Forgotten Hope Public Forum

Forgotten Hope 2 => Normandy maps => Feedback => Lebisey => Topic started by: Toddel on 07-09-2009, 21:09:10

Title: Lebisey 16
Post by: Toddel on 07-09-2009, 21:09:10
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Lebisey 16
Post by: Mr_Cheese on 09-09-2009, 19:09:07
Please particularly post thoughts/observations on the balancing.
Title: Re: Lebisey 16
Post by: phillip on 30-09-2009, 18:09:53
We were playing this last night on Wolf.  had 20+ people on it.  Quite fun.  Lots of goot teamwork required on the Brit side to work down the map.  We got the HQ whatever flag on the bottom right, and then there was still 500 tickets left.  Dunno if the server was set wrong or whatever, but it felt like the map sholud be over.  Especially with the push mode on the flags.  The only choice at that point is spawn rape or try and just defend the flag w/o spawnraping.  But the flag is so close to their mainbase, you cant defend it well w/o spawnraping.  going out any distance you can shoot them as they walk out of the main.

Felt like a capout should be possible instead of sitting around.  Once we got to that point everyone left, not fun.

imho.
Title: Re: Lebisey 16
Post by: phillip on 16-10-2009, 08:10:52
Another thought I had after having another few rounds is just changing the push a bit to allow the germans some flexibiltiy if counterattacking.

Prevent the brits from capping HQ until they have Garage.  But allow the Germans to recap either Garage/HQ.  So if the germans get Garage, the brits cannot recap HQ if it goes gray.  Would give the germans a possibility of flanking the enemy more then just running out of spawn and hoping they can get across the clearing before being shot.
Title: Re: Lebisey 16
Post by: Mr_Cheese on 16-10-2009, 14:10:57
Interesting idea, I'm not sure if it's possible to have team-specific push though. I'll look into it. Thanks! :)
Title: Re: Lebisey 16
Post by: THeTA0123 on 12-03-2011, 18:03:17
Lately the map appears on both hslan as 762.a welcome change BUT

Another example of giving the attacking team far to less resources to pull of the job. Have played this map now many times, and it always ends up in a bloody killwhorefest for the germans.


A single sherman simply fails to do the job against one stug

My advise=
More tanks for allies(Or a 6PDR, i dunno, but the stug always ruins this map)

but what i think is much better=
-remove all the tanks
-Remove the rifle grenades
And watch how beautifull this map truly becomes
Perhaps the tanks could be replaced by a 6PDR/Pak 40
Title: Re: Lebisey 16
Post by: EverettWV on 12-03-2011, 19:03:09
This map is fine. Having played it MANY times on WOLF, it seems to be balanced. The map plays it best around 20 or so players. Both tanks are easy targets for infantry. I never noticed to much rifle grenade spam. Though I have noticed that its the germans that have more of the problem when the british cap the last flag. They have a hard time recapping it.
Title: Re: Lebisey 16
Post by: THeTA0123 on 12-03-2011, 19:03:12
But the britts barely get past the first flag. I played this map many times this week, with varying teams. Always a killwhore fest for the stug and germans

I'de say just remove the tanks. Maybe replace them with anti-tank guns
Or halftracks

I think it would be much more fun
Title: Re: Lebisey 16
Post by: Chad1992 on 27-11-2012, 00:11:38
I wish to have the tanks removed.  It gets anoying when the sherman keeps pumping HE rounds into the buildings and ruining the atmosphere of infantry battle.  The stug is just an easy target.  If you keep the tanks give the germans a pick up panzerfaust or make the stug a panzer IV.
Title: Re: Lebisey 16
Post by: Ts4EVER on 13-06-2016, 17:06:59
2.52 changelog for Lebisey 16