Nice map. But I think it could benefit from some sort of push mode.
Was this map just based in layout on Operation Harvest BF2 map, or was it actually directly imported, reworking statics and textures, but leaving terrain intact? I only realized it had the same layout while driving over the river from the South and seeing road bridge next to RR bridge, and then it dawned on me, I checked the map and layout, including two Southern uncaps, exactly the same. :) Nice Easter egg.
Nice map. But I think it could benefit from some sort of push mode.
Give those poor Canadians a chance man!
Nice map. But I think it could benefit from some sort of push mode.
Give those poor Canadians a chance man!
Well, actually I said that from having played the Canadians. It's very frustrating to have most of your forces on the other side of the river and have factory and/or windmill back-capped, since the distances between flags are greater on this map (unlike, say, Falaise Pocket).
Well, actually I said that from having played the Canadians. It's very frustrating to have most of your forces on the other side of the river and have factory and/or windmill back-capped, since the distances between flags are greater on this map (unlike, say, Falaise Pocket).Well, that’s why you leave people behind to defend. Granted, back flag duty might not appeal to many people, but as a part of overall teamwork it’s invaluable. It’s not a map balance issue, it’s issue of people recognizing priorities and doing what’s best for the team.
Well, actually I said that from having played the Canadians. It's very frustrating to have most of your forces on the other side of the river and have factory and/or windmill back-capped, since the distances between flags are greater on this map (unlike, say, Falaise Pocket).Well, that’s why you leave people behind to defend. Granted, back flag duty might not appeal to many people, but as a part of overall teamwork it’s invaluable. It’s not a map balance issue, it’s issue of people recognizing priorities and doing what’s best for the team.
Yeah I kinda agree with Fuchs about the river. Its the only thing that divides the gameplay and usually cuts the flow of play, people will start sitting in their tanks and wait for someone to make a move across. I think it could be just normal terrain so the initial push is on through the countryside and not through bottlenecks.
BUT I do agree its also sad to remove it because Sorken made the bridge for it. Personally tho, I would lean to no river option, while I still dont mind it being there. But as it is now, many times I am leading a massive canadian tank charge in my cromwell and I have shermans and churchills following me as we storm to factory and then to windmill, but when I start my attack to south through the shallow parts, I always end up being alone because the rest are pansies and are afraid of kittens lurking in the vegetation. If it was no clear "barrier" and bottleneck, I think more people would keep on these attacks and not leave me (or anyone who does this like me) face the dangers by themselfs.
Yeah I kinda agree with Fuchs about the river. Its the only thing that divides the gameplay and usually cuts the flow of play, people will start sitting in their tanks and wait for someone to make a move across. I think it could be just normal terrain so the initial push is on through the countryside and not through bottlenecks.
BUT I do agree its also sad to remove it because Sorken made the bridge for it. Personally tho, I would lean to no river option, while I still dont mind it being there. But as it is now, many times I am leading a massive canadian tank charge in my cromwell and I have shermans and churchills following me as we storm to factory and then to windmill, but when I start my attack to south through the shallow parts, I always end up being alone because the rest are pansies and are afraid of kittens lurking in the vegetation. If it was no clear "barrier" and bottleneck, I think more people would keep on these attacks and not leave me (or anyone who does this like me) face the dangers by themselfs.
mabe you can fix the rails, because its very easy to derail in the bend.That should be probably reported as a bug.
the Axis airforce suckedThis. They came in straight and level, and pulled out likewise. Slow enough that I could drop a 190 with the Windmill's 88. And they hardly bothered to suppress AA at all. (At least I assume we were in the same game, because I haven't yet seen Axis take such a beating on Totalize yet.)
i would like to see the planes respawn a bit quicker.I like it the current way, because it gives Air supperiority for a few minutes. Not just for short seconds until the other lad is up again with his plane to give it another try.
with all those flaks/wirbelwind and focke wulfs you often dont live very long with the typhoon.
The Allied airforce doesn't stand a chance vs the Flak Vierlings, FW's AND Wirblewind.Depends who’s flying. I’ve had rounds where Typhoons positively owned the battlefield. Sitting in the flak usually lasted less than a minute cause allied pilots attacked them on sight (whether there’s someone manning them or not, they just used preventative measures). If you had 2 seconds to get out alive after the cannons whiz all around you, t’ was lucky.
Meh, this map is far from balanced. I have played it so many times, with many diffrent teams, and only twice did we won.
First of the allied planes are nothing against this armada. FW190 can outturn any of the planes and are way faster. Then we still have the Wirbelwind, The Flakvierlings, and not to forget the double'd in performance Flak 18. Of wich their are 5 on the map.
Nah, this map really needs a change on the airforces. This map is Very difficult for the allies. Germans win the far majority of the time
Yes but the problem lies that their are so many Flak38 Flak 18, the wirbelwind and the FW190 that if you dont pay attention for even half a second, ur shot down. Thing is, the Germans can cover their flyboys everywhere on the map. Allies can only keep their planes backed up at the mainbase. That is the reason, why the Allies mostly lose operation totalize. Thats why i first asked that the allies also get their Self-proppelled AA gun, otherwise, having one puny spitfire more, doesnt give a damn.
Operation totalize is good. Very good. I love it, but the allies barely win it.
Also another hint for the allies=Capturing the flak battery and the other flags across the river first is the best strategy imo. I sat in Desert-Rat his squad, in a Hslan squad. And this was the best strategy. I think i played Op totalize 40 times now, and i think the allies won 2-3 times.
Still, it is the best Normandy map. I happily play it, anytime, anyday.
I think people are still adjusting to this one. I can't comment on the plane physics issue, but I noticed a certain German air superiority that seems kinda odd in the historical context.At least the Windmill Vierling has a clear LOS to the hill housing the Artillery battery. The Nebelwerfer might be just out of sight (don't remember exactly), but thanks for the tip. I will have to try "walking" the fire across the hilltop, it's bound to hit something eventually ;D
One of the Vierlings can fire directly at the Nebelwerfer at Artillery battery. I don't know which one it is because I have only seen the rounds incoming, but you certainly should look into that.
Totalize is fiction based since the heightmap is made by DICE.If people bothered to read the topic they are answering into, we would have less (dumb) questions.
i would like to see the planes respawn a bit quicker.
with all those flaks/wirbelwind and focke wulfs you often dont live very long with the typhoon.
I tend to fly around in this map a lot and notice that 70% of the time, most allied pilots cannot stay up for longer then 30 seconds and some might not even be able to take off, since the 3 bofors in allied main is nearly ALWAYS unmanned, not to mention lot harder to score hits on those planes compared to Vierling / Wirbelwind.
Several times i've seen the FW190's baserape a lot (even though it's OK at hslan, i still find it very annoying). And someone mentioned the 190 being able to outmaneuver any plane the allies have, i beg to differ.
At this moment the spitfire seems to possess the highest maneuverability, with 190/109 coming to 2nd and typhoon/hurricane after that.
Problem is the community, no one wants to sit around in mainbase bofor for whole round, just to get ripped to shreds by the 190's.
Infact I have never witnessed an allied victory on this map. Probably related to the size and rather close positions of the bottlenecks, which can be rather easily defended by Tiger + King Tiger + the northeastern side 88mm at Flak Battery. Especially if the 190's can keep those Typhoons down.
the 88 is a killer to planes if the guy on it knows how to use it.
I understand you don't like to lose, but I really feel sorry for allied teams who still go to the factory first and then to windmill. Try to think of something else, it will bring you victory. I have won this map as Canadians several times, I think the outcome until now has been something around 50/50. And almost always the score is something like 25-0, or 17-0 or something like that. Which means it was a good fight, and that's what counts.Completly not true. I played Operation Totalize many and MANY teams. With bad teams and good teams. The germans win the far majority of the time.
Angry, I think I saw you say the "Your mother was a beaver" insult :o It was pretty funny how a few people responded. Totalize is the map with the train, no?
ok this is the only Map in FH2 that lag on my PCMust be spyware, slow hard drive or hard drive fragmentation, cause I have the same except E6750 & HD3850 256mb, and I don't get bad lag on any maps. Drops to 30-40fps though, which is why I'm upgrading this x-mas.
my Ping is 23ms on hslan server
My System:
Vista 64bit Ultimate
Intel Core 2 Duo E6850 2x 3.00GHz
3GB DDR2 800hz
Ati HD 3850 512mb
the lag is so strong that i became only every 2-3 secounds a pic of that what i see...........
in all other maps my fps are so good that i can play the game very smooth
please make a performance update or a map fix or something i love this mod and played very often with my friends in teamspeak 2.
I understand you don't like to lose, but I really feel sorry for allied teams who still go to the factory first and then to windmill. Try to think of something else, it will bring you victory. I have won this map as Canadians several times, I think the outcome until now has been something around 50/50. And almost always the score is something like 25-0, or 17-0 or something like that. Which means it was a good fight, and that's what counts.Completly not true. I played Operation Totalize many and MANY teams. With bad teams and good teams. The germans win the far majority of the time.
If the canadians go for the Windmill/factory flag, they are screwed.
However, if the canadians rush the flakbattery and artillery battery, Then their is an even chance of victory.
The map is very good, i love it, even though the axis win most of the time. Some little tweaks and changes on both sides and this map is +9000 to play
I would love to see the first 3 flags be able to be taken by the Canadians when there capped they cant be taken back by the Germans.
Verry good map Its my favorite map.But I think the germans shuld have 1 Panther more.TOTALLY NOT please! Panthers are far to strong already!
At the beginning of June 1944 the division was declared ready for combat operations. The Division's tank strength at this time was 81 Panther and 104 Panzer IV tanks. The division was also equipped with Jagdpanzer IV tank destroyers, three prototype Wirbelwind flakpanzer vehicles, along with a number of 20 mm, 37 mm and 88 mm flak guns, Hummel, Wespe and sIG 33 self-propelled guns and regular towed artillery pieces.
But the canadians have so many tanks. Many people say the poor canadians but thats not right, they are strong enough.12 tanks vs 9 german tanks
please, make factory uncap when allies got windmill, it's too easy for germans to constantly drive a kubel behind and cap that flagYe i agree. Windmill should still be cappable, but at least Factory should become uncappable once windmill is captured aswel
* Update churchillmkiv_75mm hit points. Bug #1448 (spitfire)
Could it be because the panzer 4 was using Pzgr40 rounds?Possible yes now i rethink about it..
Churchill armor wasn't changed, only the hitpoints. Now chiil and don't act like the churchill is actually yours.Its weaker now. It gets killed by one shot by tiger.........
as it should be :PNot beyond 1000 meters ;D
THeTA0123, you know that Canadians didn't use Churchills after the Dieppe landing failed?I withdraw everything i said. Because i was misguided. Forgive me
So instead of complaining that it's weaker, you should be happy that it is even on the map. :P
It is very possible to one shot a Churchill, even in the front, with a 75mm gun of stug/marder...another fine reason to remove PZG40 ;)
It is very possible to one shot a Churchill, even in the front, with a 75mm gun of stug/marder...another fine reason to remove PZG40 ;)
Just kidding. i thought the hitpoints where changed but they wherent. Subject closed
Today appeared strange ticket bleed bug - when Canadians managed to cap 3 flags, Axis started bleeding very fast to 0 (like on this push maps when the last flag is being capped).Had the same thing with the tickets, dont know if we played the same round. And I had the exact same thought about the ticket ratio. Is good for a half fulls erver but, a full one, way to short.
Also I think there's not enough tickets - it is now 500-500 and map ends really quick even when theres only half full server. Op. Goodwood has 1000-1000 for example....
Sometimes when I want to spawn at the tanks in the german western base, I obviously select the most western white dot. Though I spawn at the planes and vice versa. This is a small thing, but sometimes annoying and it makes the choice between spawning at the tanks or planes a bit obsolete.Will be fixed in the next 2.46 release, thank you for reporting.
Again it's a small thing, but not necessary imo :) pls fix, or is there a special reason for spawning at the 'wrong' place?
Could we get the factory to be a one-time cap? ::)Just been playing this map on the WaW server and this right here. Germans backcapping all the time is seriously irritating (had 2 people quit that round because of it).
And possibly the tigers to spawn after factory cap, or to eliminate the "back road" to the factory the tigers always use?
One way cap sounds like very limited gameplay idea to me but I think we can consider some kind of a push code (not the sector push), so under some conditions it could be recaptured but not always.