Forgotten Hope Public Forum

Forgotten Hope 2 => Africa maps => Feedback => El Alamein => Topic started by: Toddel on 29-03-2009, 11:03:35

Title: El Alamein 64
Post by: Toddel on 29-03-2009, 11:03:35
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: El Alamein 64
Post by: djinn on 31-03-2009, 13:03:46
I have serious issues with this map:

If it had a few more foxholes, defilades and grooves like Sidi Rezeigh. It works for tanks, but strategy is limited with such an open plane... And it sucks balls for infantry....

Perhaps a few more emplacements along the way between bases might also aid things
Title: Re: El Alamein 64
Post by: Safe-Keeper on 08-04-2009, 01:04:25
I personally love the map, it has this nice slow gameplay that appeals to me, and coupled with long range firefights, it is very enjoyable. I don't understand why it isn't Push Mode, though. Is it to balance the fact that it's hard to take the ridges?

Quote
If it had a few more foxholes, defilades and grooves like Sidi Rezeigh. It works for tanks, but strategy is limited with such an open plane... And it sucks balls for infantry....
When the Bazooka is introduced you will see me with nothing but for the first sixty hours of gameplay ;D.

Title: Re: El Alamein 64
Post by: azreal on 08-04-2009, 04:04:44
I have serious issues with this map:

If it had a few more foxholes, defilades and grooves like Sidi Rezeigh. It works for tanks, but strategy is limited with such an open plane... And it sucks balls for infantry....

Perhaps a few more emplacements along the way between bases might also aid things

But thats how the desert is. It wasn't covered in busted tanks and craters. If you desire cover, just ride up in a heavy tank like the Sherman, Grant, or PzIV F2.
Title: Re: El Alamein 64
Post by: [130.Pz]S.Lainer on 08-04-2009, 04:04:55
  Girls the both of you!  Just add more Kubels for the men!   ;)
Title: Re: El Alamein 64
Post by: Safe-Keeper on 08-04-2009, 18:04:54
Agreed, they're fine as they are in the tank/infantry respect.
Title: Re: El Alamein 64
Post by: General_Henry on 09-04-2009, 13:04:54
i have a suggestion, is that please, please make that tanks/infantry can't climb up to the miteriya ridge from the kidney side(also other i think "illegal" climbings), there's no road that and it's steep enough so i think it's not designed for moving up like that.

i would like to see an ammo kit on Miteriya ridge.

also, a little push system would be nice, that if one team holds both ridges the rear flags are locked. There's been too much jeep/kubel rush to rears.
Title: Re: El Alamein 64
Post by: Die Happy on 09-04-2009, 13:04:56
When the Bazooka is introduced you will see me with nothing but for the first sixty hours of gameplay ;D.

this is wrong on many level
el al is german vs british, british dotn have bazookas they got the piat
and both will only be in normandy as they were not build/avaible at that time el alamein took place
Title: Re: El Alamein 64
Post by: Fuchs on 09-04-2009, 16:04:45
  Girls the both of you!  Just add more Kubels for the men!   ;)
Hell yes! More Kubels and 222's!
Title: Re: El Alamein 64
Post by: Safe-Keeper on 09-04-2009, 21:04:42
Quote
this is wrong on many level
el al is german vs british, british dotn have bazookas they got the piat
and both will only be in normandy as they were not build/avaible at that time el alamein took place
Never said otherwise. I said I was looking forward to a Bazooka, not that I was waiting for the Bazooka to be brought in by time machine to Africa.

And I think you meant 'levels'.  ;).
Title: Re: El Alamein 64
Post by: Ionizer on 09-04-2009, 21:04:12
i have a suggestion, is that please, please make that tanks/infantry can't climb up to the miteriya ridge from the kidney side(also other i think "illegal" climbings), there's no road that and it's steep enough so i think it's not designed for moving up like that.

There is at least one road to Miteriya from the west.  It's in the middle/southern part of the hill.  There is also a certain slope (on the northern tip) that some tanks (and possibly other vehicles/infantry) can climb up.
Title: Re: El Alamein 64
Post by: Schneider on 09-04-2009, 21:04:45
i have a suggestion, is that please, please make that tanks/infantry can't climb up to the miteriya ridge from the kidney side(also other i think "illegal" climbings), there's no road that and it's steep enough so i think it's not designed for moving up like that.

There is at least one road to Miteriya from the west.  It's in the middle/southern part of the hill.  There is also a certain slope (on the northern tip) that some tanks (and possibly other vehicles/infantry) can climb up.

Well, he means that the slope should be modded away, as it is not a road and should not be driveable for tanks.
Title: Re: El Alamein 64
Post by: Slayer on 11-04-2009, 00:04:02
More kubels/small transport vehicles is nice, but they should be spawning at capped flags. Right now, there's usually only an APC of some sort, I'd like to see more transportation. Also, could the camo net and shield be removed from the 88 in the south? It's the only 88 there and right now it's hard to use as AA.
Title: Re: El Alamein 64
Post by: General_Henry on 11-04-2009, 09:04:47
More kubels/small transport vehicles is nice, but they should be spawning at capped flags. Right now, there's usually only an APC of some sort, I'd like to see more transportation. Also, could the camo net and shield be removed from the 88 in the south? It's the only 88 there and right now it's hard to use as AA.

but what about all those kubel rush to rear lines? this is sometimes very annoying. Personally i don't see it looked good when you see a bunch of kubels running at top speed towards enemy lines and rush to the rear flags and cap the hell out there.
Title: Re: El Alamein 64
Post by: corsair89 on 11-04-2009, 18:04:15
Also, could the camo net and shield be removed from the 88 in the south? It's the only 88 there and right now it's hard to use as AA.


I would also suggest to remove or modify the camo tent on the british 25 pounders so that we can fire on the northern flag (the flag we have at the beginning) without being self-killed because of one of the wodden pillars...
Title: Re: El Alamein 64
Post by: Slayer on 11-04-2009, 18:04:22
but what about all those kubel rush to rear lines? this is sometimes very annoying. Personally i don't see it looked good when you see a bunch of kubels running at top speed towards enemy lines and rush to the rear flags and cap the hell out there.

You're right, maybe make the southern and norhternmost flags sort of pushy? That you can only cap them if you have both ridges? Something like that?
Title: Re: El Alamein 64
Post by: THeTA0123 on 15-06-2009, 18:06:19
The lack of churchills bother me on this map  ;D


Around 5 Churchills saw action during El alamein, but they all saw action like hell.

This "King force" got shelled Heavily by German AT guns, and all but one, made it back with little damage. One tank was even hit 80times
Title: Re: El Alamein 64
Post by: Fuchs on 15-06-2009, 20:06:05
You want to make the Churchill with 6 pounder so it can be used on 1 map? Just 1 map? I'd rather see the Churchill IV with 75mm gun in Normandy. Or the AVRE.

But if Italy is being produced I am sure we will see the 6 pounder version.
Title: Re: El Alamein 64
Post by: Flippy Warbear on 15-06-2009, 20:06:59
Sorry THeTA0123 but Churchill will not become part of El Alamein because you said the main reason. Only 5 of them saw action during that massive battle. It is not high enough number to qualify.
Title: Re: El Alamein 64
Post by: THeTA0123 on 15-06-2009, 23:06:20
But all 5 saw heavy combat. Tigers where very rare on Africa, and yet they always make an appearnce on FH2

Beside, the 6 pounder was still used on the Churchill
Their was an mix of around 50/50 in the late war of 6pounder Churchills and 75MM churchills
Title: Re: El Alamein 64
Post by: Flippy Warbear on 15-06-2009, 23:06:47
But which attracts more people? The well known beast of War, the Tiger or the not-so-well-known british turtle?
Title: Re: El Alamein 64
Post by: THeTA0123 on 16-06-2009, 00:06:09
You would be surprised  how much people want to see the churchill  ;D


Well, if we ever see a NA patch in the very   very

very Late future, i sure hope someone is willing to design and include it.


If  >:(

I dont hope NA gets forgotten after Normandy
Title: Re: El Alamein 64
Post by: Cory the Otter on 16-06-2009, 04:06:36
Trust me, after Normandie, FH  will be more popular than pancakes.  There will be 4 servers full constantly. I mean, look at all the cod2 players. 
Title: Re: El Alamein 64
Post by: THeTA0123 on 17-06-2009, 23:06:24
Taken from FH2 update just now

Quote
The Churchill Mk I's poor performance during the Dieppe Raid almost caused it to be scrapped in favour of the Cromwell, but the great performance of the improved Mk III during the second battle of El Alamein showed the British command that the Churchill could be a great asset to the army. And indeed it proved itself again in Tunisia (even taking out a Tiger Tank) and again in Italy.

Just because "Only" 5 of them participated on this map, doesnt mean they shouldnt be included
Title: Re: El Alamein 64
Post by: Ionizer on 17-06-2009, 23:06:09
The version showcased in the latest update isn't even the correct version for Africa, which would mean more work and the delay of Normandy as the team tweaks the current model and makes a new desert texture for it.

And no one wants Normandy to be delayed, right?
Title: Re: El Alamein 64
Post by: Flippy Warbear on 17-06-2009, 23:06:29
You also read "great performance of the improved Mk III".

We dont have Mk III, we have Mk IV. Maybe when and if such version of the vehicle is used in other fronts too, not only on El Alamein.

I would much rather see the Mark 3 in Mareth Line instead of El Alamein.
Title: Re: El Alamein 64
Post by: Kelmola on 18-06-2009, 00:06:30
If 5 (five) tanks at a given time period is enough to start demanding the model to be included in-game...

Well, there were two Maus superheavies built and one of them took part in combat, I want one! And Neubaufahrzeugs for early war scenarios, too! Or how about the Finnish home-made assault gun, BT-42, which married WW1-era QF 4,5" howizer on top of a BT-7, there were at least 18 conversions made? And now that we're on the Finnish front, how about including KV-1 prototype, T-100 and SMK in a Winter War map?

This is a bottomless swamp. One that FH2 can not afford to sink to.

(Please THeTA0123, do not take this post too seriosly... ;D)
Title: Re: El Alamein 64
Post by: Flippy Warbear on 18-06-2009, 00:06:25
T-100 and SMK in a Summa map as self-defending immobile objectives... heheh...

Actually Kelmola, BT-42 was in FH. :)

(http://forgottenhope.warumdarum.de/images/vehicles/BT42/big.jpg)


/enough off-topic.
Title: Re: El Alamein 64
Post by: THeTA0123 on 21-06-2009, 23:06:15
If 5 (five) tanks at a given time period is enough to start demanding the model to be included in-game...

Well, there were two Maus superheavies built and one of them took part in combat, I want one! And Neubaufahrzeugs for early war scenarios, too! Or how about the Finnish home-made assault gun, BT-42, which married WW1-era QF 4,5" howizer on top of a BT-7, there were at least 18 conversions made? And now that we're on the Finnish front, how about including KV-1 prototype, T-100 and SMK in a Winter War map?

This is a bottomless swamp. One that FH2 can not afford to sink to.

(Please THeTA0123, do not take this post too seriosly... ;D)
Mate please, i'm used alot :)  Thing is. If one tiger tank appears in a battle, it MUST be included!Period!
If 5 tanks, wich contributed alot, wich saw massive battle, needs to be added(Even one is enough), everyone is like=WOWOWOW!

The British get their asses kicked alot on El alamein, they surely could use a Churchill
Title: Re: El Alamein 64
Post by: Eat Uranium on 22-06-2009, 00:06:36
I think the point is, the Tigers in Tunisia made a massive impact on the allies who were facing them.  The 5 churchills at El Alamein probably made most of their impact on their own side.  The Germans had allready met the resilient Matildas and Valentines and seen the churchills fail at Dieppe.

Anyway, the map itself is near bursting point.  I think I'm right is saying that there is a limit to the number of textures that can be on a map, and including a MkIII on the map would mean removing another vehicle type.  I do not think that this map needs churchills.

Maybe the hurricane could be upgraded to a Hurribomber like the one on Alam Halfa.
Title: Re: El Alamein 64
Post by: General_Henry on 22-06-2009, 04:06:16
I think the point is, the Tigers in Tunisia made a massive impact on the allies who were facing them.  The 5 churchills at El Alamein probably made most of their impact on their own side.  The Germans had allready met the resilient Matildas and Valentines and seen the churchills fail at Dieppe.

Anyway, the map itself is near bursting point.  I think I'm right is saying that there is a limit to the number of textures that can be on a map, and including a MkIII on the map would mean removing another vehicle type.  I do not think that this map needs churchills.

Maybe the hurricane could be upgraded to a Hurribomber like the one on Alam Halfa.

a Churchill in El Alamein map would hurt the balance... a monster with terrifying armour and a deadly 6 pounder. Even the PzIVF2 would be no match of it.
Title: Re: El Alamein 64
Post by: THeTA0123 on 22-06-2009, 18:06:07
I think the point is, the Tigers in Tunisia made a massive impact on the allies who were facing them.  The 5 churchills at El Alamein probably made most of their impact on their own side.  The Germans had allready met the resilient Matildas and Valentines and seen the churchills fail at Dieppe.

Anyway, the map itself is near bursting point.  I think I'm right is saying that there is a limit to the number of textures that can be on a map, and including a MkIII on the map would mean removing another vehicle type.  I do not think that this map needs churchills.

Maybe the hurricane could be upgraded to a Hurribomber like the one on Alam Halfa.

a Churchill in El Alamein map would hurt the balance... a monster with terrifying armour and a deadly 6 pounder. Even the PzIVF2 would be no match of it.
The Panzer IV dint had problems with it. The gun is sufficient to kill the churchill. Then you have the Flak 18's.
Title: Re: El Alamein 64
Post by: THeTA0123 on 22-06-2009, 18:06:11
I think the point is, the Tigers in Tunisia made a massive impact on the allies who were facing them.  The 5 churchills at El Alamein probably made most of their impact on their own side.  The Germans had allready met the resilient Matildas and Valentines and seen the churchills fail at Dieppe.

Anyway, the map itself is near bursting point.  I think I'm right is saying that there is a limit to the number of textures that can be on a map, and including a MkIII on the map would mean removing another vehicle type.  I do not think that this map needs churchills.

Maybe the hurricane could be upgraded to a Hurribomber like the one on Alam Halfa.
Well, it feels we have only a portion of El alamein. Should any more NA content be included in the mere future, they should make a new El alamein map(Hopefully one with Bombers, as quiet some also saw action their)

I repeat=Mere future :v
Title: Re: El Alamein 64
Post by: Flippy Warbear on 22-06-2009, 21:06:38
If something needs to be remade, its Bardia's looks and Aberdeen from scratch...
Title: Re: El Alamein 64
Post by: General_Henry on 23-06-2009, 03:06:34
If something needs to be remade, its Bardia's looks and Aberdeen from scratch...

Aberdeen might be a bit too small, provided with the shooting skills of veteran players are enough to kill enemies half-across map...
Title: Re: El Alamein 64
Post by: THeTA0123 on 23-06-2009, 14:06:36
I think Alam Halfa and Mersa Matruh desire a remake more

I dont mind the looks of Bardia, the gameplay of the map is good
Title: Re: El Alamein 64
Post by: djinn on 27-09-2009, 10:09:58
AI in this map
Should be a lovely tank battle with beautiful scenematic scenes of Stukas and beaus diving or flying over the battlefield, dropping bombs, tanks going up in smoke and driving through explosions with infantry in tow... And nice defenses from the 88 guns, AA guns firing into the air (Love the new miss rate btw) etc, etc

BUT, Bots use something like half the vehicles @ the brit side... all tanks, yes... but seldom a jeep, armored car or such... Tanks trickle in rather move in force and the 88 gunners, AT gunners and mg gunner defenses are seldom home

Basically:
The PZIII @ the 88 base closer to the German main base is NEVER used.
The AT gun @ the same base is also never used
Only one 88 gun defended Mertiriya ridge is actually ever used @ a time... that place should be a real hard nut to crack, however the only real defense comes from the mobile AT gun
Mg defenses are also seldom used
Commander orders need serious fixes to avoid him telling bots to attack uncaps or defending backbases, bots should be on attack, attack, attack!


General AI changes
Stuka should, if possible fly high, nose down and recover from the dive once its dropped its bombs... goes without saying, it needs to dive OVER its target and not once it sees its tagets as currently is. I think the Stuka bots could teach players a thing or two about dive bombing if they got it right :-)

PZII should fire from greater range to compensate for its weak gun

Tank hull mgs and non-HE tanks should fire their co-axel mgs @ longer range

Mg soldats should consider mg as a long range weapon and 'see enemy targets' farther off in order to prone @ range, pistol should be used a bit further off too.. currently they use it as a knife - I can understand the Bren gunner doing this, but it does'nt make sense for the MG soldat

AT riflemen should STOP using thier gun standing as should the player - Unless they would seldon go prone to use it on tanks, then I guess, it will be fine as is...

As always
Bots don't use 25Pdr, LeFH or mortars

Title: Re: El Alamein 64
Post by: Ndl on 30-12-2009, 19:12:45
I have played this map about 2-3 times now after the release of 2.2.

Map keeps crashing a lot, atleast on my computer. I got 3-4 CTDs during the one round. Map causes sometimes server crashes too I think.

In 2.15 worked almost perfect, hardly ever CTDing.
Title: Re: El Alamein 64
Post by: :| Hi on 05-01-2010, 08:01:00
I've found that the bots flying planes have retardation problems flying, even for bots. At one particular point the bots will do a loop and crash into the ground.

Basically look at it as shampoo instructions  Lather->Rinse->Repeat for desired effects.

get plane->fly to spot and loop-crash->repeat
Title: Re: El Alamein 64
Post by: Nerdsturm on 05-01-2010, 16:01:00
I've noticed that issue before, but they could be coded to do that purposefully. I can imagine it would be difficult to make a bot land and rearm after its used up its ammo, and I'd rather have them kill themselves and respawn than fly around in a stuka with no bombs for the rest of the round.
Title: Re: El Alamein 64
Post by: djinn on 07-03-2010, 12:03:11
Current issues with bots:
Matilda gets stuck on 6pdr gun instead of driving around it - Pathmap issue - Also exists in Seige of Tobruk's main axis base and Mersa Matru's German coastal base

Germans NEVER use the PZIII right next to the 88 - As though they don't see it at all. I doubt its an AI issue, but more a pathmap issue or something because AI has been overhauled so many times and yet the problem persists.




Title: Re: El Alamein 64
Post by: Steel_Lion_FIN on 15-03-2010, 23:03:03
Now, since there already is a churchill 6pdr, would it be too bad if even ONE churchill was added?
Title: Re: El Alamein 64
Post by: Eat Uranium on 15-03-2010, 23:03:03
Requires a Mk.III model to be made, and/or and african skin.  Also would require removal of something else to keep texture load small and stable.

Also, 12 tanks is nothing compared to vast numbers of Grants, Shermans and Crusaders, no matter how effective they were.

Yes
Title: Re: El Alamein 64
Post by: Steel_Lion_FIN on 15-03-2010, 23:03:08
Did you just copy/paste the same message to here and Mareth?

Comparing the data between mk.III and mk.IV the only difference is that mk.IV has cast turret as mk.III has welded one. Same armor values though. So theoretically just a reskin of mk.IV could do it.
Title: Re: El Alamein 64
Post by: THeTA0123 on 21-03-2010, 16:03:52
Requires a Mk.III model to be made, and/or and african skin.  Also would require removal of something else to keep texture load small and stable.

Also, 12 tanks is nothing compared to vast numbers of Grants, Shermans and Crusaders, no matter how effective they were.

Yes
Remove medic kit i"de say, or the Dorchester command vehicle.

Add more panzer's IV Ausf F2 to compensate
...
PROFIT!
Title: Re: El Alamein 64
Post by: :| Hi on 21-03-2010, 17:03:22
Remove medic kit i"de say, or the Dorchester command vehicle.

That's pretty sacraligious, havn't you ever stormed a town with the medic kit before?
Title: Re: El Alamein 64
Post by: THeTA0123 on 21-03-2010, 22:03:14
Remove medic kit i"de say, or the Dorchester command vehicle.

That's pretty sacraligious, havn't you ever stormed a town with the medic kit before?
no

i find the sacrifice well the worth for adding a historical accurate Vehicle

The assault of the King Force V was well documented, and was well published in papers, showing the effectiveness of churchill tanks
Title: Re: El Alamein 64
Post by: djinn on 25-03-2010, 08:03:41
Of all the maps, this is the one where the Dorchester is most important since it is wide and spaced out - A commander's ability to function will be compromised without it... Not all commanders want to fly around in AA-hostile area when commanding either

Title: Re: El Alamein 64
Post by: ajappat on 28-03-2010, 13:03:23
This is still crashing alot. Both server side and client crashes. Please fix existing maps before rushing to make new ones...  :-\
Title: Re: El Alamein 64
Post by: Ionizer on 28-03-2010, 21:03:58
Hint: it crashes for the same reason Cobra crashes.  Which means it's fixed for 2.26 already.
Title: Re: El Alamein 64
Post by: [A9]Bard on 28-05-2010, 08:05:54
this map needs some tweeking to make it more balanced.
played it plenty and never seen german win, seen it from both sides.
Boring to not be able to put up a fight and boring to be totally powerfull and superior.

Something needs to be done, but I don´t know what. Maby some more wrecks of tanks and stuff for cover.
More dunes?
Title: Re: El Alamein 64
Post by: Kelmola on 28-05-2010, 09:05:47
Odd. I've seen about 50/50 wins, even in 2.26. I have fought on both sides and seen both sides pushed back to their uncap, chaotic flagrunning with backcappers taking the desert bases and main forces charging back and forth from one ridge to the other, trench warfare, moving armoured clashes, and everything inbetween.

Short version: Usually, the German team loses if they do not keep infantry on the ridges, and/or fail to spot the incoming infantry early enough.

Long version: The northern base is really just a distraction, the Germans don't need it except for showing total pwnage. Much more effective is to man the ridgeline and block the passes with Panzers. British vehicles attempting to break through will usually die a horrible death at the hands of PaK's, FlaK's and the wall of tanks the Germans should have up.

However, an infantry assault, especially against Miteriya Ridge, can succeed in such a situation - they advance in the "blind spot" of the PaK's', scale the path on the north slope and proceed to flag, meeting usually only one or two Germans manning the FlaK's and sometimes not even them. Kidney Ridge as well - Bren carriers and jeeps do have a chance of speeding to the very western edge of the map, where they can make an end run to the base of the ridge, and dismounted infantry charges forth. The base again has only a couple of German AT and AA gunners usually. So the moment someone shouts in the text chat "Tommy inf at Miteriya/Kidney", competent German infantry players should spawn there pronto. British arty spotters and snipers love to camp on the mountain east of Miteriya Ridge, so it should be periodically checked as well.

Once either of the ridges fall, that basically opens that side of the map for British tanks and leaves Deir el Dhib (the southern desert base), which is often left unguarded, open for sneaky backcappers (though a skilled jeep crew or very patient infantrymen can get through even when the Germans hold the ridges). El Dhib in British hands is extremely dangerous as the 88 can see almost all the way to the German main and WILL rape horribly anything coming out of there.

Also, proper application of airpower is important - sure, it's fun to bomb the northern base with a Stuka, but if no German forces are attacking it at the moment, the strike is just pointless fragging for personal score and would be better used in taking out the British tanks on the move, or the British artillery at their main.
Title: Re: El Alamein 64
Post by: [A9]Bard on 28-05-2010, 13:05:19
Odd. I've seen about 50/50 wins, even in 2.26. I have fought on both sides and seen both sides pushed back to their uncap, chaotic flagrunning with backcappers taking the desert bases and main forces charging back and forth from one ridge to the other, trench warfare, moving armoured clashes, and everything inbetween.

Short version: Usually, the German team loses if they do not keep infantry on the ridges, and/or fail to spot the incoming infantry early enough.

Long version: The northern base is really just a distraction, the Germans don't need it except for showing total pwnage. Much more effective is to man the ridgeline and block the passes with Panzers. British vehicles attempting to break through will usually die a horrible death at the hands of PaK's, FlaK's and the wall of tanks the Germans should have up.

However, an infantry assault, especially against Miteriya Ridge, can succeed in such a situation - they advance in the "blind spot" of the PaK's', scale the path on the north slope and proceed to flag, meeting usually only one or two Germans manning the FlaK's and sometimes not even them. Kidney Ridge as well - Bren carriers and jeeps do have a chance of speeding to the very western edge of the map, where they can make an end run to the base of the ridge, and dismounted infantry charges forth. The base again has only a couple of German AT and AA gunners usually. So the moment someone shouts in the text chat "Tommy inf at Miteriya/Kidney", competent German infantry players should spawn there pronto. British arty spotters and snipers love to camp on the mountain east of Miteriya Ridge, so it should be periodically checked as well.

Once either of the ridges fall, that basically opens that side of the map for British tanks and leaves Deir el Dhib (the southern desert base), which is often left unguarded, open for sneaky backcappers (though a skilled jeep crew or very patient infantrymen can get through even when the Germans hold the ridges). El Dhib in British hands is extremely dangerous as the 88 can see almost all the way to the German main and WILL rape horribly anything coming out of there.

Also, proper application of airpower is important - sure, it's fun to bomb the northern base with a Stuka, but if no German forces are attacking it at the moment, the strike is just pointless fragging for personal score and would be better used in taking out the British tanks on the move, or the British artillery at their main.

The problem as I see it is that it´s near impossible to turn the tide.
If the german or in some cases brittish are pushed back it´s freaky hard to attack.
It would do the map and gameplay good if it would be made more easy.
Im all for a challenge, but it´s to much.
I like the map and tankbattles so I feel it´s needed.
I can´t be the only one with this opinion.

For example : The german can´t be forced to use reconplane and drop people at outpost closest to brittish mainbase.
Title: Re: El Alamein 64
Post by: THeTA0123 on 28-05-2010, 17:05:59
If the team manages to capture all the flags, they deserve a victory imo. I saw enough british victories, but also plenty of german one's. German tanks camping between Kidney ridge and the hill are very difficult to take out, while Tanks and AA on the hill in the east is very effective.
Title: Re: El Alamein 64
Post by: [A9]Bard on 28-05-2010, 21:05:02
If the team manages to capture all the flags, they deserve a victory imo. I saw enough british victories, but also plenty of german one's. German tanks camping between Kidney ridge and the hill are very difficult to take out, while Tanks and AA on the hill in the east is very effective.
I´m the kind that likes good and even battles, but I respect your opinion.
Title: Re: El Alamein 64
Post by: THeTA0123 on 28-05-2010, 21:05:19
If the team manages to capture all the flags, they deserve a victory imo. I saw enough british victories, but also plenty of german one's. German tanks camping between Kidney ridge and the hill are very difficult to take out, while Tanks and AA on the hill in the east is very effective.
I´m the kind that likes good and even battles, but I respect your opinion.

We all have opinions and we should respect them  ;D

El alamein is the kind of battle wich is= Capture the Flag closest to your enemy main base and=win
Title: Re: El Alamein 64
Post by: ajappat on 12-06-2010, 16:06:28
Wouldn't it be good idea to give some better tanks or something if enemy caps closest flag to main base? Last night both teams had well over 200 tickets when brits managed to capture all flags. After that no one was able to get off from german base  :(. And it really sucks as theres is simply nothing to do at that point, admin could as well put next map to play as it is autowin for brits.
Title: Re: El Alamein 64
Post by: Excavus on 14-06-2010, 03:06:37
Yeah I was playing El Al the other day and no tanks could leave the German base at all. The Brits had the last flag and were camping behind small depressions with their Crusader IIIs so it was impossible to shoot them before we saw them pop up. I wouldn't see how giving the Germans better tanks would help them get off their feet as they would still be destroyed from beyond the FOW.
Title: Re: El Alamein 64
Post by: Beaufort on 29-06-2010, 23:06:17
I am playing this map right now and imo it realy needs less tickets... That would wake up the players and increase the action.
Title: Re: El Alamein 64
Post by: ajappat on 03-07-2010, 19:07:45
Yeah I was playing El Al the other day and no tanks could leave the German base at all. The Brits had the last flag and were camping behind small depressions with their Crusader IIIs so it was impossible to shoot them before we saw them pop up. I wouldn't see how giving the Germans better tanks would help them get off their feet as they would still be destroyed from beyond the FOW.

Did they have any tanks with better armour during El Alamein? Or maybe some italian spg, did they have armour enough to stand frontal hit from 6 pounder? They just need something to push away from main, without getting killed in fog distance.
Title: Re: El Alamein 64
Post by: THeTA0123 on 03-07-2010, 19:07:53
What about a flak 18 on that ridge near the main?

Title: Re: El Alamein 64
Post by: ajappat on 03-07-2010, 23:07:04
Well, brits would then just stay a little further away, but as 88 can't move, it wouldn't help much imo.
Title: Re: El Alamein 64
Post by: THeTA0123 on 18-08-2010, 23:08:29
I knew about it from a few books vaguely, but this is the full story of this great unit

http://www.northirishhorse.net/articles/7.html

And that is why we need churchills on el alamein

Complete with photo's on how they looked during the battle.
Their is btw, barely any diffrence between the MKIV and MKIII, so a re-skin of the MKIV with the name changed to MKIII(and a 6PDR with 84AP ammo) should do the trick
Title: Re: El Alamein 64
Post by: Sgt.Radman on 19-08-2010, 00:08:11
MOAR Churchills. Actually I was a bit intrigued about not having Churchills in Afrika ingame. There were no big amounts but still they were present.
Title: Re: El Alamein 64
Post by: THeTA0123 on 19-08-2010, 11:08:14
MOAR Churchills. Actually I was a bit intrigued about not having Churchills in Afrika ingame. There were no big amounts but still they were present.
They saw some good combat during the tunesian campaign though. El alamein was their first true combat
Title: Re: El Alamein 64
Post by: [A9]Bard on 19-08-2010, 14:08:28
While many want more tanks, maby less tanks will balance the map :-)
I would love to see a tank provide cover for infantry attacking a flag.
When there is no cover a tank would work, sadly most tankers drive to fast and
are in a hurry to get near the flag.
Title: Re: El Alamein 64
Post by: Sgt.Radman on 19-08-2010, 15:08:40
I always drive slowly making cover for infantry. It's just their fault that they don't use it. I always try, when infantry to run beside a tank for moving cover but they ARE to fast. And I have to do with what is.
Title: Re: El Alamein 64
Post by: THeTA0123 on 20-08-2010, 11:08:14
While many want more tanks, maby less tanks will balance the map :-)
I would love to see a tank provide cover for infantry attacking a flag.
When there is no cover a tank would work, sadly most tankers drive to fast and
are in a hurry to get near the flag.
The map needs re-working entirely imo. Maybe one day a dev team mapper takes on this noble cause
Title: Re: El Alamein 64
Post by: Ciupita on 23-08-2010, 14:08:32
While many want more tanks, maby less tanks will balance the map :-)
I would love to see a tank provide cover for infantry attacking a flag.
When there is no cover a tank would work, sadly most tankers drive to fast and
are in a hurry to get near the flag.
The map needs re-working entirely imo. Maybe one day a dev team mapper takes on this noble cause

It's Lobo's map and will not be touched. [/dreamcrush]
Title: Re: El Alamein 64
Post by: THeTA0123 on 23-08-2010, 15:08:46
While many want more tanks, maby less tanks will balance the map :-)
I would love to see a tank provide cover for infantry attacking a flag.
When there is no cover a tank would work, sadly most tankers drive to fast and
are in a hurry to get near the flag.
The map needs re-working entirely imo. Maybe one day a dev team mapper takes on this noble cause

It's Lobo's map and will not be touched. [/dreamcrush]
I have hope!

very very very very Very small
But still!
Title: Re: El Alamein 64
Post by: tosh on 29-10-2010, 03:10:33
Tanks and infantry can climb.
Is this allowed?
Title: Re: El Alamein 64
Post by: THeTA0123 on 29-10-2010, 16:10:33
Its a Hslan tradition to climb that mountain  ;D


btw el alamein needs light and medium bombers
Title: Re: El Alamein 64
Post by: Flippy Warbear on 29-10-2010, 23:10:20

btw el alamein needs light and medium bombers

No it doesnt.
Title: Re: El Alamein 64
Post by: :| Hi on 02-11-2010, 06:11:30
Its a Hslan tradition to climb that mountain  ;D


btw el alamein needs light and medium bombers

Only if germans get more VWs in the main.
Title: Re: El Alamein 64
Post by: Capten_C on 05-12-2010, 00:12:55
Just want to make a note :

99% of the tiime I get a CTD on this map is when I'm in the Willys Jeep.
I had the pick up Allied snipe rifle  just now and was driving.
Stopped to pick up a player, noticed he had a Recon kit, I got a CTD as soon as he entered.
I don't know if anything can be done, but made a report as it's just happened.
Title: Re: El Alamein 64
Post by: luftwaffe.be on 05-12-2010, 13:12:27
nope, always aircraft for me. In an Africa map when I crash, it's like 99 percent aircraftrelated ...
Title: Re: El Alamein 64
Post by: THeTA0123 on 07-12-2010, 16:12:55
Its a Hslan tradition to climb that mountain  ;D


btw el alamein needs light and medium bombers

Only if germans get more VWs in the main.
Done
Title: Re: El Alamein 64
Post by: Rage51 on 17-07-2011, 01:07:32
Gents, have played this map for first time since 2.4 patch and have found serious issues with the Co-op version, not played the normal yet.

Some AA guns are floating, as is a 25 pounder, an MG and a British truck spawns mid air and falls down beside that arty. One AA is just south of Kidney, the pounder is NW of Mit and another AA is N of Mit.

Next up is the sounds, the Beaufighter just plain is wrong now and the Spitfire is still too. One other player said the 109 was screwed up noise wise too sadly.

The floating stuff is easier fixed than the noises I'd imagine, I CTD before I noted anything else wrong so sorry but I came on here to pass the news sharpish.
Title: Re: El Alamein 64
Post by: Turkish007 on 01-10-2012, 21:10:57
How 'bout adding 2-3 saharianas on this map?
Title: Re: El Alamein 64
Post by: Natty on 02-10-2012, 07:10:08
We're probably more likely to remove all the unnecessary vehicles and weapons and focus on the tank battle.
Title: Re: El Alamein 64
Post by: Horstpetersens on 03-10-2012, 06:10:55
what is unnecessary ?
except maybe the Dorchester....
i hope it stays untouched and wont get ruined like other maps.
Title: Re: El Alamein 64
Post by: Natty on 03-10-2012, 13:10:47
what is unnecessary ?

pretty much everything except tanks and planes.
Title: Re: El Alamein 64
Post by: |7th|Nighthawk on 03-10-2012, 13:10:38
Don't erase the Käfer!
Title: Re: El Alamein 64
Post by: Turkish007 on 03-10-2012, 16:10:28
Why not remove some AA trucks and replace them with saharianas, less than there were AA trucks before?
Title: Re: El Alamein 64
Post by: Flippy Warbear on 03-10-2012, 16:10:44
Saharianas werent around at the battle of Alamein.
Title: Re: El Alamein 64
Post by: Turkish007 on 03-10-2012, 17:10:06
Aww...  :-[
Title: Re: El Alamein 64
Post by: LuckyOne on 05-10-2012, 11:10:44
Alright give me more variety in tanks then... Valentines, Matildas, anything! Just don't erase all the "special, rarely used assets" and replace them with regular Shermans and Crusaders...
Title: Re: El Alamein 64
Post by: hyperanthropos on 05-10-2012, 12:10:09
Alright give me more variety in tanks then... Valentines, Matildas, anything! Just don't erase all the "special, rarely used assets" and replace them with regular Shermans and Crusaders...

^100% percent with you there. I suppose all those Grants from earlier battles didnt just tranform iton Shermans at some point.
I dlike to see some Shermans onlater maps replaced with Grants if the map allows it. I have to say its kind of sad to delete those special vehicles like Dorchesters etc. but yeah there are not neccesary one those vast desert maps like El alamein. Still those vehicles belong to FH2 dont forget that.
Title: Re: El Alamein 64
Post by: hyperanthropos on 29-07-2013, 15:07:13
OKAY I KNOW DOUBLE POST, BUT MY LAST ONE IS SOON GETTING ONE YEAR OLD

One thing that should be considered on some maps is when the planes with bombs spawn.

For example the P40 with bombs on Sidi Bou Zid, the Planes on Meuse Riverline or the Hurricane with Bombs on Alam Halfa dont spawn at the beginning of the round only under certain command post constellations.

I think this could be added on El Alamein if the bases/drive way for the tanks dont get somewhat closer to the front line. Getting bombed three times in a row isnt that unlikely. If the way to the front line was only like 2,5 minutes alright. But how loing is it 3-4? At least it seem to me like that.
Other thing I dont see much to do against it as a tanker. Pilots cant be readyly available for you they sure got better things to do. Also there is no moble AA I thing at least Sdkfz 9 with Flakvierling (please none of the Blitzfalks) and the armored truck with the Bofors for the allies would be great.

How many planes with anti tank equipment are on this map per team? 2 or 3? If the latter is the case the third could spawn only if the side has no command post. Only one or none of the central ones something like that.

(hope that is not already the case, but if yes oh god something should be done about the drive ways for the tanks.)


P.S.: An other usual phenomenon 88 with totally stupid field of vision, the second one right central flak is almost useless for the Germans. Its incredibly unrealistic that the crew would set up their gun having able to shot only 30 meters ahead of them. For the Brits its differetn though...
In gameplay terms its not that the allies hadn't anything to deal with the 88s: Many planes, Arty, Field Arty.
Title: Re: El Alamein 64
Post by: Matthew_Baker on 09-05-2014, 01:05:15
I feel like I haven't seen the Brits win this map in a loooong time. Wondering if it's just me or an actual balance issue. (anybody else seen the Allies dominate on this map?)
I guess I'm wondering why the Brits have the same amount of tickets as the Germans when they start with the bleed?

At the beginning of the round they have to assault the two ridges while German inf and AT guns are dug in. It takes a while for German tank reinforcements to get up there; this at least gives them some time to shell the positions and move their tanks up to support the inf. But even after seeing the Brits grab one or both flags, they're at a disadvantage because of how many tickets were drained trying to assault the ridges. I also feel like rounds on this map are very short in comparison to other maps.

Personally I would give the British more tickets; 200(?) or so as a buffer to assault the first 2 flags.

It's a fun map, :) I love the asset loadout and the inf battles surrounded by tank battles, I just can't remember the last time the British have done anything but get shelled at Makh Khad. 
Title: Re: El Alamein 64
Post by: gavrant on 08-02-2016, 01:02:15
2.5 changelog for El Alamein 64

Title: Re: El Alamein 64
Post by: Ivancic1941 on 22-02-2016, 17:02:53
I would like this map has more tickets. Rounds are so short and ppl like big variety and amount of vehlichles
Title: Re: El Alamein 64
Post by: SadCamelion on 22-02-2016, 19:02:13
I would like this map has more tickets. Rounds are so short and ppl like big variety and amount of vehlichles
yeah, for me it lacks italian tanks mainly
Title: Re: El Alamein 64
Post by: Marder on 11-04-2016, 21:04:05
Yes El Alamein and Lebisey are finished very quick, you can barely enjoy them. Idk if they have few tickets or the bleeding is faster than in other maps.
Title: Re: El Alamein 64
Post by: Matthew_Baker on 11-05-2020, 16:05:11
2.56 changelog for El Alamein 64

-Add 100 tickets to the British