidi Rezegh 64
Post by: azreal on 01-04-2009, 23:04:58
Yea I noticed this too. Once the 88s go down, not many people are on standby willing to repair them :/
Title: Re: Sidi Rezegh 64
Post by: Uberhauptstormfuhrer on 02-04-2009, 08:04:47
Yea I noticed this too. Once the 88s go down, not many people are on standby willing to repair them :/

Yeah because one 25 pounder can supress them at the same time, its even possible to fire a shell at such a position that both guns are destroyed (or user is killed) with one shell.
Title: Re: Sidi Rezegh 64
Post by: Eat Uranium on 02-04-2009, 14:04:08
Personally, I can't see the point of both 88's being that close.  I'd move the northern one further south down the airfield towards the HQ, and maybe even onto the far side.  And also I thing the blockhouse could also have one.
Title: Re: Sidi Rezegh 64
Post by: DLFReporter on 02-04-2009, 14:04:28
Yeah because one 25 pounder can supress them at the same time, its even possible to fire a shell at such a position that both guns are destroyed (or user is killed) with one shell.

Hmmm I doubt this quite a bit, but it is true that the 88s have nothing to laugh when a good spotter team is on the move. perhaps the 25pdr was a bit much for this map. The Allies could achieve the same with 2 mortars at the first flag and if they run out of ammo then the axis would have a chance to repel the allies. :)
Title: Re: Sidi Rezegh 64
Post by: General_Henry on 06-04-2009, 11:04:13
It is possible to win for the germans, you only have to camp the basement of the airfield hq with the entire german team. But this screws the map over.
So in short the biggest problem is that the germans don't have decent ways to counter british tanks. Once the 88 are down ( and that is easy now everybody know how to do it) the Brits can drive the base in unhinderd.
So i would suggest one more 88 and more cover near the 88 positions and the 88 magazine flag.

yes, there was some really epic rounds in the basements, grenades, SMGs, bayonets.
Title: Re: Sidi Rezegh 64
Post by: Eat Uranium on 06-04-2009, 20:04:56
Just to say, there are some ammo crates in the brit main that were not lighted properly:
http://img6.imageshack.us/img6/5858/screen036i.jpg
Title: Re: Sidi Rezegh 64
Post by: Slayer on 10-04-2009, 23:04:09
I love it to see there are plans for changing Sidi. It's already oine of my fav maps, but it needs improvement to make it even better, because 1) many people dislike this map because of various reasons, the most important one the fact it is difficult for axis to win and 2) because by adding some AT guns (the PaK at the hangar is great, I want some more  ;)) and some axis armour, the map will be more fun.

I agree with everything which has been posted before, especially with Dukat. If I wasn't so late entering this forum, I'd have posted the same.
Title: Re: Sidi Rezegh 64
Post by: Jobabb Jobabbsen on 23-04-2009, 21:04:43
   I guess i dont really understand this map. It have extremely good graphical details, maybe better than other maps imo. But for me it seems to have way too many tickets, and its little logic in which team bleeding. One time the brits were bleeding when they had all flags, but stopped bleeding when the germans took one of them.
Title: Re: Sidi Rezegh 64
Post by: Capten_C on 24-04-2009, 13:04:17
Personally, I can't see the point of both 88's being that close.  I'd move the northern one further south down the airfield towards the HQ, and maybe even onto the far side.  And also I thing the blockhouse could also have one.

Good call ! I reckon the Blockhouse is ok with the Pak though..
Title: Re: Sidi Rezegh 64
Post by: Ts4EVER on 24-04-2009, 16:04:30
   I guess i dont really understand this map. It have extremely good graphical details, maybe better than other maps imo. But for me it seems to have way too many tickets, and its little logic in which team bleeding. One time the brits were bleeding when they had all flags, but stopped bleeding when the germans took one of them.

The brits bleed until they cap all airfield flags. The Germans then get the bleed and some tanks and have to recap it.
Title: Re: Sidi Rezegh 64
Post by: Cory the Otter on 16-06-2009, 15:06:24
The rubble in the building needs to be smoother. my character keeps bouncing around like crazy and it takes forever.
Title: Re: Sidi Rezegh 64
Post by: Flippy Warbear on 16-06-2009, 15:06:09
No you just need to learn how to maneuver in the ruins more properly. It's OK as it is.

Nice post count fishing btw.
Title: Re: Sidi Rezegh 64
Post by: Cory the Otter on 16-06-2009, 15:06:06
just need the right bait.
Title: Re: Sidi Rezegh 64
Post by: General_Henry on 17-06-2009, 12:06:40
I love it to see there are plans for changing Sidi. It's already oine of my fav maps, but it needs improvement to make it even better, because 1) many people dislike this map because of various reasons, the most important one the fact it is difficult for axis to win and 2) because by adding some AT guns (the PaK at the hangar is great, I want some more  ;)) and some axis armour, the map will be more fun.

I agree with everything which has been posted before, especially with Dukat. If I wasn't so late entering this forum, I'd have posted the same.

give us a few pushable 37mm PaKs would be nice.
Title: Re: Sidi Rezegh 64
Post by: Matthew_Baker on 21-06-2009, 23:06:42
The brits bleed until they cap all airfield flags. The Germans then get the bleed and some tanks and have to recap it.

Really?... because i was just palying this today and once the brits captured the blockhouse flag the germans started to bleed. and it didnt stop the whole round becuase they never made any attempt to regain that blockhouse flag... However, they did a great job of keeping us out of the airfield. We never had more than one flag at a time but they were still bleeding... needless to say it led to their ultimate demise
Title: Re: Sidi Rezegh 64
Post by: Slayer on 22-06-2009, 21:06:45
Really? Well, if this is the case, Sidi might be bugeed after all, because I have had experiences with this map starting to bleed without having all 3 airfield flags, or not start to bleed with them.
Title: Re: Sidi Rezegh 64
Post by: Ionizer on 23-06-2009, 02:06:33
Last Thursday (Or Friday?) on WOLF, we played Sidi 64.  The player numbers were about 30 or so to begin with and gradually dropped to less than 10 over the course of the map.  At one point towards the end of the map, when there were about 7 people per side, the British had every flag, including the Blockhouse, but they continued to bleed.  I think the map might be bugged.  Or it might have been an isolated incident, but I think it deserves a check-up.
Title: Re: Sidi Rezegh 64
Post by: Slayer on 23-06-2009, 21:06:05
Maybe something else being buggy? I was driving on the road towards the big building in the south a few times and everytime my tank blew up. I thought it was supposed to be minefields on the SIDES of the road and I can remember having driven through there before. Just that round all tanks were blowing sky high when they wanted to pass that road. It is clearly visible my tank is in the middle of the road:

(http://g.imagehost.org/0932/screen051Bug.jpg)
Title: Re: Sidi Rezegh 64
Post by: Flippy Warbear on 23-06-2009, 21:06:45
its a minefield.
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 23-06-2009, 22:06:17
its a minefield.
Indeed


*points his finger at the Mine-sign
Title: Re: Sidi Rezegh 64
Post by: Slayer on 24-06-2009, 00:06:57
its a minefield.

Mmm, I'm sure I have driven there in the past... I'll check next time.

*points his finger at the Mine-sign

Which isn't on the road like in so many other maps, you mean? ;)  :P
Title: Re: Sidi Rezegh 64
Post by: Kubador on 24-06-2009, 02:06:51
It's a bug IMHO. the mine field that lays nearby streaches onto the road. To avoid it you have to go from left side along the trench (watch out as there are minefields as well) and THEN go through with the road where usually a tellermine awaits...

But thanks slayer for reminding me of this. I think this should be fixed for the next release, definately. It just puts off people.
Title: Re: Sidi Rezegh 64
Post by: HadrianBT on 26-06-2009, 00:06:29
I honestly thought it was designed to be that way.

Right now the driver of a Brit tank has to swing left, go along the left edge of the road (slightly across the trench) then swing left again around the rear part of the trench. That way you show your side to the Pak-38 gun and you also slow down somewhat. So the Pak gunner has the chance to do something before his demise, even if the tank is a Matilda.

I instead would suggest to leave it as it is currently, as most people know how to navigate though this trap anyway and it adds to the fun of the map (I saw numerous times how people got blown up there by a Pak, I even did that once myself).
Title: Re: Sidi Rezegh 64
Post by: Capten_C on 26-06-2009, 21:06:55
You could certainly drive through there before 2:15 (UIVMM).
A well known no-go area now for the veteran soldiers.. ;)
Title: Re: Sidi Rezegh 64
Post by: Slayer on 26-06-2009, 21:06:42
You could certainly drive through there before 2:15 (UIVMM).

I'm happy to realize dementia hasn't set in yet ;)

With kubador I'm hoping this will be fixed. Btw: just to clarify, I was in the Stuart in the middle of the road. I think the other Stuart driver would have been killed before 2.15 anyway.
Title: Re: Sidi Rezegh 64
Post by: Ts4EVER on 27-06-2009, 20:06:21
I'm in a game right now where all flags are british and they are still bleeding, so there might really be a glitch.

edit: Now the Germans/Italians capped blockhouse and got the bleed.
Title: Re: Sidi Rezegh 64
Post by: Knoffhoff on 28-06-2009, 01:06:17
I will take a look what is wrong with bleed right now and will also do some balancing on favor for the germans. Thanks for your feedback.
Title: Re: Sidi Rezegh 64
Post by: luftwaffe.be on 28-06-2009, 01:06:05
yes indeed, the bleed is bugged, and it doesn't only work for allies but also the other way around.

For instance: when a team gets all flags and still bleeds, they have to wait for the enemy team to grab any flag (so the 3 airfield flags or the north one) and then the bleed will reverse.

It doesn't happen all the time tough.

But if  it happens the smartest thing to do would acctualy be stop attacking since the enemy will keep bleeding that way :P
Title: Re: Sidi Rezegh 64
Post by: Dukat on 28-06-2009, 22:06:27
My impression was that that passage was once passable. Or maybe passable with jeeps only, while tanks blow up. However, I got no clue where the mines are and thus I simply never go there but pass the minefield in the north of that position.

I'm not sure about the bleed though. My impression is, that it always takes a moment for the bleed to shift after all 3 flags have been capped. But maybe you're right and it does only shift once the enemy caps a flag in return. All fixes are appreciated.
Title: Re: Sidi Rezegh 64
Post by: luftwaffe.be on 29-06-2009, 11:06:11
well, most of the time it does just shift, but on some few occations it just doesn't happen, and the team get's stuck with bleed
Title: Re: Sidi Rezegh 64
Post by: Stonechater on 15-07-2009, 22:07:31
The Britains bleed the entire round tonight and still they won with 110 tickets. Let them start with 850-900 tickets instead of 1070(?)
Title: Re: Sidi Rezegh 64
Post by: Stonechater on 18-08-2009, 17:08:27
And please tell me why germans starts to bleed when recaping Blockhouse
Title: Re: Sidi Rezegh 64
Post by: djinn on 27-09-2009, 23:09:35
AI in this map
  Although unnoficial, I'm sure the current code will be the basis for any official SP support so... A generally solid map for infantry combat with tank support

However:
Bots don't have pathmapping for the German apartment... It really would be nice to have battles going on inside as well as underground... If possible, let bots use doors once they see them... but if too much issue, lose the doors or keep them there - just hope that humans don't expploit this to shut enemy bots in/ out

Big suggestion, have the Germans spawn PZIV and PZIIIs and IIs @ their main base once the airstrip is capped so that they can counter-attack - Also avoids the British tanks moving in on the uncappable German bases and raping everything

Allow use of mg defenses...

let bots enjoy using the Italian tank

More aggressive 88 use on both infantry and tank


General AI changes
Use of AI which lets defenders NOT attack once they have all bases... prevent that premature German assault with the halftruck and SdKFz222 @ infantry with AT wepaons, or the raping of the Gemrna uncap bases

As always
Bots don't use 25Pdr, LeFH or mortars
Title: Re: Sidi Rezegh 64
Post by: djinn on 07-03-2010, 12:03:57
Currently, my only 4 gripes:

1/ Less british heavy tanks, the 88 as an Aa isn't that accurate

OR

Teach bots to use capped AP.

2/ Put spawn and cap area of bunker base underground so infantry need to 'go in to cap' and increase entry area for defensive mgs so bots can access it or spawn on it. We don't expect them to get off

3/ Bots don't seem to have access to the 2nd 88, the one closer to the storey building, making only one 88 active to hold off the entire British armor force.

4/ Make it somehow possible for bots to use the mgs in the apartment building... Even if they can't climb the stairs to get there - Maybe enter it from the ground?

I personally change the map to have all heavies completely removed and replaced with Cruisers and that light mg tank the Brits have and it now completely balanced for either side. Brits may take up to the hangar but will get into trouble with the German counter-attack, even the FIAT which pwns infantry

The Germans will have a hard time holding out indefintely as they only spawn at the rear bases where their tanks are once they lose the airfield, and stop spawning there when they reclaim it, so once the brit tanks are 'lightened', you get a see-saw which usually ends up won by jerry as should be, since Tommy is doing most of the attacking, taking more casualties.
Title: Re: Sidi Rezegh 64
Post by: Tedacious on 23-03-2010, 23:03:04
I'm just posting to say that I have absolutely no input on this map. There is not a single flaw in it.
Title: Re: Sidi Rezegh 64
Post by: djinn on 25-03-2010, 08:03:03
For MP, I couldn't agree more
Title: 2.26
Post by: Beaufort on 05-06-2010, 23:06:04
Beautiful map. Nevertheless, I ran into some small bugs :

Thin gap :

(http://img153.imageshack.us/img153/8328/sidi2.png) (http://img153.imageshack.us/i/sidi2.png/)

There are planks in the british main that have no collisions. Here they are :

(http://img10.imageshack.us/img10/2456/sidib.png) (http://img10.imageshack.us/i/sidib.png/)

Also it seems the veil is bugged. Shouldn't it look like this :

http://forgottenhope.warumdarum.de/template/showscreenshot.php?type=fh2screenshot&imagename=Sidi%20Rezegh/Sidi_Rezegh_05.jpg

?
Title: Re: 2.26
Post by: Slayer on 05-06-2010, 23:06:09
Beautiful map.
Yes, you are right! You can become a member of the Sidi Rezegh fanclub, with Tedacious and me if you want.

Nevertheless, I ran into some small bugs :
Correct, although I doubt they will be fixed. Thanks for reporting, though.

Also it seems the veil is bugged. Shouldn't it look like this :

http://forgottenhope.warumdarum.de/template/showscreenshot.php?type=fh2screenshot&imagename=Sidi%20Rezegh/Sidi_Rezegh_05.jpg

?
Yes, it should look like on that second picture you linked to. This is a common problem and it has to do with shaders, see the Help section, problem 2 (or 2B).
Title: Re: Sidi Rezegh 64
Post by: Beaufort on 06-06-2010, 00:06:34
Oh ok nevermind :)
Title: Re: Sidi Rezegh 64
Post by: djinn on 27-07-2010, 13:07:34
Small other issue.. there is this truck in the middle of the airfield that is neither smoking nor burning but that can hurt people if you crouch next to it...I think its a burned out civilian truck

Might need to look into that
Title: Re: Sidi Rezegh 64
Post by: Ts4EVER on 27-07-2010, 14:07:38
That reminds me Djinn, did you shoot me on hslan yesterday or was that someone else with your name?
Title: Re: Sidi Rezegh 64
Post by: Kelmola on 27-07-2010, 17:07:55
Yesterday the bleed was also bugged again. Germans managed to do the one-in-the million trick aka recapped all three lost flags PLUS Blockhouse, but the bleed did not stop after one minute, not after two minutes, not after three minutes... and then the round ended.
Title: Re: Sidi Rezegh 64
Post by: Eat Uranium on 27-07-2010, 17:07:36
We've tested this several times, and no matter what changes were attempted, in the situation you were in (where the Germans recap all flags), the bleed only switches onto the Allies when they cap a flag.
Title: Re: Sidi Rezegh 64
Post by: :| Hi on 16-09-2010, 03:09:26
Soldatos yell in german when they are throwing their grenades!
http://www.xfire.com/video/359ebe/
Title: Re: Sidi Rezegh 64
Post by: Ts4EVER on 16-09-2010, 03:09:07
can't be fixed.
Title: Re: Sidi Rezegh 64
Post by: Ndl on 16-09-2010, 17:09:49
Is there any chance to add pickup ammokit or ammotruck in British mainbase for 25 pounders? Atleast I haven't found either of them, is there any?

Personally, my favourite thing in this map is using the 25 pdr but I often seem to run out of HE ammo in early stages of map. At the moment only way to rearm 25 pounders, as far as i know, is ammocrate dropped by commander...
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 17-09-2010, 14:09:08
Or to ninja steal the german ammo truck
Title: Re: Sidi Rezegh 64
Post by: Torenico on 21-02-2011, 05:02:10
Replace L6/40 with M13/40.

At this moment the L6 cant do shit against allied armor, maybe killing a truck or two, or a jeep or something, its just a silly Infantry killer with no point. And when i said Inf Killer i mean it kills Infantry just with the MG as it has no HE Rounds.

A M13/40 however, will have a better chance to fight heavier tanks, maybe damaging a Crusader and/or killing Stuarts. IIRC these tanks were in (Totally forgot the main allied loadout in this map xD) and it gets better, HE Rounds!

HEAT rounds would be nice tho, or a Semovente L40
Title: Re: Sidi Rezegh 64
Post by: Flippy Warbear on 21-02-2011, 21:02:40
Nooooo dont change the fiat. Its like the only map with one.  :(
Title: Re: Sidi Rezegh 64
Post by: Torenico on 21-02-2011, 21:02:43
Indeed its awesome, i love the Fiat too, but it must go. Its pointless.

Or add a M13/40 without replacing the Fiat ;)
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 26-02-2011, 23:02:11
or add UNO CANONE 90/53 aswelo! mama mia!
Title: Re: Sidi Rezegh 64
Post by: Kwiot on 27-02-2011, 17:02:45
I played it yesterday and I must say that this map is one of the biggest festrape map ever...
My thoughhts:
1. Relocate germans arty to uncap - it is always destroyed by brits tanks and when brits cap Blockhouse it simply gets into their hands - 4 arty firing + command arty and you spawn in order to die...
2. Add 1 more better tank for axis, maybe this Italian Carro Armato? It would eliminate camping allies tanks.

And it would be fine....
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 27-02-2011, 19:02:22
The british pretty much took the airfield this way, but the axis where able to recapture

I think the problem with this map lies the insufficient strenght for the axis to effectivly counterattack.
Title: Re: Sidi Rezegh 64
Post by: Kwiot on 27-02-2011, 20:02:55
Oh yes, and more german tanks for counter attack. In reality they pushed back brits...
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 27-02-2011, 20:02:35
i just said that

but that issent an excuse to give like 5315415 panzers to the germans so that they should win


IIRC it is 1 PZIV, one long barrel PZIII and 2 short barrel PZIII amiright wich is the current axis counter attack tank forces?

ALSO WE now has italian trucks! MAMA mia WESA needa die FIAT!
Title: Re: Sidi Rezegh 64
Post by: Kwiot on 02-03-2011, 20:03:50
But this FIAT won't shoot allied tanks, right?  :P
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 02-03-2011, 21:03:45
the sheer awesomeness of the Fiat truck will even send russians running in there IS3's and T72 MBT's!!!
Title: Re: Sidi Rezegh 64
Post by: evhgear on 02-03-2011, 22:03:15
But this FIAT won't shoot allied tanks, right?  :P

the Fiat will get a double barreled sawed-off 50mm anti-tank gun  XD
Title: Re: Sidi Rezegh 64
Post by: IrishReloaded on 06-04-2011, 13:04:49
So I want to bring a very old map back into the mouths of the communinty.
I think the map has quite potential, but due to gameplay changes ect its a rather bad map.

You almost never ever see germans launching an sucessfull counterattack.
Why:
Because: Matilda, unbeatable by german tanks
2 pounders, 1-2 shots ever german tank at this map.
Too less transport for germans.

What can be done?
Remove the matilda.
Remove the 2 pounders for brits.
Make the mosque a real flag, with a decent defend system (88, paks, trenches)
Give blockhouse a second house, or trench or something, remove on leFH from there, to northern main or mosque
Germans bleed reinforcement: Panzer IIIs, some APCs, trucks, kübels in the very northern mainbase.
2 flags in 19Regiment Gefechstand, one in the bunker, and one in the top floor, so people, who dont have  tank, have some longer fights there.

I like the map, at the start, the longer it takes the worse it gets imo.

how you think about it. lets discuss
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 06-04-2011, 16:04:25
Removing the matilda is like removing the tiger from Villers bocage. OUT of sie question  ;D

Title: Re: Sidi Rezegh 64
Post by: IrishReloaded on 06-04-2011, 17:04:39
it destroys gameplay total on every africa map.
while the tiger is easy to beat.
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 06-04-2011, 18:04:18
it destroys gameplay total on every africa map.
while the tiger is easy to beat.
Its not

The problem does not lie in the Matilda
the problem lies in the german panzers
Title: Re: Sidi Rezegh 64
Post by: Slayer on 06-04-2011, 21:04:48
I love Sidi.

Let's wait for the patch and see how it works out before we discuss adding or removing tanks from existing maps.
Title: Re: Sidi Rezegh 64
Post by: Torenico on 09-04-2011, 01:04:51
Matilda beign game killer?


Nah, theres 88s to deal with it. Plus little Mati has no HE Shells, just a MG and AP Rounds, not that big treath for Infantry.
Title: Re: Sidi Rezegh 64
Post by: RN_Max on 09-04-2011, 09:04:13
As with most complaints about equipment on FH2 maps, the only thing the Matilda is a real threat to ... is dumb tactics and disorganised play.
Title: Re: Sidi Rezegh 64
Post by: luftwaffe.be on 10-04-2011, 12:04:21
Matilda beign game killer?


Nah, theres 88s to deal with it. Plus little Mati has no HE Shells, just a MG and AP Rounds, not that big treath for Infantry.

with 2 88 which both can be taken out with one well placed 25 pounder shot. And blockhouse usually becomes a camp fest, get totally overwhelmed and allies gain another 2 arty pieces. And there are mortars as well. 6 artillery pieces for one team on such a small battle area is way to much. Add there by that axis loose the fiat (only tank they get unless they lose all flags) if they lose the blockhouse.

at this stage nothing can stop the allies. the only thing allies need to do is to shell the hell out of the 88 position and then just role in.

I suggest placing a 3th (aa version) 88 on the position the flak20mm used to be, and perhaps replace the 222 with a carro armato.Also , I think it would be nice if the axis are given a Semovente L40 (underused vehicle IMHO), if the blockhouse would be lost

Quote
Its not

The problem does not lie in the Matilda
the problem lies in the german panzers

well tanks are one thing, but infantry can't do shit to it either while you can damage a tiger with bazooka. Since this map is killing tanks as inf, A-T rifles are a big handicap. you can only kill the matty with mines, but good luck getting that close ...
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 10-04-2011, 14:04:50
Nice ones

Another good one might be one of those italian artillery trucks, with a 102mm field gun or 90mm DP gun

but the attackers simply should have more equipment then the defenders

it is not that we want the current situation on normandy, where the defenders have equal equipment then the attackers most of the time

Title: Re: Sidi Rezegh 64
Post by: Slayer on 10-04-2011, 15:04:01
it is not that I want the current situation on normandy, where the defenders have equal equipment then the attackers most of the time
Fixed  ;D
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 10-04-2011, 17:04:12
My unrevealed plannes!  REVEALED
Title: Re: Sidi Rezegh 64
Post by: ajappat on 16-04-2011, 14:04:22
you can only kill the matty with mines, but good luck getting that close ...
Did that 3 times last night and once with gebalte 3kg. Not really hard if you really decide to do it well.
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 16-04-2011, 19:04:29
Did it tomorow aswel. Matilda enterd airfield. Tossed in a gebalte. And the negotians of the british failed

The matilda took very long to respawn, and the british where not able to capture the airfield
Title: Re: Sidi Rezegh 64
Post by: Flippy Warbear on 17-04-2011, 00:04:28
Damn you are good. Destroying tanks in the future.
Title: Re: Sidi Rezegh 64
Post by: luftwaffe.be on 20-04-2011, 15:04:55
you can only kill the matty with mines, but good luck getting that close ...
Did that 3 times last night and once with gebalte 3kg. Not really hard if you really decide to do it well.

only works with stupid drivers :p
Most people who use the matty properly are SL, so you have a constant wave of infantry around you.
Title: Re: Sidi Rezegh 64
Post by: ajappat on 06-05-2011, 09:05:10
It had people popping out of it. Not full squad but maybe 4 (SL included). I had my squad of 3 people, me as SL. Twice I did it with help of my mates and once alone.

But maybe germans should sill get some efficient AT against matilda after brits take all flags. It sure is pain in the ass on open desert between airfield and german base.
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 11-05-2011, 15:05:08
Truck mounted italian DP gun  ;D  !
Title: Re: Sidi Rezegh 64
Post by: THeTA0123 on 23-10-2011, 14:10:19
The new redesigned Blockhouse is a lifesaver. However i recommend to add a trench infront of the Pak 38. Infantry still are rather vurnable at blockhouse
Title: Re: Sidi Rezegh 64
Post by: hyperanthropos on 08-01-2012, 22:01:54
What has happend to the gGerman sniper rifle? It doenst spawn at the plase were it used to.

Has it been removed?! Or just move to an other location -> if this is the case does someone know were it is to find?
Title: Re: Sidi Rezegh 64
Post by: Natty on 09-01-2012, 07:01:20
we change and update all our maps for each patch we do.
Title: Re: Sidi Rezegh 64
Post by: hyperanthropos on 09-01-2012, 18:01:48
So it has been moved to an other location? Let me guess you wont tell me to where?
Title: Re: Sidi Rezegh 64
Post by: LuckyOne on 03-08-2012, 00:08:11
I still don't understand why Matilda was removed from this map... On Ramelle Axis get TWO Tigers which are equally hard to destroy but they don't get any AT guns while Germans get a bunch of 88s on this map... Yet only ONE puny Valentine (which doesn't even have HE so it can't rape infantry like the Tiger).
Title: Re: Sidi Rezegh 64
Post by: Berkolok on 09-01-2013, 19:01:27
it is? oh you must be wrong i remember i see a matilda last day maybe spawns later?
Title: Re: Sidi Rezegh 64
Post by: Turkish007 on 09-01-2013, 19:01:40
Give the Flak 88 less shells, or make them not spawn after destroyed once (and unrepairable) and this map is perfect in my opinion.
Title: Re: Sidi Rezegh 64
Post by: Gunnerz on 23-01-2013, 22:01:51
Give the Flak 88 less shells, or make them not spawn after destroyed once (and unrepairable) and this map is perfect in my opinion.

Or remove the shield from the flak88 so ppl can snipe the crew with less efford.
Title: Re: Sidi Rezegh 64
Post by: Turkish007 on 23-01-2013, 22:01:19
Give the Flak 88 less shells, or make them not spawn after destroyed once (and unrepairable) and this map is perfect in my opinion.

Or remove the shield from the flak88 so ppl can snipe the crew with less efford.

Yep, that's another option. More snipers for the Brits!
Title: Re: Sidi Rezegh 64
Post by: Matthew_Baker on 27-06-2013, 08:06:38
Random thought since ik alot of people HATE this map when it comes through the server rotation (i see alot of gripes on all chat), but today I just had the best game I've played on FH in a long time on this map. Went 21-0 with the Fiat L6/40 8) to start. Then after some awesome tanking I had an EPIC battle for the airfield destroyed building static (19. regiment flag). My sl was giving us a constant spawn point as was theirs and it made for about a 1/2 hour long battle in the bunkers and all throughout the static.

Feedback can be good as well and this map is still awesome ;D FH2 FOREVER!!!!
Title: Re: Sidi Rezegh 64
Post by: gavrant on 11-04-2014, 07:04:51
2.46 changelog for Sidi Rezegh 64

Title: Re: Sidi Rezegh 64
Post by: jan_kurator on 11-04-2014, 12:04:13
2.46 changelog for Sidi Rezegh 64

  • The Kettenkrad was replaced with the BMW R75 bike.
  • Fixed spawntimes and "team-lockiness" of some emplacements.
  • Minor flag fixes.

To be clear, the Kettenkrad which used to spawn in the far main base was replaced, the one which spawns at mosque is still there.
Title: Re: Sidi Rezegh 64
Post by: RedBullBF2 on 14-04-2014, 13:04:01
I missed the heavy Artillery on Sidi Rezegh. The British have no chance to knock out the 8.8. The motar are not good enough. The Pak on the right flank make all tanks down.

Pls check this map 4 balancing....
Title: Re: Sidi Rezegh 64
Post by: Wyrdstone on 18-04-2014, 15:04:42
Why do the British no longer have even a single 25 pounder? One mortar is fucking hopeless, it can't even hit all the flags in the main triangle.

No vehicles can survive the number of 88s and pak38s that shoot you as you drive towards the flags and the one mortar is no where near enough to deal with all the emplacements.

And the Axis have two lefh ffs! How does that make sense? I'd say the Allies need two 25 pounders for a map like this.
Title: Re: Sidi Rezegh 64
Post by: Slayer on 18-04-2014, 16:04:11
I agree, and I brought it to attention.
Title: Re: Sidi Rezegh 64
Post by: jan_kurator on 18-04-2014, 17:04:29
I agree, it should be added back.
Title: Re: Sidi Rezegh 64
Post by: Ts4EVER on 01-06-2014, 13:06:53
2.47 changelog for Sidi Rezegh 64

Title: Re: Sidi Rezegh 64
Post by: Ronson 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?
Title: Re: Sidi Rezegh 64
Post by: Berkolok 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
Title: Re: Sidi Rezegh 64
Post by: LuckyOne 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.
Title: Re: Sidi Rezegh 64
Post by: Captain Pyjama Shark 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.
Title: Re: Sidi Rezegh 64
Post by: Flippy Warbear on 23-05-2016, 21:05:34
I never understood it either. Rezegh is one of my favorite NA maps.
Title: Re: Sidi Rezegh 64
Post by: Slayer 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.
Title: Re: Sidi Rezegh 64
Post by: Ts4EVER 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).
Title: Re: Sidi Rezegh 64
Post by: jan_kurator 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?  ???
Title: Re: Sidi Rezegh 64
Post by: Blodcyning 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.
Title: Re: Sidi Rezegh 64
Post by: MajorMajor on 28-03-2020, 21:03:53
This beam has collision and you get stuck on it while running through the trench.
Title: Re: Sidi Rezegh 64
Post by: Eat Uranium on 11-05-2020, 19:05:34
2.56 Changelog for Sidi Rezegh 64