Forgotten Hope Public Forum

Forgotten Hope 2 => Africa maps => Feedback => Alam Halfa => Topic started by: Toddel on 29-03-2009, 11:03:57

Title: Alam Halfa 64
Post by: Toddel on 29-03-2009, 11:03:57
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Alam Halfa 64
Post by: hslan.GN_Angrybeaver on 09-04-2009, 17:04:13
3 or 4 days ago i played the map on hslan and picked the sniperkit in the british mainbase up.
that was right after the round started and i got a k98 sniperrifle. ???
can anybody confirm this?
Title: Re: Alam Halfa 64
Post by: Eat Uranium on 09-04-2009, 18:04:47
Yeah, some of the spawns on this map are a bit odd.  Its probably to do with all the dummy flags and such.  And I can confirm the sniper thingy.
Title: Re: Alam Halfa 64
Post by: Ts4EVER on 09-04-2009, 18:04:47
Also I have huge lag at the first flags. I think it has something to do with the smoke.
Title: Re: Alam Halfa 64
Post by: Knoffhoff on 11-04-2009, 01:04:42
3 or 4 days ago i played the map on hslan and picked the sniperkit in the british mainbase up.

This is already fixed, I assigned the object to the wrong flag.



Quote from: Eat Uranium
Yeah, some of the spawns on this map are a bit odd.

Which other spawns would be that?


Quote from: Ts4EVER
Also I have huge lag at the first flags. I think it has something to do with the smoke.

This has not necessarily to do with the smoke but with the massive ammount of statics placed around the first flags. Even though it doesn't look like , this map is one of, if not the map with the highest numbers of static and spawnable objects.



So, what do you think about the map? Is it balanced now? Isn't it to easy for the Germans to win?
Title: Re: Alam Halfa 64
Post by: Ts4EVER on 11-04-2009, 01:04:05
ATM the Germans win the map more often than not. It might help to give them faster bleed or something.
Title: Re: Alam Halfa 64
Post by: Schneider on 11-04-2009, 02:04:11
I tend to say the same.
The time FH2 came out, the Afrikakorps tended too loose very often, I rarely saw them capping any flag on the northern hills. No I rarely see them not capping one or two flags and yesterday (I think) we capped all flags and won the map per K.O., so to say.
Maybe don't give them more bleed but make the Grants spawn more early, as soon as they cap one of the two middle flags?
Title: Re: Alam Halfa 64
Post by: [11PzG]matyast on 16-04-2009, 08:04:47
I think currently the map is seriously hampered by the lack of a start-delay on most servers. Meaning, the axis get to the flags by the time the allies get to their guns. Last round, I ran to the 6 pounder, only to find I was already under a hale of fire from 3 tanks, killing me and the gun instantly. This is why the axis win all the time.
Title: Re: Alam Halfa 64
Post by: corsair89 on 17-04-2009, 19:04:19
After many rounds on Alam Halfa these days, here are my reflexions about the map :

The first line of flags always falls after some time, it mostly depends on the teams I think.

Then come the two flags : Samakel Gabala and Deir el...something (whatever...the west flag). While the west flag can be held for some times or fall quickly (it depends), Samakel tends to be a rapefest for the Panzers everytime they attack. This flag has two 25 pounders but I've never seen someone using them against the Panzer (nor for shelling the first line of flags after they fell). The rest of the guns are some 2 pounders,2 crusaders (so basically, two more 2 pounders) and a bofors. Since the German get a bunch of Panzer III and IV and come with 3 or 4 tanks at once, the British team can't do anything to stop them. You need 3, 4 or 5 shots to destroy one Panzer while they can kill you with ease. Then, when they reach the flag and if they are smart enough to avoid AT grenades, you're good for a spawnkilling fest.

On the other hand, the west flag has 6 pounders and, while they can be destroyed just like the 2 pounders, they can help to stop the Panzers if the British team is good enough to repair them quickly. That's why I think these two flags are a bit unbalanced.


Plus, once Samakel is in German hands, it's very difficult to counter-attack, as German have their Panzer (those that attacked), two or three that spawn at the flag itself and...a PaK 38 (I don't remember having ever seen a mobile gun while the flag is still British...) This often tends to a general siege of the British armour flag (the most eastern of the three last flags).


One more thing to think about, the 25 pounders are a bit useless as they are now (my personnal thought). The Germans have a bunch of Panzers, trucks, Kubel, etc... and don't stay long enough at flags to be shelled by arty. And once Samakel is in their hand, they can easily repair and use these 25 against our last defensive line. So maybe they should be removed or placed at the British main, I don't really know how to improve this...

That's how I felt these last rounds on this map. Hope it helps.
Title: Re: Alam Halfa 64
Post by: Slayer on 19-04-2009, 22:04:29
The 25 Pounders can be used against incoming Panzers, I have done so myself and have seen others doing it. I agree though, on the difficulty of the British getting back Samak el Gabala. Would making the 25 Pounders irrepairable for the axis once they took the flag solve this? Or would it make it too unbalanced?

The other flag is called Deir el Muhafid btw ;)
Title: Re: Alam Halfa 64
Post by: corsair89 on 22-05-2009, 19:05:44
Your idea can prevent the shelling of the last British flags, forcing the German to use mortar kits and expose themselves. And of course the 25 pounders are deadly friends for Panzer, but they can't be used in direct fire mode like other field guns. You have to estimate how far the shell is going to land with this or that elevation and you can't see the target anymore when you raise the gun, making it really hard to hit (especially when your target is at fog distance and nobody spots it) even if the Panzer doesn't move...

It's possible to score a kill I know, I've made it this afternoon, but it's not that simple. Maybe replacing one of the two by a 6 pounders could improve this.
Title: Re: Alam Halfa 64
Post by: Fuchs on 23-05-2009, 08:05:12
Use the massive amount of statics as cover and then ambush every tank with your Boys/AT grenades. Best tactic on this map.

But yes, Germans need less tickets or more bleed.
Title: Re: Alam Halfa 64
Post by: Kelmola on 29-05-2009, 14:05:06
One thing that's funny - I don't say necessarily wrong - is that once the first two flags are taken by Germans, the Bofors at Gabala starts firing blindly into the fog, right into German spawn area. (There's the low ridge between Deir and the two forward flags, which prevents that doing the same thing.) Of course, the northern Bofors now in German hands can retaliate in kind. It takes a bit of guessing and a few clips of ammo, but once you get the first kill message, you just leave the sights where they are and keep blasting, since the odds are that more enemies spawn there in the fog (works equally well for both sides).
Title: Re: Alam Halfa 64
Post by: General_Henry on 01-06-2009, 03:06:27
This map is my favourite among all the maps.


Talking about balance i think generally it's OK but something can be change to make it better.


Current tactics on that map:

1. Allies

a. obviously the first 2 flags are best to defend for as long as possible, they are the only flags where tank entrance is highly limited to a few narrow passages. It makes it an ideal place to lay mines on those paths if you spawn fast enough, a squad of miners would seal off an entire passage denying any armour entrance without infantry support.

b. AT guns aren't to be relied, they do a great deal of damage but easily countered by either tank snipers/arty/mortar. I do remember AT guns works against newbs as we all first play FH2 the first time.

c. the allied tanks are all jokes, those crusaders are aimed to shoot infantry rather than tanks. Grants fall quickly under a IIIJ (L) , mostly can't even survive more than 1 shot. and they are mostly front to front engagements where grant's mostly can't 1 shot a panzer.

d. once the first two flag falls, things won't go very well in the 3rd and 4th flag, the 6 pounders are gonna stop any rush attempts, but the LeFH and mortars easily take care of them, not to say 2 PaK38s which can be deployed as field guns for fire support. The flag with 2 pounders and 25 pounders can't be defended at all, 2 pounders are useless against panzer III and they are placed in place where they can't fire at longer range, it's more easy to hit a panzer than an AT gun at long range.

e. basically you will try to defend the 3rd and 4th flags as long as possible, as long as you don't lose more tickets than the Germans do. If they already have higher tickets than you, you are doing something wrong and you mostly will lose. Always abandon a place when you are being hopeless and raped.

As long as you got more tickets you have the tactical choice, or else you are forced to "counterattack" and all died.

f. It's not a stupid choice to fall back to the last 3 flags when you have ticket advantage, since you by then got a few more powerful tanks and you enemy are forced to attack your positions full of AT guns, mines, in order to win for them. You should be able to inflict good casualties before they get close, and have good ticket advantage to win.

2. Axis

a. you have enormous ticket advantage, your aim isn't to break the bleed ASAP, another way to win the map could be raping your enemies and let them fall to ticket 0, i have seen German victories even the Germans only take 1 flag.

b. AT guns are gonna stall your offensive for a while, remember to keep 1-2 tanks to defend against "counterattacks", they are helpless if you place just 1 panzer to watch the flag.

c. Stukas and arty are your good friend, once the AT guns fall you could get close... and they have nothing to stop you other than those crusader I and honeys which sucked, play safe.

d. i could say you really suck or the brits are really good (i have seen legendary AT gunners...e.g. Brit_Officer) when you lose this map.



What needs to be "changed".

i. obviously the allies would definitely lose if they have lower tickets than axis as they have no chance to fight back, grants and valentines are better but too slow compare to panzers. That means a war of attrition always end up with German victory. It's not a bad idea to give allies a bit(like 1-2) more tanks for a possibility of counterattack when Germans toke the first 2 flags(i doubt if you could beat just one panzer III with crusaders and honey). Of course the tank balance is fine when Germans toke 4 flags.

ii. a pick up mortar at the flag with 6 pounders would be nice for counterattack purpose.

iii. make the AT guns face the assault directions better in the 2 pounder and 25 pounder flag.

iv. a bit less German tickets, not too drastic.
Title: Re: Alam Halfa 64
Post by: Jobabb Jobabbsen on 19-06-2009, 05:06:11
First i wanna say that i play this map on public servers only, where i assume its alot more chaotic playing with less skilled people and more smacktards. I assume its alot more interesting if played more seriously.
    But at the public server, at least, i dislike this map. To be german is quite allright. But its so dull to be allied. Either waiting and waiting, and when finally something happen im constantly getting pinned down by machinegun fire from 3-5 incoming tanks, getting killed all the time. And if trying to get into some cannon a stuka come and bomb it to pieces immediately. Though when im german it so often seems that the allied have complete control and i dont even get near before my tank is blown to pieces by a cannon.
    All this reasonably enough only indicates that i suck in this map :'(  I guess many of you really would hate me for this opinion, but i would prefer this map got more infantry friendly, like less tanks on the german team (or both) or no stuka, or if possible deeper "valleys" between the sandbanks or any other obstacles making it easier to approach enemy positions unnoticed, both for capping and recapping flags.
    I fully understand you guys trying to balance the maps, maybe my idea would screw that up completely.
Aswell its nice with some variated maps, not only a bunch of Battle of Sfakia - like maps  :)
    But asking for feedback , this is my feedback to this map  :)
Title: Re: Alam Halfa 64
Post by: General_Henry on 20-06-2009, 03:06:14
First i wanna say that i play this map on public servers only, where i assume its alot more chaotic playing with less skilled people and more smacktards. I assume its alot more interesting if played more seriously.
    But at the public server, at least, i dislike this map. To be german is quite allright. But its so dull to be allied. Either waiting and waiting, and when finally something happen im constantly getting pinned down by machinegun fire from 3-5 incoming tanks, getting killed all the time. And if trying to get into some cannon a stuka come and bomb it to pieces immediately. Though when im german it so often seems that the allied have complete control and i dont even get near before my tank is blown to pieces by a cannon.
    All this reasonably enough only indicates that i suck in this map :'(  I guess many of you really would hate me for this opinion, but i would prefer this map got more infantry friendly, like less tanks on the german team (or both) or no stuka, or if possible deeper "valleys" between the sandbanks or any other obstacles making it easier to approach enemy positions unnoticed, both for capping and recapping flags.
    I fully understand you guys trying to balance the maps, maybe my idea would screw that up completely.
Aswell its nice with some variated maps, not only a bunch of Battle of Sfakia - like maps  :)
    But asking for feedback , this is my feedback to this map  :)


it's a brutal assault anyway, live with it.

learn how to kill AT guns, or learn how to call in artillery on them, without arty playing as Germans is not easy when your foes are good enough.

i must stress that a magical weapon against panzers is mines, the narrow passages makes the panzers vulnerable to mines.
Title: Re: Alam Halfa 64
Post by: naoko on 16-07-2009, 09:07:19
i play whit bot and when bot drive any vehicle, they drive move forward and move back again and again....real odd
Title: Re: Alam Halfa 64
Post by: Strat_84 on 31-12-2009, 22:12:26
My feedback about this map.  ;)

Since version 2.2 it isn't balanced anymore, the germans never manage to cap the first 2 flags (or the few times I saw they did, the map was already over).

This is caused by the increased strength of the 2pdrs guns. German tanks never manage to breakthrough because they get destroyed very fast.
I first thought a solution would be to remove all 6 pdrs guns and replace them by 2 pdrs, this would prevent german tanks from being destroyed by front shots and give them a better chance to survive, but this would actually not solve the main problem, which is the following:

On this map, the few crusaders available by the start are always well hidden behind the little cliffs or in holes. They are hard to spot, and can easily side hit german tanks.
In version 2.15, 4 to 5 side shots were needed to kill a PzIII, crusaders weren't efficient and could be outflanked / discovered before they actually kill their target.
In version 2.2, 2 side shots are enough for a kill (in rare conditions even 1 shot), meaning that a well hidden crusader can take out a column of PzIII easily once they reach the AT guns defence line.

So to me, to balance the map, there shouldn't be ANY british tank available before the axis manages to cap a flag. After this, there will be more fights in open space, in which Panzers perform better. But I'm pretty sure the amount and quality of british tanks spawning when the 4 first line british flags are lost will have to be lowered too (but I've no idea of how much since I never saw this happening in version 2.2)
Title: Re: Alam Halfa 64
Post by: Eat Uranium on 31-12-2009, 22:12:53
Already noticed and should be somewhat fixed in 2.25.
Title: Re: Alam Halfa 64
Post by: Torenico on 01-01-2010, 07:01:13
And the goddamn 6PDR, i hate them so much :P
Title: Re: Alam Halfa 64
Post by: Desertfox on 01-01-2010, 09:01:27
And the goddamn 6PDR, i hate them so much :P
I like them >:(
Title: Re: Alam Halfa 64
Post by: THeTA0123 on 27-01-2010, 21:01:59
I like them to

But they are so easy to kill  ;)
Title: Re: Alam Halfa 64
Post by: THeTA0123 on 06-05-2010, 22:05:50
Alam halfa misses valuable items.

Mainly the light bombers employed by the RAF. These had claimed over 300 of the  400 Transport vehicle's destroyed in the battle (wich was the deciesive action of the battle)
These where the DB-7 Boston (http://en.wikipedia.org/wiki/A-20_Havoc)
And the  Martin Baltimore[/img]

Armoured cars of the 4th/8th hussars also ambushed rear supply units. In one encounter 57 trucks where destroyed

Also valentine tanks where deployed. And crusader MKII(2PDR gun but better armour, should be enough to withstand one 50MM shell)

Not to mention the italian tanks.

I know this issent priority now, but just mentioning  ;)  Hopefully it will get attention, someday.

Edit=Slayer (http://en.wikipedia.org/wiki/Martin_Baltimore)
Title: Re: Alam Halfa 64
Post by: Ts4EVER on 06-05-2010, 22:05:00
No it won't because these items are not required for the map, because it is designed for the ones it has now.
Title: Re: Alam Halfa 64
Post by: THeTA0123 on 06-05-2010, 22:05:58
No it won't because these items are not required for the map, because it is designed for the ones it has now.
God i dislike this attitude. So much allied stuff is missed on many maps  ::) ::) yet the rare german stuff is not
Title: Re: Alam Halfa 64
Post by: Slayer on 06-05-2010, 23:05:39
It doesn't hurt anyone to post suggestions for maps like these.

If we go through this small list we could for example say that the bomber is represented by the Hurribomber on this map, the armoured cars are lacking, maybe one could be added. A Valentine won't change the gameplay much, could be added if the load for the map hasn't reached its limits yet. Italian tanks: same as Valentine.

So post a list if you like, it's just that you will have to take account for the fact that wishlists like these can be ignored by the mappers/devs. And if that happens, don't be sad. The mod will not get worse from it.
Title: Re: Alam Halfa 64
Post by: Battlefieldfan45 (CroPanzer) on 06-05-2010, 23:05:43
Alam Halfa is the best map for using airplanes for me!
I'm always the best pilot, German or British!  ;D
Title: Re: Alam Halfa 64
Post by: THeTA0123 on 07-05-2010, 15:05:52
It doesn't hurt anyone to post suggestions for maps like these.

If we go through this small list we could for example say that the bomber is represented by the Hurribomber on this map, the armoured cars are lacking, maybe one could be added. A Valentine won't change the gameplay much, could be added if the load for the map hasn't reached its limits yet. Italian tanks: same as Valentine.

So post a list if you like, it's just that you will have to take account for the fact that wishlists like these can be ignored by the mappers/devs. And if that happens, don't be sad. The mod will not get worse from it.
I know zhat.
But its about the point of saying that bombers wont fit that map. They will. Alam halfa is a huge map. Add one Light bomber, and an extra Me109 maybe, and make these planes spawn when the front line's are taken (the 2 front lines). This way things get much more like the real battle itself.

Maybe an Italian semovente 75/18 would make things easier for the german side now. Its small, and it packs a large HE punch.

Yet all for the future, i know
Title: Re: Alam Halfa 64
Post by: naoko on 06-12-2010, 15:12:22
btw i have problem how to capture ally flag in this map.
My team (axis) was already capture the second flag (ally flag) but the point still not change. What wrong?
(http://i300.photobucket.com/albums/nn12/naoko2/screen016.jpg?t=1291647486)
Title: Re: Alam Halfa 64
Post by: ajappat on 06-12-2010, 16:12:38
Just common flag bug?
Title: Re: Alam Halfa 64
Post by: naoko on 07-12-2010, 05:12:58
Just common flag bug?
I dunno. What ever we stand in british flag, the flag not change to german flag. Not only Alam Halfa map, Fall of Tobruk map happen like this too. :P
Title: Re: Alam Halfa 64
Post by: ajappat on 07-12-2010, 11:12:44
Thats unfixable BF2 bug. All you can do is exit flag zone and enter it again. Also if there are bots (you played single right?) you must shoot all teammates to get them away from flag zone.
Title: Re: Alam Halfa 64
Post by: Raikj on 06-03-2011, 13:03:04
i've a question: why italian tanks have only 10 ap rounds??? in the real history m13/40 had 104 rounds!!!! And where are special antitank ammunition (Effetto Pronto)?
Title: Re: Alam Halfa 64
Post by: Torenico on 13-03-2011, 05:03:07
You dont need many AP Rounds currently in FH2, tank battles are usually not Long. I barely need 20 AP Rounds sometimes.

And i have to Agree, Italian tanks do need Effetto Pronto rounds.
Title: Re: Alam Halfa 64
Post by: hyperanthropos on 24-05-2012, 13:05:27
A question regarding the Panzer IV F2s on this map. I know there are two of the, spawning at the German base. But is there an other one spawning at the western command post of the first line or somewhere else?
If yes when does it spawn?
Title: Re: Alam Halfa 64
Post by: TASSER on 26-05-2012, 07:05:07
I'm fairly sure another F2 spawns at the eastern front line flag once it's captured.
Title: Re: Alam Halfa 64
Post by: hyperanthropos on 26-05-2012, 13:05:15
The tank spawns on the single player version of the map are not a vallid comparison right?
Because there a F2, a J early and a j late spawn on the Western flag when its get captured.
Title: Re: Alam Halfa 64
Post by: Slayer on 26-05-2012, 22:05:51
The tank spawns on the single player version of the map are not a vallid comparison right?
Because there a F2, a J early and a j late spawn on the Western flag when its get captured.
That's the same as in MP IIRC. They stop spawning in the HQ when they spawn on western front flag.
Title: Re: Alam Halfa 64
Post by: LuckyOne on 14-07-2012, 23:07:13
There is a lack of Brit pilot kits on the airfield. Don't know if it's the same for the Axis.
Title: Re: Alam Halfa 64
Post by: Kwiot on 12-10-2012, 15:10:45
This maps needs some major changes. When you play Brits, playing this map becomes really annoying... When you play it, you can easily notice that it was one of the first FH2 maps. Why?
Firstly, the spawnpoints - it's really pain in the ass when you spawn on the open field, just in front of camping German tanks... Some flags needs more facilities (like tents), trenches, where it would be possible to spawn safely.
Secondly, the AT guns are really useless - especially these static ones - often wall block shooting, but tank which is behind this wall can shoot you...
Thirdly, after removing British tanks, most people simply get bored very quickly... After destroying all AT guns, Brits become easy meat for German tanks.

People who still like playing this map, probably they like it when they drive German tanks and spawnrape Brits or use Axis planes (now 3 bombers!!!  :o)...
Title: Re: Alam Halfa 64
Post by: Ivancic1941 on 22-11-2014, 17:11:44
Is this squad bug at Alam or it realy cant be more than 2 squads?
Title: Re: Alam Halfa 64
Post by: Roughbeak on 23-11-2014, 00:11:33
From time to time, the server can only allow 1-2 squads in a team. Not sure how this happens exactly. Currently, only thing we know is a restart of server would fix it.

I don't think it is a map problem, more technical.

Title: Re: Alam Halfa 64
Post by: Ivancic1941 on 23-11-2014, 10:11:29
It is anoying and it happend two times only on Alam on 762.
Title: Re: Alam Halfa 64
Post by: Khaine on 23-11-2014, 15:11:46
That bug is not specific to Alam Alfa, it can happen on different maps.
Title: Re: Alam Halfa 64
Post by: Kinryu on 24-08-2015, 05:08:51
I can play all the other maps without too much trouble but this one is impossible (on single player at least). It's not a problem with anti-tank gun power or bombs but how the British spawn. In the second last objective I had neutralized the flag yet the British were spawning DIRECTLY WEST flooding into the base. HOW?! They weren't coming from the NE where the final base is. It is impossible to deal with. I have tried numerous times and every time I had gotten 150~ kills and it all seems fruitless. :'(
Title: Re: Alam Halfa 64
Post by: gavrant on 08-02-2016, 01:02:04
2.5 changelog for Alam Halfa 64


Minimap for reference:
(http://i63.tinypic.com/swzf5s.jpg)
Title: Re: Alam Halfa 64
Post by: Dancho on 09-06-2017, 00:06:16
I've just played the map and.. I want some advice how to stay alive for a little more than 30 sec. when playing Ally because apparantly I am not good at that.
 
I usually put mines at choke points in the beginnig with hope to randomly destroy anything. The rest of the round is more of a slaughterhouse story for me. For example last time I was spawn killed by an arty more than 5-6 times at the same spot (spawn point) in a consecutive way.

*Generaly speaking, I consider for an asshole someone who spawn kills me more than 5 times in a row*

As an average skilled player (maybe even below average) I don't really give a damn about score, points and such but man... it was something like: 2:21. If I played, let's say 15 minutes that means my average life span is nearly 42 seconds.

This mod is the most frustrating game I've ever played and absolutely hate (LOVE) it.
Title: Re: Alam Halfa 64
Post by: Ts4EVER on 09-06-2017, 00:06:15
Like this, I guess?

https://www.youtube.com/watch?v=DJrOYQpH4sM&t
Title: Re: Alam Halfa 64
Post by: Matthew_Baker on 09-06-2017, 02:06:24
Yea, this map is good in terms of balance, but not very 'fun' for the Allies. You pretty much just have to delay the Germans while being cannon fodder for them to win.

I usually try to stay away from the flags and snipe, or tank hunt. Kill as many as possible and delay them from capping the flags. But I always end up dying a ton.
Title: Re: Alam Halfa 64
Post by: Slayer on 09-06-2017, 20:06:14
Yeah, Alam Halfa as infantry is a b*tch. In a tank or plane you might stay alive longer. But I have tons of fun putting mines and blowing up tanks. One tank kill is worth 10 deaths to me, so you might guess I always have dibs on the "Most deaths" award ;)
Title: Re: Alam Halfa 64
Post by: blander on 12-10-2019, 23:10:58
The fog color does not match the skybox so it looks weird from a plane, maybe this could be fixed for next patch?