Author Topic: Sidi Bou Zid 64  (Read 4981 times)

Offline Eat Uranium

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Sidi Bou Zid 64
« on: 14-07-2012, 00:07:39 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

Offline pizzzaman

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Re: Sidi Bou Zid 64
« Reply #1 on: 15-07-2012, 01:07:23 »
Could you expand this area of the map?
So the "counterattack" could spread out the tanks more.

Everything else on this map is nice.  :)
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Offline THeTA0123

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Re: Sidi Bou Zid 64
« Reply #2 on: 15-07-2012, 17:07:26 »
This map needs serious rework. The balance is completly off the scale and it is impossible for the allies to hold any flag, and impossible to recapture them with a counterattack

The tiger is unstoppable, the Axis aircraft rape everything. And the defenses placed at the flag before allied main base? to frakking powerfull

Dont give me the "People just need to learn to play" excuse because thats always used in any axis favoured map. And this is a map where the axis is very OP......
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Offline Slayer

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Re: Sidi Bou Zid 64
« Reply #3 on: 15-07-2012, 18:07:51 »
Funny thing is: during testing it was impossible for axis to take any flags, so...

Actually, yes, I'm gonna give you the "players need to learn to play this map". It is a tad too early to discuss balance on a new map.

Offline Capten_C

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Re: Sidi Bou Zid 64
« Reply #4 on: 15-07-2012, 20:07:51 »
Played a public round for the first time last night.

Allies held. Lost 1st flags, then recapped. Axis couldn't manage to re-take and they bled out very quickly.

Maybe the first flags ( apart from Sidi itself) should become uncaps one taken by Axis?  :-\  ???
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Offline LuckyOne

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Re: Sidi Bou Zid 64
« Reply #5 on: 15-07-2012, 22:07:23 »
Maybe the first flags ( apart from Sidi itself) should become uncaps one taken by Axis?  :-\  ???

Might not be that bad of an idea. But Allies need a better opportunity for a counterattack in the end... Get rid of some of those flak guns on Kern flag and open up the area in the back so the Allies aren't cornered and spawncamped so much.
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Offline Surfbird

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Re: Sidi Bou Zid 64
« Reply #6 on: 15-07-2012, 22:07:10 »
I also experienced hard times as Axis, could hold 1 flag for some time, but Allies won with a big advance of tickets. No clue how to solve the problem though. But let's see, maybe strategies still got to be developed on how to break the Allied defenses.  But the layout and appearance of the map is awesome !

Offline Ts4EVER

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Re: Sidi Bou Zid 64
« Reply #7 on: 15-07-2012, 22:07:15 »
I also had my suspicions that the Tiger could lead to another Ramelle, but testing showed that planes and mines make it a lot easier to hold the line. The 75mm assault gun can also knock out the Tiger, which was what stopped Eat_Uranium's run on Friday.

Offline kingtiger1891

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Re: Sidi Bou Zid 64
« Reply #8 on: 16-07-2012, 12:07:40 »
Dear Mr. Theta just avoided the fact that those bazookas can cut pzIII,IVs like butter. Not every map with tiger needs serious rework. Actually I play it 3 times yesterday and try to see what kind of reinforcement the American got, and all 3 times German fail to capture all the flag.

Offline hyperanthropos

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Re: Sidi Bou Zid 64
« Reply #9 on: 16-07-2012, 17:07:14 »
Dear Mr. Theta just avoided the fact that those bazookas can cut pzIII,IVs like butter. Not every map with tiger needs serious rework. Actually I play it 3 times yesterday and try to see what kind of reinforcement the American got, and all 3 times German fail to capture all the flag.

exactly, lets just imagine a situation in which a squad leader falnks the tiger which isnt very hard because of shrubbery and other cover. Now two guys with bazzokas spawn on him. How many shots to rear do you need for a Tiger 3 or 4? Doesnt sound like much of a problem.

Offline gavrant

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Re: Sidi Bou Zid 64
« Reply #10 on: 16-07-2012, 21:07:07 »
Meanwhile one of the American guns can shoot at German airfield. On the attached screenshot the gun looks at German runway, planes spawn to the right of that tower. I'm not sure that this was done deliberately by map designer.
« Last Edit: 16-07-2012, 21:07:44 by gavrant »

Offline DaWorg!

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Re: Sidi Bou Zid 64
« Reply #11 on: 17-07-2012, 04:07:43 »
This map needs serious rework. The balance is completly off the scale and it is impossible for the allies to hold any flag, and impossible to recapture them with a counterattack

The tiger is unstoppable, the Axis aircraft rape everything. And the defenses placed at the flag before allied main base? to frakking powerfull

Dont give me the "People just need to learn to play" excuse because thats always used in any axis favoured map. And this is a map where the axis is very OP......

They said that about St. Vith too  ;D

And no, tiger is not unstoppable. Ambush by two M3 td's can put it down quite fast.

For defenses at last flag before allied main, it takes just good spotter+105 gunner, or few good tankers
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Offline ajappat

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Re: Sidi Bou Zid 64
« Reply #12 on: 21-07-2012, 19:07:31 »
Meanwhile one of the American guns can shoot at German airfield. On the attached screenshot the gun looks at German runway, planes spawn to the right of that tower. I'm not sure that this was done deliberately by map designer.
Yep, I already reported this in beta. That just brings more work for admins, as shooting into main is not allowed on hslan or 762. (don't know about vbios)

Offline Steel_Lion_FIN

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Re: Sidi Bou Zid 64
« Reply #13 on: 21-07-2012, 23:07:27 »
I want to get one thing straight: is shooting into mainbases allowed on either server if you're in, let's say, a Spitfire and you're strafing, let's say, enemy artillery or the Focke-Wulf that was taking off?
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Offline ajappat

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Re: Sidi Bou Zid 64
« Reply #14 on: 22-07-2012, 13:07:32 »
On hslan you can freely attack mainbases with planes.