Forgotten Hope Public Forum

Forgotten Hope 2 => Normandy maps => Feedback => Operation Cobra => Topic started by: Toddel on 11-01-2010, 16:01:10

Title: Operation Cobra 64
Post by: Toddel on 11-01-2010, 16:01:10
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Operation Cobra 64
Post by: el Garstico on 12-01-2010, 17:01:57
(http://www.abload.de/thumb/screen065ossx.jpg) (http://www.abload.de/image.php?img=screen065ossx.jpg)

This looks a bit strange. Normally you stick the Pole in the ground, i wonder how this would work on a stone Bridge ???

It just looks unprofessional, i would remove it.
Title: Re: Operation Cobra 64
Post by: Benseras on 20-02-2010, 01:02:07
Well, haven´t you seen all that unrealistic things on static placement in the other maps?
(go into details, there is the devil)

Its sometimes like that. We mappers always want everything. If you ask me, of course i know that a pole can´t go straight through stones, i would please our modellers to make a perfect fitting and realistic modell everytime when something like that comes into my mind. So in this chase, i would request a bridge with a railing that looks 100% realistic.

Unfortunally, our static modellers won´t do that (i would be as happy as you as they would do it). They tell me reasons like, no time, we don´t make map unique statics, we must keep the object load low, we can´t have three variants of each static... "go and work with that you can get".

And i fully understand this.

So at this point, i must ask me...in chase of the poles going through the stones, if anybody will recognize it, or if it´ll be ok in context that we work with limitted resources (game can never be real).
Or i must use the power of my imagination for justification.

So i could imagine, well there could be a 100% fitting base for that poles, so the poles are sticking so well in it that you even don´t see the base.

As a FH fan, i would expect of you first, that you consider  everything that can justify an intervention in your view of reality.
Title: Re: Operation Cobra 64
Post by: el Garstico on 20-02-2010, 12:02:24
but you dont need this fence there, because it has no use. And its in the way when you want to drive with a tank over this water gate.
Title: Re: Operation Cobra 64
Post by: Benseras on 20-02-2010, 12:02:03
Exactly it prevents tanks driving over that bridge (light cars can go easily over) and prevents children and older people falling down the bridge into the river :)
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 20-02-2010, 14:02:54
and prevents children and older people falling down the bridge into the river :)
wich is the most important thing
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 20-02-2010, 14:02:42
Yes, how many innocent lives were lost in WW2 through missing safety rails and faulty wiring.
Title: Re: Operation Cobra 64
Post by: Eat Uranium on 20-02-2010, 16:02:03
Exactly it prevents tanks driving over that bridge
No it doesn't, because tanks don't collide with that kind of fence.
Title: Re: Operation Cobra 64
Post by: Ionizer on 20-02-2010, 17:02:03
Exactly it prevents tanks driving over that bridge
No it doesn't, because tanks don't collide with that kind of fence.

They collide with certain parts of it, if you try to drive through the fence longways, the tank will buck and bounce, likely flipping or tipping you into the river, or at the very least damaging you somewhat.
Title: Re: Operation Cobra 64
Post by: Eat Uranium on 20-02-2010, 17:02:48
They collide with certain parts of it, if you try to drive through the fence longways, the tank will buck and bounce, likely flipping or tipping you into the river, or at the very least damaging you somewhat.
I have driven shermans and wolverines and greyhounds and even a panther IIRC of that bridge with no ill effects whatsoever.
Title: Re: Operation Cobra 64
Post by: Ionizer on 20-02-2010, 17:02:40
I must thinking about a different fence static, sorry.
Title: Re: Operation Cobra 64
Post by: Safe-Keeper on 25-04-2010, 11:04:55
The engineers drilled perfectly round holes in the stone and put the poles into the holes.
Come on, if the men of the fourties could build atomic bombs... ;D
Title: Re: Operation Cobra 64
Post by: Dnarag1M on 25-04-2010, 12:04:59
I just want to say I think this map is epic fun to play! And the 76mm shermans look _SEXY_. And should be in a lot more maps  ;D

Oh, and the pak40 near the centre of the map is too well positioned. Nearly impossible to hit on longer ranges with the sherman, while in contrast, it can hit anything even remotely half-out-of-fog in the large, empty planes.

Removing a few sandbags on that pak40 is all that is needed I think.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 25-04-2010, 13:04:09
This map needs the hellcat  ;)

And i find the marder out of phase tbh.  it should be replaced with the SdKfz 231

http://forgottenhope.warumdarum.de/screenshotsfh2/news/100211/sdkfz231.jpg
if one was present at the battle  :)
Title: Re: Operation Cobra 64
Post by: Safe-Keeper on 25-04-2010, 18:04:53
Quote
I just want to say I think this map is epic fun to play!
It must be, if the only complaint is "durr, the fence is in the bridge, durr" :P.
Title: Re: Operation Cobra 64
Post by: Dnarag1M on 25-04-2010, 18:04:32
I can add one complaint from someone else I kind of agree with...

Dazlayer once mentioned to me he felt the map looked simple and ugly. I do tend to agree that it is on the level of some early desert maps, not the better Normandy maps.

It's very empty, too empty...we need more grass, more stuff, more detail to get immersiveness I think. A few buildings or ruins in the empty planes, perhaps ?
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 26-04-2010, 17:04:46
I somewhat agree. On the other hand, the map is designed to run very smooth and to allow long range tank combat and planes, so the simpler layout and detailing actually helps that kind of gameplay.
Title: Re: Operation Cobra 64
Post by: Dnarag1M on 26-04-2010, 18:04:35
I think cobra is pretty lightweight right ? I've not noticed many slowdowns actually.

Also I am thinking as time progresses (and the hardware of 99% of our members gets faster) there is a growing need from a commercial standpoint to deliver detailed, beautiful maps.

In contrast, maybe one or two years ago, it was necessary to deliver lightweight maps to also appeal to the FH1 users with their - on average - older systems. Now that the FH1 userbase is not the #1 target audience, I think design philosophy can switch somewhat.

It's 2010 after all, and many maps deliver over-the-top FPS right now because they lack detail. With $35 videocards like second hand 3850 within the reach over almost anybody, I think we can safely say that more detail is currently a favorable thing to have.

This will generate a reputation of good looking mod, on a cheap game (BF2 is almost free now). = large potential crowd of players.

Just a few thoughts :)
Title: Re: Operation Cobra 64
Post by: Sgt.Radman on 26-04-2010, 20:04:41
I somewhat agree. On the other hand, the map is designed to run very smooth and to allow long range tank combat and planes, so the simpler layout and detailing actually helps that kind of gameplay.

I agree on that but not completely. Especially if u fly it's easier 2 orientate and spot with more strucures.

I like the farm house with Flak4 in the upper side (D2 I think). Having maybe 4-5 more house in the plains would be somewhat better. Not that distant from the city of course. Somewhere related 2 the watermill.

And I do agree on Theta's request for the Marder. It's just useless, it tips/rolls over like a turtle on a hill, all those bumps and holes. Better an Sdkfz 222 or Marder 3 or Stug.
Title: Re: Operation Cobra 64
Post by: Safe-Keeper on 02-05-2010, 15:05:31
Got nothing against bare maps myself. The gargantuan Kashan Desert is my favourite Project Reality map :).
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 20-05-2010, 23:05:53
Great map. The combination P47 and P51 is truly great. However the sheer amount of AA trucks really is ....

Anyway, i only have 2 things with this map. Well one suggestion and one problem=

1.Place the 40MM Bofors more center between the Artillery and Airfield for the allies. Its really easy to attack allied planes on the ground. And difficult to wander these planes off. While the german airfield has a flak vierling and AA truck close by to protect itself

2.Everytime i come in an area "new" i get extreme lag spikes. Especialy when i am flying, this causes for some funny scenarios of me crashing  ;D (Crashed into a FW190 wich was taking off, and later on my FW190 crashed into a friendly panther all because of these lagspikes)
Is their anyway to solve these lagspikes? Will lowering settings do the trick? Or close as much programs as possible? or is 2GB of RAM to little for vista and FH2 to handle?

Title: Re: Operation Cobra 64
Post by: Kelmola on 21-05-2010, 10:05:24
2.Everytime i come in an area "new" i get extreme lag spikes. Especialy when i am flying, this causes for some funny scenarios of me crashing  ;D (Crashed into a FW190 wich was taking off, and later on my FW190 crashed into a friendly panther all because of these lagspikes)
Is their anyway to solve these lagspikes? Will lowering settings do the trick? Or close as much programs as possible? or is 2GB of RAM to little for vista and FH2 to handle?
2GB of RAM is barely enough for FH2 on XP. I would recommend 4 GB at the very least with Vista for any application. Win7 is closer to XP in performance so you might consider upgrading (though adding RAM never hurts).

Also, how much memory your graphics card has? If all the textures on a map cannot fit into the memory at once, you will experience a "jump" as they are transferred from RAM to graphics card. This frequently happens when you come into "new" areas or if a particularly large collection of statics comes out of the fog.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 21-05-2010, 16:05:28
2.Everytime i come in an area "new" i get extreme lag spikes. Especialy when i am flying, this causes for some funny scenarios of me crashing  ;D (Crashed into a FW190 wich was taking off, and later on my FW190 crashed into a friendly panther all because of these lagspikes)
Is their anyway to solve these lagspikes? Will lowering settings do the trick? Or close as much programs as possible? or is 2GB of RAM to little for vista and FH2 to handle?
2GB of RAM is barely enough for FH2 on XP. I would recommend 4 GB at the very least with Vista for any application. Win7 is closer to XP in performance so you might consider upgrading (though adding RAM never hurts).

Also, how much memory your graphics card has? If all the textures on a map cannot fit into the memory at once, you will experience a "jump" as they are transferred from RAM to graphics card. This frequently happens when you come into "new" areas or if a particularly large collection of statics comes out of the fog.
Yes that is exactly what i am experiencing.

I have an 9500 GT with 512MB i think
Title: Re: Operation Cobra 64
Post by: Benseras on 21-05-2010, 22:05:56
As some people mentioned, cobra is not pretty lightweight as you might think. I had the task to do a big map with planes and it was clear from begining that you can´t have insane details everywhere on such a map.
So i did a combination of a few detailed places around flags (town, trainstation) and open terrain wich could look empty but still is filled enough to have a good feeling.

Cobra offers all variants of combat, it has a huge amount of vehicles, especialy of tanks, it has planes but also offers close combat in some limitted regions (town). Because of its size, the amount of vehicles and statics (town) it loads much textures. A 1024x2 map with that number of vehicles will stay always heavier as others and when you lack (vga) memory you will feel this.

Lowering settings could help - just test it.
Title: Re: Operation Cobra 64
Post by: Benseras on 21-05-2010, 22:05:09
Great map. The combination P47 and P51 is truly great. However the sheer amount of AA trucks really is ....

Anyway, i only have 2 things with this map. Well one suggestion and one problem=

1.Place the 40MM Bofors more center between the Artillery and Airfield for the allies. Its really easy to attack allied planes on the ground. And difficult to wander these planes off. While the german airfield has a flak vierling and AA truck close by to protect itself


Ah for your first point, i think we have a present wich can be placed there wich you will love :D

Title: Re: Operation Cobra 64
Post by: THeTA0123 on 22-05-2010, 11:05:11
Great map. The combination P47 and P51 is truly great. However the sheer amount of AA trucks really is ....

Anyway, i only have 2 things with this map. Well one suggestion and one problem=

1.Place the 40MM Bofors more center between the Artillery and Airfield for the allies. Its really easy to attack allied planes on the ground. And difficult to wander these planes off. While the german airfield has a flak vierling and AA truck close by to protect itself


Ah for your first point, i think we have a present wich can be placed there wich you will love :D


oooooh nais gracias  ;D


Still Cobra is a great map. You did a very nice job on this map. It is fun for both sides to play.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 26-05-2010, 19:05:57
all of my lag issues solved by simply fully clearing the cache!
For those experiencing this problem aswel=CLEAN IT UP!

I had ZERO lag, Zero warping, Zero freezing
Title: Re: Operation Cobra 64
Post by: MaJ.P.Bouras on 26-05-2010, 19:05:40
I went to a gas station two weeks ago and cleaned my case too :D . I didnt notice real improvement simply cause everything runs perfect.Only time i saw real improvement was updating my GfxCard drivers which allowed me to play Mass Effect 2 no lag at all(while before it was lagging).


OT

This is a great map i really like camping tanks with panzerfaust near the hedgerows and the tanks that it includes although there is a bug(?)You can go in the middle of the river with stug(and with other vehicles i think)

(http://img9.imageshack.us/img9/9244/swimminginnormandia.th.png) (http://img9.imageshack.us/i/swimminginnormandia.png/)
Title: Re: Operation Cobra 64
Post by: evhgear on 26-05-2010, 23:05:27
am I the only one to have observed that but famhouse capturing the flag when american is always really long and hard in the sense that the american flag is high up it the sky but still have some germans tanks and infantry spawning or staiy white when american flag is at the max of his height ?
Title: Re: Operation Cobra 64
Post by: :| Hi on 27-05-2010, 01:05:58
Your not the only one Bouras  ;D
Title: Re: Operation Cobra 64
Post by: Josh094 on 28-05-2010, 23:05:47
(http://img265.imageshack.us/img265/1899/rszscreen000.jpg) (http://img265.imageshack.us/i/rszscreen000.jpg/)

Gap between ground and track.
Title: Re: Operation Cobra 64
Post by: hslan.totaler_humbug on 30-05-2010, 13:05:59
am I the only one to have observed that but famhouse capturing the flag when american is always really long and hard in the sense that the american flag is high up it the sky but still have some germans tanks and infantry spawning or staiy white when american flag is at the max of his height ?

You mean the flagbug I think. It occurs randomly. You notice it, that you can´t cap a flag, allthough the flag itself is on the top of the pole. Only thing which helps is, that everybody leaves the flagzone and then reenters it.
Title: Re: Operation Cobra 64
Post by: evhgear on 30-05-2010, 17:05:53
Yeah it's this, kind of boring to leave the zone and let the germans recover their defensive... :-\
Title: Re: Operation Cobra 64
Post by: Benseras on 01-06-2010, 01:06:51
This is a great map i really like camping tanks with panzerfaust near the hedgerows and the tanks that it includes although there is a bug(?)You can go in the middle of the river with stug(and with other vehicles i think)

(http://img9.imageshack.us/img9/9244/swimminginnormandia.th.png) (http://img9.imageshack.us/i/swimminginnormandia.png/)

This is not a real bug but you can blame me and i blame myself. I recognized too late that i already had reached the bottom of my terrain and so i couldn´t made the river more deep. But the Stug is not swimming, its just not totally covered with water. A few inches more and it would take damage. Most of the tanks can pass the river, the jeeps and trucks not.

This is not fixable anymore but it´ll hardly have any impact on the gameplay. We could add perhaps very dangerous fishes wich do eat tons of steel within seconds - similar to piranhas - that could be a solution.
Title: Re: Operation Cobra 64
Post by: MaJ.P.Bouras on 01-06-2010, 01:06:37
Wouldn't that also affect soldiers?
Title: Re: Operation Cobra 64
Post by: Kelmola on 01-06-2010, 11:06:25
Seriously, tanks wading in a shallow river/brook or pond/lake that is nevertheless too deep for jeeps and trucks is not that unbelievable.

But the unintentional lulz this terrain feature brings is so epic that even if it could be fixed, it shouldn't. If you have ever witnessed a "naval battle" on Cobra, you understand what I'm talking about. ;)
Title: Re: Operation Cobra 64
Post by: Beaufort on 03-06-2010, 15:06:34
I found a german pilot kit in the amis main.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 03-06-2010, 18:06:22
I found a german pilot kit in the amis main.
well know, will dissapear when allied pilot kit is ready IIRC
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 04-06-2010, 12:06:15
I found a german pilot kit in the amis main.
well know, will dissapear when allied pilot kit is ready IIRC

Yeah this bug keeps being forgotten lol. It isn't even a big fix, even I could do it, but between all the crash bugs and new stuff it is easy to overlook such a thing ;)
Title: Re: Operation Cobra 64
Post by: Kubador on 05-06-2010, 04:06:14
That's not a bug, that's a 'feature'.
Title: Re: Operation Cobra 64
Post by: Slakt on 07-06-2010, 11:06:58
An old saying reads "A bug can be turned into a feature by documenting it"...  ;)
Title: Re: Operation Cobra 64
Post by: monoespacial on 25-07-2010, 18:07:06
I just played this online and experienced the worst that the BF series and BF2 specifically has to offer: one enemy airplane raping an entire base.


A single FW 190 was able to destroy artillery, Bofors and friendly airplanes in the northern flag. The Bofors provided not defense but another target for the airplane. Repairing it, even with 3 engineers at a time, was not fast enough and only one or two shots could be fired before destruction.


I think there should be another Bofors, a flak truck or some other defense. It's frustrating to have an unusable defense against an attack. It provides the illusion of balance but doen't give the oportunity to defend.


I think this is a serious issue. It's been an issue in BF2 maps and has never been corrected. It's somewhat of an issue in BF1942 maps.

It really, really sucked to see this problem come up in FH2.

Thanks.

PS: this has been addressed before > http://fhpubforum.warumdarum.de/index.php?topic=3944.15 (http://fhpubforum.warumdarum.de/index.php?topic=3944.15)
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 25-07-2010, 18:07:11
But my friend, zhey have a solution for it

(http://forgottenhope.warumdarum.de/screenshotsfh2/news/100618/m16.jpg)
(http://forgottenhope.warumdarum.de/screenshotsfh2/news/100618/m51.jpg)
Title: Re: Operation Cobra 64
Post by: monoespacial on 25-07-2010, 21:07:01
This is not a real bug but you can blame me and i blame myself. I recognized too late that i already had reached the bottom of my terrain and so i couldn´t made the river more deep. But the Stug is not swimming, its just not totally covered with water. A few inches more and it would take damage. Most of the tanks can pass the river, the jeeps and trucks not.

This is not fixable anymore but it´ll hardly have any impact on the gameplay. We could add perhaps very dangerous fishes wich do eat tons of steel within seconds - similar to piranhas - that could be a solution.


Maybe you could add static obstacles inside the water to prevent any vehicles from passing.

Title: Re: Operation Cobra 64
Post by: McCloskey on 26-07-2010, 07:07:45
Theta, one thing I'm worried about is that the Quad will suck just like the .50s on the American planes do... so
in the end no real AA help for the US :X

Btw experienced yet another awesome round with FWs raping both Allied mains.. this makes me hate Axis airforce on Normandy maps so much more given that it's the Allies who are supposed to have AA superiority. Yeaaah...
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 26-07-2010, 14:07:17
That will be fixed next patch.
Title: Re: Operation Cobra 64
Post by: monoespacial on 26-07-2010, 14:07:54
Btw experienced yet another awesome round with FWs raping both Allied mains.. this makes me hate Axis airforce on Normandy maps so much more given that it's the Allies who are supposed to have AA superiority. Yeaaah...

+1


That will be fixed next patch.

Were you referring to the AA-defense problem?
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 26-07-2010, 14:07:35
AA defense and plane damage with 50cal.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 26-07-2010, 16:07:58
AA defense and plane damage with 50cal.
oooh yes

i cannot wait to see all those german planefanboys

CRY SOME MORE
Theta, one thing I'm worried about is that the Quad will suck just like the .50s on the American planes do... so
in the end no real AA help for the US :X

Btw experienced yet another awesome round with FWs raping both Allied mains.. this makes me hate Axis airforce on Normandy maps so much more given that it's the Allies who are supposed to have AA superiority. Yeaaah...
I know. And hopefully we will see this fixed. 2 FW190's can pwn all 4 planes on Cobra. Experienced FW pilots admitted this aswel

But the .50CAL has obstructive sights( the one on tanks)
The Quad .50CAL was very.........Very accurate
Title: Re: Operation Cobra 64
Post by: MaJ.P.Bouras on 26-07-2010, 17:07:31
Its costs 200.000 $ to fire this weapon...For 12 seconds...
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 26-07-2010, 18:07:31
Its costs 200.000 $ to fire this weapon...For 12 seconds...
;D ;D ;D ;D

http://dagobah.biz/flash/TF2_conner_soundboard.swf

Find your tagline for when you are mowing down krauts!
Title: Re: Operation Cobra 64
Post by: hankypanky on 30-07-2010, 05:07:09
I can't wait until I get bloody revenge on those FW109 pilots! I want that AA so bad!
Title: Re: Operation Cobra 64
Post by: :| Hi on 30-07-2010, 05:07:20
I hope those .50 AA's are going real RoF, Americans need dominance somewhere.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 30-07-2010, 11:07:33
I hope those .50 AA's are going real RoF, Americans need dominance somewhere.
According to some people, the allies cant have anything dominating in this game! ;)
Title: Re: Operation Cobra 64
Post by: Sgt.Radman on 30-07-2010, 17:07:26
Why allies were weaklings, they couldn't kill a bunch of body bags filled with Gerries. The had tanks that would disintegrate with every shot they made.  ::) ::)
Title: Re: Operation Cobra 64
Post by: Ciupita on 30-07-2010, 18:07:48
What Americans had in Operation Cobra (RL):
8 infantry divisions
3 armored divisions
2,451 tanks and tank destroyers

Germans:
2 infantry divisions
1 Parachute division
4 Panzer Divisions
1 Panzergrenadier Division
190 tanks and assault guns

yes, 4 panzer divisions had 190 tanks and assault guns.... american 3 nearly 2,5k.´

how could they lose?
Title: Re: Operation Cobra 64
Post by: MaJ.P.Bouras on 30-07-2010, 19:07:12
We all know German Tanks were too awesome  ;D The enemy tanks were destroyed on sight of the German tank (Meaning the commander looking at the tank and dying)
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 30-07-2010, 23:07:45
We all know German Tanks were too awesome  ;D The enemy tanks were destroyed on sight of the German tank (Meaning the commander looking at the tank and dying)
Thats what the german propaganda was telling you. German propaganda also told that they had an army of 1.5 million troops ready to emerge around warshaw......

This was said when the Russians where 1.3km away from the reichstag
Title: Re: Operation Cobra 64
Post by: Kubador on 01-08-2010, 16:08:42
I had the oportunity to playtest the quad as well as to see it in action. I have to say it IS awesome not only agains planes but soft targets as well. Rate of fire has been fixed for US planes also.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 01-08-2010, 23:08:33
I had the oportunity to playtest the quad as well as to see it in action. I have to say it IS awesome not only agains planes but soft targets as well. Rate of fire has been fixed for US planes also.
you sir. Just made my day

well ye, it is supposed to rip apart soft targets  ;)
2300RPM of .50cal goodness for everyone
Anything not being a light tank=Dead.

And come with the allied bias fools! COME with it!
Title: Re: Operation Cobra 64
Post by: Kelmola on 02-08-2010, 16:08:02
I had the oportunity to playtest the quad as well as to see it in action. I have to say it IS awesome not only agains planes but soft targets as well. Rate of fire has been fixed for US planes also.
Now I have a machine gun. Ho ho ho!

Sorry for the offt, couldn't resist...
Title: Re: Operation Cobra 64
Post by: Paavopesusieni on 07-08-2010, 13:08:15
Glad to hear american airplanes have been fixed :), sucks when my fav vehicle in the game sucks.

Hopefully Thunderbolt can strafe too in next patch.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 07-08-2010, 16:08:10
Glad to hear american airplanes have been fixed :), sucks when my fav vehicle in the game sucks.

Hopefully Thunderbolt can strafe too in next patch.
Hopefully yes  ;D

Rockets will also do
Title: Re: Operation Cobra 64
Post by: TigerAce on 08-08-2010, 11:08:57
damn, those fifties are sure as hell to ruin my day as an axis pilot  :'(
Title: Re: Operation Cobra 64
Post by: Excavus on 09-08-2010, 12:08:21
damn, those fifties are sure as hell to ruin my day as an axis pilot  :'(
Enough of your FW190 bias. It's time for the P-51s to shine.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 09-08-2010, 23:08:26
damn, those fifties are sure as hell to ruin my day as an axis pilot  :'(
Enough of your FW190 bias. It's time for the P-51s to shine.
Fuck yeah

Cannot wait to shout on VOIP="MERICA    FOCK YEA

And to man that lovely M16 and shout on VOIP with heavy weapons guy voice=ooooeeaaaaaa HAHAHAHA you are SO small! IS FUNNY to me! ENTIRE luftwaffe is BABIES!YOU BABIES! CRY SOME MORE


*shutting down to eco modus, small spark of energy left from hard day of work
Title: Re: Operation Cobra 64
Post by: TigerAce on 10-08-2010, 12:08:40
damn, those fifties are sure as hell to ruin my day as an axis pilot  :'(
Enough of your FW190 bias. It's time for the P-51s to shine.
Bias? Who said anything about bias? just cause i love to spawnkill all those little american soldiers doesnt make me biased  ;)
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 10-08-2010, 12:08:07
damn, those fifties are sure as hell to ruin my day as an axis pilot  :'(
Enough of your FW190 bias. It's time for the P-51s to shine.
Bias? Who said anything about bias? just cause i love to spawnkill all those little american soldiers doesnt make me biased  ;)
these days you are biased and a fanboy for everything
Title: Re: Operation Cobra 64
Post by: TigerAce on 11-08-2010, 12:08:38
so true, so true...
Title: Re: Operation Cobra 64
Post by: :| Hi on 15-08-2010, 07:08:35
I hope americans get roughly 2/3 per main base and 1 per capped base. Locked of course  :D
Title: Re: Operation Cobra 64
Post by: Excavus on 16-08-2010, 09:08:00
I hope americans get roughly 2/3 per main base and 1 per capped base. Locked of course  :D
Well if you're going to make the M16s locked, then at least make the Flak 38 on wheels locked.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 16-08-2010, 15:08:44
I hope americans get roughly 2/3 per main base and 1 per capped base. Locked of course  :D
Well if you're going to make the M16s locked, then at least make the Flak 38 on wheels locked.
I approve this.Either both unlocked, or both locked.
Title: Re: Operation Cobra 64
Post by: :| Hi on 23-08-2010, 05:08:38
German main NEEDS an ammo box, not just a truck that everybody drives off.
Title: Re: Operation Cobra 64
Post by: TigerAce on 30-08-2010, 09:08:40
all of my lag issues solved by simply fully clearing the cache!
For those experiencing this problem aswel=CLEAN IT UP!

I had ZERO lag, Zero warping, Zero freezing
What is the name of this cache? I don't want to delete anything important  :)
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 30-08-2010, 13:08:54
all of my lag issues solved by simply fully clearing the cache!
For those experiencing this problem aswel=CLEAN IT UP!

I had ZERO lag, Zero warping, Zero freezing
What is the name of this cache? I don't want to delete anything important  :)
If i recall

My documents>Bf2>mods>FH2 and then you see 3 maps. Delete the contents INSIDE the maps.

Can someone confirm this i just said it right?
Title: Re: Operation Cobra 64
Post by: Slayer on 30-08-2010, 18:08:54
If i recall

My documents>Bf2>mods>FH2 and then you see 3 maps. Delete the contents INSIDE the maps.

Can someone confirm this i just said it right?
No, you just see one and it is called "cache". And please call them folders, not maps. (A map is een kaart, you know.)
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 30-08-2010, 18:08:23
If i recall

My documents>Bf2>mods>FH2 and then you see 3 maps. Delete the contents INSIDE the maps.

Can someone confirm this i just said it right?
No, you just see one and it is called "cache". And please call them folders, not maps. (A map is een kaart, you know.)
i see 3 of them of those MAPS
Title: Re: Operation Cobra 64
Post by: Slayer on 01-09-2010, 15:09:18
OK, so you have 3 maps in that folder, while the rest of the community has one folder inside of it. Fine.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 01-09-2010, 21:09:13
OK, so you have 3 maps in that folder, while the rest of the community has one folder inside of it. Fine.
ye,  but

is it dangorous? :D
Title: Re: Operation Cobra 64
Post by: Flippy Warbear on 01-09-2010, 22:09:19
STFU. If you aint got feedback to give, then GTFO.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 01-09-2010, 23:09:28
STFU. If you aint got feedback to give, then GTFO.
considering people having alot of lag problems on Operation cobra and clearing the cache solves it 95% of the times, it is actuall good feedback
Title: Re: Operation Cobra 64
Post by: Flippy Warbear on 02-09-2010, 13:09:48
Dont get smartass.
Title: Re: Operation Cobra 64
Post by: Bravo3945 on 28-09-2010, 07:09:16
This is my favorite map. :D
Title: Re: Operation Cobra 64
Post by: sheikyerbouti on 21-10-2010, 01:10:02
 I would like to see another flag at the forward lines, perhaps on the other side of the lake, with the intention of channeling American forces away from the constant back and forth fight for the Farmhouse.

 As well, I would like to see the Farmhouse become a side locked flag so that the entirety of the map is enjoyed instead of the standard "capture farm, lose farm, recapture farm, repeat until nauseated".
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 21-10-2010, 01:10:27
I was always under the impression that the main fight was for the airfield city flag, because whoever controls that one wins the battle, as the German panthers are not much without air cover from wtfpwn FW190s.
Title: Re: Operation Cobra 64
Post by: sheikyerbouti on 21-10-2010, 02:10:40
 First the farmhouse falls and then someone tries to zip into town for the Church or Airfield,

Imo, the airfield shouldn't even be touchable until the Allies have the Train station, Farmhouse and Watermill under possession (or some combination thereof).
Title: Re: Operation Cobra 64
Post by: ajappat on 23-10-2010, 18:10:12
I really dislike this map. People just scatter all around and I feel really lonely. There's nothing tought that could really fix this, unless some major changes are made.
Title: Re: Operation Cobra 64
Post by: :| Hi on 23-10-2010, 18:10:43
Its an ok map, however, me and a jeep can fly around the map forever before even finding a german tank.
Perhaps more tanks for germs?
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 23-10-2010, 23:10:34
Its an ok map, however, me and a jeep can fly around the map forever before even finding a german tank.
Perhaps more tanks for germs?
euhm no as they already have enough of them? They got a huge advantage on this map because of its openness

I say take some of those Flak 18's at the german main base and place them around the town.

And give the ami's also a pushable 57mm M1 at farm. No tanks spawn there, and it gets quickly overrun by any panzer
Title: Re: Operation Cobra 64
Post by: Eat Uranium on 08-11-2010, 01:11:09
I wish this map made full use of the camouflage uniforms.  Currently only rifleman and scout are in the full camo, everyone else is in solids.  Preferably, would like to see 5 or 6 camo classes, with 1 or 2 of those being the half camo texture (which currently isn't used at all).

I mean, this is the only map they fit on, might as well make the most of it.
Title: Re: Operation Cobra 64
Post by: katakulli on 26-01-2011, 18:01:51
 I think spawn point needed for allied airfield, because people often use tanks and tank destroyers to go to planes.
 
 The game just started, somebody using aa halftruck as taxi.
(http://img600.imageshack.us/img600/9240/bf22006121820192856.png) (http://img600.imageshack.us/i/bf22006121820192856.png/)
 A few days ago there were 2 empty hellcats at airfield.  ::)
Title: Re: Operation Cobra 64
Post by: Smiles on 18-02-2011, 14:02:12
When Axis looses farm and mill this map is one of the most boring ones in FH2 (axis perspective). None of the flags are fun the defend, and way to less transport wich is capable of actually reaching a flag to attack those flags. Only way this map is interesting is the beginning battle or the city battle. No clue how this could be better, just putting it out there since i quit a lot when this happens.
Title: Re: Operation Cobra 64
Post by: evhgear on 18-02-2011, 16:02:43
the only thing that I dislike is the fact that all flags can be recaptured without any logic. When US control town but germans are in windmill and farm, this is kind of somewhat non-logic.
Title: Re: Operation Cobra 64
Post by: Thorondor123 on 18-02-2011, 18:02:02
Nah, the point of the map is to control the town. The US can attack from north or south and after capturing either one of the flag advance to the town. The town flags are also more valuable ticket-wise.
Title: Re: Operation Cobra 64
Post by: DaWorg! on 21-04-2011, 01:04:45
This map could profit in some semi-push mode. Making city flags uncap until Mill and Farmhouse/Trainstation is capped. I like much more intensive fighting on some front line, than hunting down solo guys in jeep trying to cap airfield, or church right after round start.
Title: Re: Operation Cobra 64
Post by: Gunnerz on 05-06-2011, 13:06:53
This map could use more mobile AA guns for the germans.
Title: Re: Operation Cobra 64
Post by: Gunnerz on 07-06-2011, 11:06:00
More hedges, grass, trees, destroyed tanks and vehicles. Certainly the center of the map looks a bit empty.

Also id say the p47 should have bombs instead of the p51.


Title: Re: Operation Cobra 64
Post by: IrishReloaded on 09-06-2011, 20:06:32
m16 quad cal50 static verstion:
1) too hard to kill took me about 4 rifle nades and 3 handgrandes
2) it respawms after 20 sec, while flakvierling never respawms.
at this map its not so important as us base is never really attacked, but for future maps it could be interesting
Title: Re: Operation Cobra 64
Post by: Kwiot on 11-06-2011, 18:06:42
I don't know if it was suggested before, but Germans should have more tanks in base when they're on the bleed. It's quite difficult to make successful counter attack with 1 Panther and 2 Marders (when Americans capped all flags). How can they cope with 2x76mm Sherman, 2xHellcats, and plenty of other Shermans? Or maybe some allied tanks don't spawn when Germans are on the bleed, but I think not?
Title: Re: Operation Cobra 64
Post by: Slayer on 11-06-2011, 20:06:18
Don't forget the 88s the Germans have. They make mincemeat out of Shermans/Hellcats.
Title: Re: Operation Cobra 64
Post by: Kwiot on 12-06-2011, 16:06:21
Ok, but they don't help with recapping flags...
Title: Re: Operation Cobra 64
Post by: Slayer on 12-06-2011, 18:06:27
No, but Gerries can safely leave base after 88s ate up all US tanks.
Title: Re: Operation Cobra 64
Post by: DaWorg! on 14-06-2011, 15:06:42
No, but Gerries can safely leave base after 88s ate up all US tanks.


It is quite easy to kill those 88s, especially with amount of US tanks
Title: Re: Operation Cobra 64
Post by: Slayer on 14-06-2011, 19:06:12
No, but Gerries can safely leave base after 88s ate up all US tanks.


It is quite easy to kill those 88s, especially with amount of US tanks
It is quite easy with the 88 to prevent any number of US tanks approaching German base.

or:

OK, we differ, let's put down this topic.
Title: Re: Operation Cobra 64
Post by: Kwiot on 15-06-2011, 20:06:37
Ok, but what if these tanks are somewhere near the town? Don't forget about US planes...
Title: Re: Operation Cobra 64
Post by: Gunnerz on 15-06-2011, 20:06:07
Ok, but what if these tanks are somewhere near the town? Don't forget about US planes...

Yes the Germans could use more mobile AA.
Also more schreck, mortar and AT mine pickup kits are needed for the Germans.
But the German tanks where heavily outnumbered during Operation Cobra ( more than 12 to 1) so i dont think the Germans need more tanks.

Title: Re: Operation Cobra 64
Post by: Slayer on 15-06-2011, 20:06:07
Mmm, it seems unavoidable. OK, here goes:

If German team gets pushed back into base having lost all the flags, they just played badly and they should lose the round.
Title: Re: Operation Cobra 64
Post by: Ciupita on 23-06-2011, 22:06:38
Mmm, it seems unavoidable. OK, here goes:

If German team gets pushed back into base having lost all the flags, they just played badly and they should lose the round.

Amen.
Title: Re: Operation Cobra 64
Post by: Kwiot on 26-06-2011, 22:06:47
And that's how work most of the maps... You should play some tournament maps to notice some difference....
Title: Re: Operation Cobra 64
Post by: Ciupita on 05-07-2011, 15:07:59
And that's how work most of the maps... You should play some tournament maps to notice some difference....

I've played tournament maps and in tournaments. Other side always get steamrolled. Tournaments are more boring than pubby.
Title: Re: Operation Cobra 64
Post by: Natty on 26-07-2011, 17:07:31
yes yes and yes. You guys have covered most of the problems with this map in the last 3-4 pages of this thread.
gameplay overhaul WILL be done for next patch. Amen.
Title: Re: Operation Cobra 64
Post by: McCloskey on 31-07-2011, 18:07:51
Found something REALLY unpleasant:
(http://img94.imageshack.us/img94/6120/screen032e.jpg) (http://imageshack.us/photo/my-images/94/screen032e.jpg/)

(http://jaknakavu.eu/wp-content/2011/06/rageguy.gif)
Title: Re: Operation Cobra 64
Post by: EverettWV on 01-08-2011, 03:08:27
Were you scrolling through your weapons list right as you changed kits? I've had the happen to me several times. Can also happen if you changed weapons right before entering a tank or other enterable things.
Title: Re: Operation Cobra 64
Post by: McCloskey on 01-08-2011, 11:08:49
Nonono, the thing is, that the kit lying there on the ground is supposed to have M1A1 AT mines... but instead it has Composition B explosives!
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 01-08-2011, 16:08:39
All American AT mines were deleted from the mod and replaced by explosives due to a crash bug that coudl not be fixed.
Title: Re: Operation Cobra 64
Post by: ajappat on 27-08-2011, 09:08:52
Really? How could that bug only affact american but no brit or german mines  ???
Title: Re: Operation Cobra 64
Post by: poisonshot on 05-09-2011, 17:09:28
I think IMO that it is too hard for the axis to win this map. Now I understand a lot of it is the abilities of the German team but all the same;

The luftwaffe have no AT support, and their airfield is rather easily captured leaving them with no air support. Now they have a lot of AA so it's not a massive issue, but once you lose that flag it's a very rough road, between air bombardments, 105, and just random inf/armor it's near impossible to get more air power. Meanwhile the American air power is perfectly safe in their un-cap.

IMO the FW190s should spawn in the uncap, with a stuka on the airfield and maybe move the recon plane up as well. or mix/match somehow. The Americans have 3 fighters so I can't imagine a stuka overpowering the Germans.

Also at least the 88 on airfield is useless for AA because of the shield, I don't know if the other 88s have it as well but all the same.
Title: Re: Operation Cobra 64
Post by: bjack on 12-09-2011, 07:09:00
Can we slightly lower the stone walls in the American northeast main base?  They are a half inch too high to jump over.  It's annoying to get stuck in a needless knee-high maze in a main base.  (trying to get between the airfield and the tanks)


Title: Re: Operation Cobra 64
Post by: Kelmola on 12-09-2011, 08:09:06
IMO the FW190s should spawn in the uncap, with a stuka on the airfield and maybe move the recon plane up as well. or mix/match somehow. The Americans have 3 fighters so I can't imagine a stuka overpowering the Germans.

Also at least the 88 on airfield is useless for AA because of the shield, I don't know if the other 88s have it as well but all the same.
The 88's at Farmhouse and on the ridge west of it have gun shields as well, and IIRC the one in the NW corner has it too.

Stuka for Germans... surely you know that by 1944 there were very few Stukas in the West, and all of those in the nighttime
harassment squadrons because they would have been eaten alive in broad daylight? Even PHL, which historically had a single Stuka attack, does not have one. Would like to see a source indicating they were used during Cobra in the middle of the day before adding one.

Plus if the airfield is allowed to fall, the Germans deserve to lose their air support. A competent team can hold the forward flags indefinitely, so only a very sneaky ninja Jeep will get through then.
Title: Re: Operation Cobra 64
Post by: im_a_lazy_sod on 12-09-2011, 10:09:31
Yeah those shields make it very hard for AA support via the 88s

Also the 88 at German main needs more depression.  Was defending the main once and couldn't get some of the Allied M4s moving in from below the ridge and got taken out (twice!) until the Marder was able to deal with it once and I was able to repair it
Title: Re: Operation Cobra 64
Post by: poisonshot on 21-09-2011, 05:09:22
IMO the FW190s should spawn in the uncap, with a stuka on the airfield and maybe move the recon plane up as well. or mix/match somehow. The Americans have 3 fighters so I can't imagine a stuka overpowering the Germans.

Also at least the 88 on airfield is useless for AA because of the shield, I don't know if the other 88s have it as well but all the same.
Stuka for Germans...

Plus if the airfield is allowed to fall, the Germans deserve to lose their air support. A competent team can hold the forward flags indefinitely, so only a very sneaky ninja Jeep will get through then.

Yes the stuka would be rather unnecessary but do either of the 190s have a bomb? Ultimately it wouldn't matter since I believe the 190s have to land to re-arm their bombs.

And should we refuse to make changes simply because in the rare case a nation gets a competent team they might not suffer as the rest of us do? Moreover can we at least disallow the 105 shelling of the airfield?
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 27-11-2011, 11:11:20
I think we can all agree that the americans have total air superiority, but its okay because in Normandy this was simply the case (speaking as a German player). So I dont want the number of planes for the Americans to be reduced.
BUT since the germans have a pretty crappy air defence (dont tell me about the 88s there are useless agaisnt planes), because there are not that many Flakvierlinge (3) and the Opelblitz with Flak 38 are really useless, you cant destroy a plane with one flyover.

So my suggestion is to replace the Opelblitz with Flak 38 with the Sdkfz 7/1 (the one with the Flakvierling on top)
It has been shown of in a pre 2.4 update, but hasnt been addet on any map  (God knows why!?)
Title: Re: Operation Cobra 64
Post by: evhgear on 28-11-2011, 18:11:09
dont tell me about the 88s there are useless agaisnt planes

Really ? I've killed planes numerous times on Cobra with the 88s. I dont remember if all 88s have the shield on Cobra, but maybe remove the shield could help a lot because with the shield its quite hard to aim planes in high altitudes. In the other hand, the shield will protect you a little from the plane straffing and gives you more chances to kill it.
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 28-11-2011, 22:11:44
Okay the 88 at the farm is definitly agaisnt tanks and you have no time to look for planes, because there are tanks comming from the hill. I think we can agree on that.
The other 88 behind the farm shouldn`t lose its shields either, because the tanks (or snipers) can kill you even faster as they already do.
Still 88s are really (!) bad against planes in comparison to the Flakvierling.

So still could we get the Sdkfz 7 with Falkvierling instead of the Opelblitz with Flak38
Title: Re: Operation Cobra 64
Post by: Kwiot on 12-03-2012, 19:03:08
I hope the airfield will be moved to uncap in the next patch... Otherwise, the map will be still unbalanced...
Title: Re: Operation Cobra 64
Post by: JackONeill on 14-07-2012, 00:07:24
I played the map twice with 2.45 installed and experienced CTDs both time. Don't know why it is crashing.
Title: Re: Operation Cobra 64
Post by: :| Hi on 14-07-2012, 05:07:29
I played a round on it, followed around Neighborkid the entire time in our M4xxs, didn't get any CTDs or anythin
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 16-07-2012, 01:07:15
Something I noticed when attacking the added northern flag - I thinks it is called Corssroads - are the spawnpoints for the Allies. I was attacking it with my Panther from the German side of the railroad.
The Allies were spawning at the German side of the Railroad at the fields and I had to spawnkill them in order to protextmy tank and cover my infantry. Not a nice server first with spawnraping infantry  :-\

Certainly a very uncomfortable situation for the allies maybe you could palce those spawnpoints behind the flag or at least at the allied side of the railway, so they dont get spawnraped and I think they can stillflank with there bazooks due to cover by hedgerows.
Title: Re: Operation Cobra 64
Post by: Steel_Lion_FIN on 16-07-2012, 01:07:20
There is somewhat of an issue when it comes to endgame, where ninjacapping crossroads is possible, so I'm suggesting: Maybe make the Crossroads required to take the town? So it would be like this


Windmill -> Crossroads ->Trainstation and Cityflags

Farmhouse -> Trainstation and Cityflags.

But this is just my opinion, I don't mind how it is right now, but something to think about/cause flamewars here.
Title: Re: Operation Cobra 64
Post by: sheikyerbouti on 16-07-2012, 06:07:39
 Super-LIKe the map,

 it's so great to not have constant backcapping like it used to be.
Title: Re: Operation Cobra 64
Post by: JackONeill on 20-07-2012, 20:07:47
I played the map twice with 2.45 installed and experienced CTDs both time. Don't know why it is crashing.
I still got this crashes. I am using Win7 64 bit.
Title: Re: Operation Cobra 64
Post by: Flippy Warbear on 21-07-2012, 12:07:58
Too many planes for my liking. I played this yesterday as axis on a full hslan server and while I was most of my time an infantryman, manning various mg's and such, I didnt have to worry about the planes that much. But when I changed my role to panzer IV, I found myself lurking in the newly added forests because the allied birds were constantly swooping above. I managed to dodge and hide from them until the round end and did still take out few allied tanks and halftracks while at it, but I personally think theres just too many planes now, maybe too many in general when counting in all planes from both teams.
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 21-07-2012, 14:07:53
Did the akllies get even more planes? They already had 4 in 2.4.  I actually think when you drive a German tank the allied planes ahve become less lethal in 2.45 compared to 2.4, since now they always have a german airforce to deal with and much more deadly and mobile anti air assets and vehicles.

In 2.4 the map was just a "bomb what ever you like fest" for the allied pilots, since all good pilots where in the allied team. Its great that this situation has changed, because of the push mode.
but its true that the planes ar more dominant, simply because there are so loud (too load for my taste) and always fighting above you.

On thing that really bothers me are the Shermans in 2.45, I was okay with two shots with a Panther for a 76 Sherman for gameplay reasons, but two shots for a Sherman - exept very close engagements - is to much for a game of historical accuracy. Also with this boost for the Shermans and the new cover for them on Cobra I think it has become to easy for them.

On an half full server though its just the allied bombing fest as it was in 2.4 unplayabe as German tanker.
Title: Re: Operation Cobra 64
Post by: THeTA0123 on 21-07-2012, 21:07:56

On thing that really bothers me are the Shermans in 2.45, I was okay with two shots with a Panther for a 76 Sherman for gameplay reasons, but two shots for a Sherman - exept very close engagements - is to m
This is most likely a bug. But i would like to remind that the Late shermans on Cobra where equipped with wet ammo racks and various improvements. Things most tanks(including german tanks) dint had. A tank when penetrated is a loss when=
1.the crew is dead
2.The ammo exploded
3.The tank catches fire in wich 1 and or 2 happens

however i think this is most likely a bug. I yesterday got one shotted from about 100 meters by a panther and i managed to survive a shot from quite a long range (Windmill to the slope at allied base)

I think it is a bug


a +1 for the redesign of cobra. Altough it can be still quite the pain to win on this map with allies

But when crossroads is taken, and windmill and farmhouse, things improve. Teamwork is key. And its simple things like everyone joining a squad, taking a halftrack, and doing carefull assaulting

Also hyper, the number of allied aircraft is still 4.
Title: Re: Operation Cobra 64
Post by: -Svea-Livgarde- on 21-07-2012, 21:07:09
I like the new vegetation and color, and also longer viewdistance. But playing as german when allies have caught Farm and Windmill (watermill?, whatever) I found it quite boring to only have to defend. Only sit and wait if the americans have a hard time or get bombed by a plane when you bring a tank and drive it all the way to crossroads. I would suggest making only the farm re-capturable again so you can attack something.
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 22-07-2012, 12:07:39
This is most likely a bug. But i would like to remind that the Late shermans on Cobra where equipped with wet ammo racks and various improvements. Things most tanks(including german tanks) dint had. A tank when penetrated is a loss when=
1.the crew is dead
2.The ammo exploded
3.The tank catches fire in wich 1 and or 2 happens

however i think this is most likely a bug. I yesterday got one shotted from about 100 meters by a panther and i managed to survive a shot from quite a long range (Windmill to the slope at allied base)

I think it is a bug
Wow you agreeing with my when talking about allied armor :D but I am okay with certain improvements if they are historically reasonable, but as you said those Shermans feel wrong now. I cant think of anything else than bug or a mistake in balancing them.

What i also like to say is , their is really a problem of cover from the German base, especially because the farm is mostly American and there is a 76 Sherman spawning and even a regular own which is always a problem for many German tankers, not because its there Once, but because it spawn very fast.
The Allied got great cover and stronger Shermans, but this together makes it to easy for them in 2.45 I think.

Also the spawnpiont of the 76 Sherman at the farm is quite bad for them, because you can destroy it right away when being somewhere at the railroad. Also its a litte bit of a problem in my opinion with 762 rules, because I am not sure if its allowed to destroy it right away when someone enters it, though it is at a uncap command post.
Title: Re: Operation Cobra 64
Post by: Steel_Lion_FIN on 22-07-2012, 17:07:34
I had an incident on Op. Cobra once, where I was up against a Sherman 76mm at about 200 meters (dunno really), and he was on a downhill slope, that means that the front should be more vertical, right?
Bounced him two times. And he bounced me three times as well. We both fired five shots, and he hit me twice, (a squadmate was fixin' me tank, so I didn't die), and I had three hitmarkers and the last one finally got him. I don't think the 75mm/L48 should have these kinds of problems penetrating shermans. I can understand not penetrating a Jumbo, but ye olde shermans?  ::)
Title: Re: Operation Cobra 64
Post by: Gunnerz on 22-07-2012, 21:07:48
I like the new vegetation and color, and also longer viewdistance. But playing as german when allies have caught Farm and Windmill (watermill?, whatever) I found it quite boring to only have to defend. Only sit and wait if the americans have a hard time or get bombed by a plane when you bring a tank and drive it all the way to crossroads. I would suggest making only the farm re-capturable again so you can attack something.

I like the new operation cobra map very much.
The german airfield looks much better and realistic.
Still id like to see the farm recaptureable too.
Also id like to see the whole city of hebecrevon in ruins, since the whole area got carpet bombed.
Plus some more bushes and bocage to hide.
Other than that this map is almost f**king perfect.

Title: Re: Operation Cobra 64
Post by: THeTA0123 on 23-07-2012, 18:07:58
the new airfield is amazing :) +1
Title: Re: Operation Cobra 64
Post by: |7th|Nighthawk on 17-08-2012, 23:08:28
The new airfield is really amazing but at the German base on the exit road near the 88 there is some ugly shaped terrain; looks like fresh from the Editor :P
The push mode may be a good idea but that Farmhouse gets uncappable is a big problem as when the Americans capture the town the Germans have pretty much lost the battle: They have only one route to take and the 88 in town (now held by allies) and all the planes know that and rape everything that quits the base sector.
Title: Re: Operation Cobra 64
Post by: Natty on 22-08-2012, 18:08:55
Yea the goal was to make it more or less game over at that stage, but give the germans enough firepower so they can make a come back. They have quite a serious loadout with tanks at that stage...
Title: Re: Operation Cobra 64
Post by: Cheesus Krighst on 13-09-2012, 23:09:39
Yea the goal was to make it more or less game over at that stage, but give the germans enough firepower so they can make a come back. They have quite a serious loadout with tanks at that stage...

Tanks are sitting box targets when you have barely 2 good pilots on the American team, add 2 more planes for germans when all flags are capped. I wanna see some good airfights :D
Title: Re: Operation Cobra 64
Post by: CologneSky on 14-09-2012, 01:09:51
Yea the goal was to make it more or less game over at that stage, but give the germans enough firepower so they can make a come back. They have quite a serious loadout with tanks at that stage...

Tanks are sitting box targets when you have barely 2 good pilots on the American team, add 2 more planes for germans when all flags are capped. I wanna see some good airfights :D

agree! when all german flags are capped they should get some really heavy weaponry. king tiger, agd-tiger/panther and at least one more fw-190 (maybe with bomb load).
Title: Re: Operation Cobra 64
Post by: McCloskey on 14-09-2012, 01:09:34
It would be better if they got more armor/ground forces, but to fockin hell with Axis planes! The current situation on Cobra suggests the Axis airforce was basically as strong as the Allied one, which was not the case. :-\
Title: Re: Operation Cobra 64
Post by: |7th|Nighthawk on 14-09-2012, 07:09:03
The FW190 literally rape the Typhoons; you are right on that.
Title: Re: Operation Cobra 64
Post by: Cheesus Krighst on 14-09-2012, 07:09:58
It would be better if they got more armor/ground forces, but to fockin hell with Axis planes! The current situation on Cobra suggests the Axis airforce was basically as strong as the Allied one, which was not the case. :-\

*Tanks are being raped by typhoons, flags are all capped.* We obviously need to add moar tanks!
Title: Re: Operation Cobra 64
Post by: Steel_Lion_FIN on 14-09-2012, 07:09:16
Nope, no Typhoons on Cobra. More anti-air assets are needed.
Title: Re: Operation Cobra 64
Post by: McCloskey on 14-09-2012, 11:09:27
You need to add more tanks and, as Lion said, more AA. But not airforce.
Title: Re: Operation Cobra 64
Post by: CologneSky on 15-09-2012, 15:09:59
The FW190 literally rape the Typhoons; you are right on that.

wtf you talking about? No Typhoon on Cobra!

Currently allied air force is far superior (which is ok) on Cobra with 5 (or 4 not sure) allied fighters and fighter bombers (P51 and P47) vs. 2 (as long as Germans hold airfield) or 1 FW 190..
Title: Re: Operation Cobra 64
Post by: McCloskey on 15-09-2012, 15:09:26
Have you played the map lately? There's 4 Allied aircraft (2x P-47, 2x P-51) of which 3 at most are capable of dogfighting 3 Axis Focke-Wulfs... yes, you read this right, there's 3 of them. 2 on the Hebecrevon airfield and they added one to the main base. If there's a sonofabitch like Horst (peace, bro), Allies have a real problem keeping their planes in the air.
Title: Re: Operation Cobra 64
Post by: CologneSky on 15-09-2012, 17:09:28
played the map quite a lot lately. typically allies will have air superiority.
so its 4 vs. 2 (or does the fw190 spawn when axis still controls airfield?!) planes.
some of the allied fighters being ground attack capable.. axis fighters w/o ground attack capability..
dont quite see how allies are disadvantaged.


what a lame argument to say Allies may lose air superiority if axis have a good player on their side..
Title: Re: Operation Cobra 64
Post by: McCloskey on 15-09-2012, 19:09:07
Allies start with 2 Mustangs. I guess both fairly capable of fending off the 190s. The fighter Thunderbolt is a lot worse though, and one would have to be mentally ill thinking about dogfighting with the ground attack Thunderbolt.

This versus 3 190s spawning from the very beginning of the game that are capable of ripping you apart in a matter of mere miliseconds with their cannons. Then you have German AA defences at pretty much every flag covering the western half of the map, while Allies get 2 shitty M16s.
Title: Re: Operation Cobra 64
Post by: CologneSky on 15-09-2012, 20:09:46
and one would have to be mentally ill thinking about dogfighting with the ground attack Thunderbolt.

disagree! been shot down quite often by the p47s..
if they get the first shot, their board weapon mgs are absolutely deadly, both versions..
Title: Re: Operation Cobra 64
Post by: |7th|Nighthawk on 15-09-2012, 22:09:59
They are still slow as hell and are even easy targets for !Marders!
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 16-09-2012, 13:09:27
I think axis start with 2 FW 190s. IIRC the only situation were Axis have 3 FW190 is when the Airfield gets capped, but the FW spawning there is still alive. If this happens there are two FWs spawning in the German mainbase.
Title: Re: Operation Cobra 64
Post by: McCloskey on 16-09-2012, 14:09:00
ಠ_ಠ

I'm telling you Axis gets 3 (three) Focke-Wulfs 190 right from the beginning of the round. It was changed from 2 in previous patches (they now added a third one to the airfield at main). Play the map before you think, all it takes is just loading up the map and you'll see.

Title: Re: Operation Cobra 64
Post by: THeTA0123 on 16-09-2012, 21:09:47
190's still to bloody powerfull..... its armament rips you in 1 second, you cant outturn it with the P47. The P51 has far to weak armament to bring it down...........


Title: Re: Operation Cobra 64
Post by: x4fun ODIUM on 16-09-2012, 23:09:37
You realize that a FW190 is way slower and less agile now than it was ever before in FH2?
Interesting, that a P-51 with several hundred of kg of bombload is still more agile than a FW190.

If you have pilots in the 2 P-51s that can tell ground from air, they will outturn and shred the FW190s with ease. If you are capable of flying a P-47, you will kill a FW190, too.
That is my point of view, I share it with Horstpetersens and Kefeng. We are the guys on our TS3 that have most flying hours I think, but prove me wrong on that.

The P-47 (which i fly most of the time) is the best of all FH2 versions so far, if you ask me.

- speed is fine.
- agility for a 7ton plane is just right.
- the convergence of the 8 .50cals is very good now (thx Devs).
- the firing rate of the .50 cals is very good now
  (you finally realize now that you have actually 8 of them). So a big thx for that!

You realize in Cobra, that the USA have air superiority, even with 4x FW190, and that is okay.
Please do not touch the P-47 any more, they are great.

It was a good idea to add the flag north of the train station. Maybe overthink, if you really want to make Farmhouse an uncap, that makes it hard for germans to break out.

The map could use one more mobile Flakvierling, then you could even remove one FW190 from mainbase.
That said, I like Cobra better than in 2.40.
Title: Re: Operation Cobra 64
Post by: Horstpetersens on 17-09-2012, 02:09:33
Mmm, it seems unavoidable. OK, here goes:

If German team gets pushed back into base having lost all the flags, they just played badly and they should lose the round.

Amen.
This shows me that you don't play to game.

There is no tank support from mainbase because they get bombed.
So the infantrie gets raped by tanks surrounding the town.
thats how it is!

190's still to bloody powerfull..... its armament rips you in 1 second, you cant outturn it with the P47. The P51 has far to weak armament to bring it down...........
seriously learn to fly
Unbeliveble that some guys here post and don't have a clue.

No more planes on this map. there are allready to many planes .I crash several times with other planes in one round.
Remove the bombs of the green p51 or make it less agile
maybe add a second sdkfz 7 with vierling.
A static flak will almost allways lose against a plane.
This will give the germans a chance in the air.
If the devs would decide to fix the tanking system the germans would have a chance.
Title: Re: Operation Cobra 64
Post by: hitm4k3r on 17-09-2012, 04:09:16
In my experience the german team gets pushed back to their mainbase almost every round on Cobra and it has nothing to do with a shitty team. It also happens quiet early in the matches.
It is the air supperiority of the allied team (that is right in my opnion) but the lack of mobile AA and proper coded german guns. You need two StuG IV to take one Sherman down on Cobra. This conected with the improved Windmill base where the way to the Farmhouse flag is so damn easy for the yanks makes it very difficult to defend for the german team.

Marders, 88's and Pak's are totaly useless since you won't be able to kill the Sherman tanks with one shot, though the far view distance demands this. Not to mention that you can easily kill the Marder and stationary weapons so damn easy with the MG of the planes.

The concept of a counter attack simply fails on this map. You have no skirts for the PIV what makes it difficult against camping infantry, the most important flag (train station) has no AA at all and the way out of the german base is simply too far and open (no cover) to the first flags. Did I mention the overwhelming number of Ubershermanz and other tanks like M10's and M18? Devs might be proud to break the german bias in tank combat, but they forget that this makes changes (and the changes on Cobra are welcome) totaly obsolete. The map design of Cobra automaticly leads to allied tank forces covering the flanks of the german conterattack and you have a quiet good view down the hill.
Title: Re: Operation Cobra 64
Post by: Natty on 17-09-2012, 18:09:48
I agree that the americans don't need all 4 planes for the duration of the round. When they have taken trainstation, they could lose 1 plane in mainbase, and when they have all flags, lose another plane.

Also the german reinforcement tanks perhaps could replace one variant for a heavier tank.

Apart from that the map seems balanced. 762 reports 111 rounds played and the result is:

Operation Cobra
Rounds: 111
Axis: 53 (29552) - Allies: 58 (26967)

http://www.762-ranking.de/fh2stats/mapbalance.php?start=1342202400&bar=rounds
Title: Re: Operation Cobra 64
Post by: Slayer on 17-09-2012, 21:09:09
Mmm, it seems unavoidable. OK, here goes:

If German team gets pushed back into base having lost all the flags, they just played badly and they should lose the round.

Amen.
This shows me that you don't play to game.
This shows me you don't pay attention. You quoted something from over a year back...

And then you post this, LOL
Unbeliveble that some guys here post and don't have a clue.

I think Natty's setup would do nicely, with diminishing US planes over the course of the map. Or put a few more AA emplacements in mainbase. (And add at least one AA to Trainstation.)
Title: Re: Operation Cobra 64
Post by: x4fun ODIUM on 18-09-2012, 02:09:57
I'd go with more AA. But not emplacements in mainbase. The problem is not that USA bombers bomb the mainbase (no uncap attack rule blocks that quite good).

The problem is, that any breakout attempt is prone to fail because the lack of air cover.
So how about adding a 2nd SdKfz7 with Flakvierling? Then those 2 could accompany the tanks on their way back into Town/Airfield. I could manage without the 2 extra FW190s then.

Fixed AAA positions are easy targets for P-47s and P-51s (6x or 8x .50cal will shred anything stationary with ease) and that is okay. That is why I'd go with a 2nd mobile Flakvierling or something like the Ostwind tank on Sector 318, for those who remember.
Title: Re: Operation Cobra 64
Post by: Horstpetersens on 18-09-2012, 04:09:58
Mmm, it seems unavoidable. OK, here goes:

If German team gets pushed back into base having lost all the flags, they just played badly and they should lose the round.

Amen.
This shows me that you don't play to game.
This shows me you don't pay attention. You quoted something from over a year back...
so the germans have ruled the map in 2.4?
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 18-09-2012, 12:09:04
I like Natty approach very much!
I have to say that I prefer a solution based on a loss of planes for allies, because Odis approach depends to much on the individual player that uses the Flak Sdkfz 7. Will kepp up with the tanks or just stay in the base or any other useless spot.
When you let the Allies lose some plays in late game its independedn from the players.
Title: Re: Operation Cobra 64
Post by: Slayer on 18-09-2012, 13:09:41
so the germans have ruled the map in 2.4?
Where did you read that? All I'm saying is that 2.4 and 2.45 are incomparable (especially when it comes to this map), so you shouldn't quote stuff from previous versions. In 2.4 there wasn't even meant to be a German counterattack, so your point is moot.

When you let the Allies lose some planes in late game its independent from the players.
This isn't necessarily a good thing. I think players should be able to control a situation. In Nattys scenario the US only "controls" having four planes by not capping all flags (while, as we all know, capping flags is a primary target of the game). In Odiums scenario the Germans control where their AA is defending against the airplanes. I think mobile AA is indeed better than static AA, so it can cover the approach to the town better.

Maybe a mixed solution is best: US loses one plane and Germans get two mobile AA.
Title: Re: Operation Cobra 64
Post by: |7th|Nighthawk on 18-09-2012, 13:09:41
A mobile FlaK18 would be awesome as they are much better than the FlaK Vierling. The static 88s almost always get destroyed at the beginning of a round because most of the time an 88 shell on a Sherman is not a kill, a HE from his side or a P51 .50cal will almost always tear it apart. As it is widely known where the 88s are they are sometimes frustrating to use/repair.
Title: Re: Operation Cobra 64
Post by: Gunnerz on 14-10-2012, 14:10:55
some more things


-Marder I is near useless against the shermans, might change one for a panther.
-The static flakvierling at the airfield is almost useless as it gets destroyed very easy, why not remove it and add a mobile flakvierling at the airfield.




Title: Re: Operation Cobra 64
Post by: McCloskey on 14-10-2012, 15:10:42
-Marder I is near useless against the shermans, might change one for a panther.

Yes, what a solution! Instead of actually fixing the shit that's been broken, just remove all such assets and replace them with more powerful stuff...  ::)

-The static flakvierling at the airfield is almost useless as it gets destroyed very easy, why not remove it and add a mobile flakvierling at the airfield.

There already is a mobile Flak at the airfield. Germans get 3 fricking 190s and you want them to have Flak all over the place as well? Amazing.
Title: Re: Operation Cobra 64
Post by: Gunnerz on 14-10-2012, 16:10:56
If the devs are willing to change things.
Still a marder isnt a match for a sherman, and when the americans capture the airfield there are just 2 fw190s, wich do not have bombs.

 ::)
Title: Re: Operation Cobra 64
Post by: Cheesus Krighst on 22-10-2012, 04:10:53
Here's a suggestion, replace most of those Flak Vierlings with those fancy single barrel flak 38 guns.
Why would we downgrade to single barrel? Because those blasted Vierlings cant be shot for no more than 6 seconds before overheating. Along with that horrendous cloud of smoke that covers your view after firing.
No, the "tap mouse1 to compensate for overheating" isn't effective, definitely when the plane is bearing down on you and your buddies.

If im correct, the single flak 38's can fire almost 24/7 in this mod, excluding the reloading times. Which is extremely important for AA gunners.

Add a Flak 38 nest to the rear (West) of trainstation, near the tank spawns behind the station house. And replace the flak vierling in the Airfield with a Flak 38. There are so many flak vierlings in this map, its awkward.

Replace the AT flak 88 at main base with an AA flak 88. 5 AA shells arent able to sustain a protective barrier against aircraft for the armor to advance from main base.
Title: Re: Operation Cobra 64
Post by: Gunnerz on 08-11-2012, 19:11:19
Still i think that the germans dont have enough mobile flaks when they only have the 3 city flags left.
The americans can stop any counter attack and rape german armour with fighterbombers, especially when the germans lost all flags.


Also a flak 38 single barrel doesnt have enough stopping power, and you dont need to be able to fire for very long time if you score direct hits with the vierling.

Title: Re: Operation Cobra 64
Post by: CHRISTIEFRONTDRIVE on 15-11-2012, 23:11:32
I agree the Germans could use perhaps one more flak truck. Why are there no panzerfausts and panzerschreks on this map? There isn't a single one, whereas there are 12 panzerfausts vs. 1 Sherman on Lebisey? I say keep the German spawn a/t kit the fancy riflenade, but give them 4 x Panzerfaust 60 (Watermill, Farm, Trainstation, Airfield) and maybe 2 x Panzerschrek (Airfield, Church).
Title: Re: Operation Cobra 64
Post by: hyperanthropos on 16-11-2012, 00:11:34
Of course Panzerfaust 60 would be aesome on this map,but I think there werent around at that time.
Those rifle nades against tanks are really useless and since the engeneer kit got catrated with the last patch the inf has an even harder stand on this map.

And I think you ment Port en Bessin in your post right? and no spawnable Faust against one Sherman is totally okay.
Title: Re: Operation Cobra 64
Post by: CHRISTIEFRONTDRIVE on 16-11-2012, 00:11:46
Sorry yes, I was just thinking of load music. Yeah, there are 12 fausts on Port-en-Bessin versus 1 Sherman, but no fausts or schreks on Cobra versus.. 12 enemy tanks? 13?
Title: Re: Operation Cobra 64
Post by: PanzerKnacker on 21-12-2012, 17:12:23
Well, I propose we switch the Marders for the new ones with the MG on top, maybe some anti-air MGs wouldn't be a bad idea.

Another thing, the SdKfz 7 on Crossroads is useless, might as well replace it with a kubel or a 251

The rest is fairly good, I've seen and done some nice counterattacks, ninja geballted Shermans (love the geballte buff) and the only thing that is really annoying are the planes, they literally tear new assholes in the German team. I am yet to see the FWs dominate the skies, or the AA to do its job.

I think another single barreled Fla is ok, or a shieldless 88 by the airfield. The trainstation is in desperate need of AA support. I suggest an MG18z in the grass field near the base or a pick up MG kit more, be it the 42 or the 18 with the double drum mag, just so there can be more lead flying in the air.

Oh and one more, remove the shield from the 88 in the mainbase, or replace it with lighter Flak, AKA Fla guns. Since the tanks can't shoot in the mainbase, and they rarely come within view distance, it would be more useful to make it AA only.
Title: Re: Operation Cobra 64
Post by: |7th|Nighthawk on 21-12-2012, 18:12:11
I agree with PanzerKnacker, please replace those FlaKs with shield. It hinders you to attack planes effectively and gives you no advantage against enemy tanks which survive the first hit most of the time and kill you anyway after that.
Title: Re: Operation Cobra 64
Post by: CHRISTIEFRONTDRIVE on 21-12-2012, 19:12:31
I agree with the 88 comments, the Allied pilots all approach from an angle where you can't see them because of the shield. Quite useless.

I'm wondering if the Sector Push needs a tweak, or Farmhouse needs to be changed/moved. It works fine for the initial assault but as soon as the Germans are backed up in their main, it's simply too tempting for people to attack the nearest flag (Farmhouse), and then half them get booted for attacking an uncap. American tanks can sit at that flag and blast anything German that comes over the hill, safe from any retaliation.

I think it would be interesting to make the southern, smaller Allied main into a German flag at the start of the round. Make this flag + Watermill be the Sector Push locked flags, while Farmhouse becomes like Church, Airfield, Trainstation and Crossroads: cappable by both teams as soon as Watermill and the former Allied base are taken. That way, counter-attacks can go in more than one direction out of the German main.

One thing I feel is sorely missing is trenches. For a map entirely centered around a desperate German defense, there isn't a trench or a foxhole to be found. I think it would create a great battle to have some trenches near the Crossroads and Trainstation flag, and on the hills west of Watermill, as well as around the lake. This wooded area would become like a mini-Hurtgen Forest, giving the Germans a much needed extra defensive line. Americans would have to clear the "forest" out, they can't just blast down the road at full speed wit nothing to fear until they get to Farmhouse.
Title: Re: Operation Cobra 64
Post by: Berkolok on 06-01-2013, 21:01:50
give bomb to at least 1 axis aircraft

more aa shells to 88

more mobile aas to axis

moveable pak40s

this map would be perfect with those
Title: Re: Operation Cobra 64
Post by: Mudzin on 10-04-2014, 00:04:39
No changes to this map???
Title: Re: Operation Cobra 64
Post by: jan_kurator on 10-04-2014, 00:04:13
No changes to this map???
As you can see, unfortunately. I can't reveal internal stuff to you to give you the reason behind it (actually, the reason is lack of time but those things I won't mention caused it) but don't worry, since FH2 launcher was officialy announced today, you can expect some small patches soon which most likely will bring some updates for this map, AFAIK Operation Cobra has high priority on Gavrant's to-do list, and we have plenty of feedback to work with.
Title: Re: Operation Cobra 64
Post by: Mudzin on 10-04-2014, 17:04:19
Ok, good to hear at least that the changes are planned.
Title: Re: Operation Cobra 64
Post by: Battlefieldfan45 (CroPanzer) on 18-04-2014, 00:04:19
Will there be a change in the number of time fuse HE shells avaliable for the FlaKs around the Airfield?
Title: Re: Operation Cobra 64
Post by: caeno on 14-05-2014, 12:05:03
Some thoughts to balance or atleast make the axis counter-attack have more chance on this map:

-I'd add one mobile AA gun for the axis from round start - axis would then have 2 mobile AA's to help them during the round and recover if and when they lose all flags. 2 mobile AA guns might actually make the allied pilots a bit more cautios when flying.
Currently, when I fly on allies I don't even think about axis AA guns... static guns are useless against pilots who know where they are and 1 mobile AA is easy to kill once spotted with 4 allied planes flying around.

-Move 1 FW190 spawn to mainbase, so the plane situation would be a stable 2 vs 4 planes.
Currently the 2 FW's on airfield are very easily destroyed on take off or the cap-recap airfield situation basicly means they will never even spawn - not on airfield and not in mainbase.

-If moving FW's is not an option - change the FW in mainbase to fighter bomber version with one bomb. Atleast then one FW could help a bit more during the axis counter-attack.

I've been flying a lot on this map and even though I've seen axis wins, most of the time the allies totally steamroll over the axis. Then it's just allied tanks and planes picking off everything 100 meters away from axis base - aside from the scorewhores, I bet many players would enjoy the map more, if the axis would have more of a chance to recover from all flags lost situation.
Title: Re: Operation Cobra 64
Post by: Berkolok on 01-08-2014, 13:08:44
Allies have ;

+more armour
+more planes
+planes with bombs
+automatic rifles
+artillery
+bazooka

Axis have;

+panthers(until their planes destroy it)
+mg42
+sometimes teamwork?!
-not even single schrek or faust pick up kit
-bolt action rifles
-memorized aa  at positions

Title: Re: Operation Cobra 64
Post by: Oberst on 24-12-2014, 13:12:08
I think it is known that balance on this map is heavily favoring allies. They have - as stated before - an advantage in almost every regard. I don't think this map would need a heavy rework regarding flag layout and things like that, but some tweaks here and there would probably do it. I don't think all of those ideas I present are necessary or should be included at the same time, but maybe it gives one or the other idea to the mapper.

Axis counterattack: Once axis have been enclosed in their base in the south it is almost impossible to capture anything back, because axis have to fight the whole enemy air force, all tanks and even all the static emplacements. Furthermore the closest flag (farm) is closed due to sector push. This even limits the possibilities more.

Solutions/ideas:
- Open farm flag for counterattack. I know sector push was introduced to prevent back caps in the city right in the beginning, but obviously it made the situation worse for axis in late game.
- Add more bleed reeinforcements to axis (which only spawns, when the flags are ALL lost), to make a counterattack possible. Things like some more mobile AAs, some more tanks and planes.
- Or maybe make the allied air power go away once they captured all flags, so they won't respawn after they have been shot down. So fighting would shift towards mainly tanks in the counterattack.

Tank balance: This is obviously a tank heavy map, which is unique in the normandy setting, so keep it please. But definetly something needs to be done regarding tank fighting power of axis. Right now axis tanks face a large enemy air force (3 planes with bombs or rockets), a large number of tanks and spawnable bazookas.

Ideas:
- Give axis something to fight enemy tanks at range. I would even suggest to try a spawnable shreck for this map.
- more air defence. Give axis a second mobile flak vierling and for gods sake make the spawntimes shorter.
- shorter spawntimes for axis airforce?
- possible a FW with bombs? So allied tanks have to worry about air attack.
- exchange an 88 with shield with one without shield (AA version)
- removing bombs or rockets from one of the p47.
- pickup ranged AT kits on all flags?

EDIT: Did I mention, the allies have artillery?
Title: Re: Operation Cobra 64
Post by: Airshark79 on 24-12-2014, 15:12:49
Extra flakvierling would be nice fireworks.
Title: Re: Operation Cobra 64
Post by: Mudzin on 09-11-2015, 14:11:10
I'm quite disappointed hearing that there won't be any changes in the gameplay to this map. I don't demand big changes which would require much time, but only such minor changes which could improve balance on this map, like:
- giving spawn delay to Mustang with bomb (now it has 16 sec spawn)
- farmhouse out of push (it's quite weird now that Axis can't attack the closest flag to their main)
- maybe FW with bomb in the main when Axis loose airfield?
- reduce the spawn delay of FW which spawns in the base - they are worse than Mustangs and if Axis looses Airfield that means they are in trouble so they need fast reinforcements ;)

I think such small changes don't require much time and could have quite big impact on the gameplay, so I would really appreciate seeing them implemented in the upcoming patch! ;)
Title: Re: Operation Cobra 64
Post by: Stubbfan on 10-11-2015, 10:11:41
We will do something now, but only something small to deal with the worst problems listed.

The aim is to make a larger update for next release, which in our opinion the map really needs. And such update will not just be 'quick' or take a short time, it will take a fairly long time, and cover many aspects of the map.
Title: Re: Operation Cobra 64
Post by: Mudzin on 10-11-2015, 14:11:59
Ok, but those changes suggested by me really don't require much work and they could really have nice impact for Axis side...
Title: Re: Operation Cobra 64
Post by: gavrant on 08-02-2016, 14:02:47
2.5 changelog for Operation Cobra 64

Title: Re: Operation Cobra 64
Post by: Berkolok on 25-02-2016, 11:02:37
seriously it still imba
add proper anti tank kit to germans
Title: Re: Operation Cobra 64
Post by: SadCamelion on 25-02-2016, 14:02:41
seriously it still imba
add proper anti tank kit to germans
I like the rifle grenades much more than the panzerfaust.
I miss much more with it than with the grenades, especially when I play germany.
Title: Re: Operation Cobra 64
Post by: caeno on 29-04-2017, 13:04:12
I'd just like to point out that the situation is still the same with the planes, mobile AA and axis counterattack.

Once the allies cap all flags, the axis have lost. For gameplay reasons, please give the axis ONE, just one mobile AA of any kind to help the counterattack. This map could be a lot more fun if the axis counterattack had a better chance of working.

I don't even want to play on the allied side, because it's so ridiculously easy to steamroll the axis airforce and tanks.

One more mobile AA for axis could help out and it surely wouldn't change the balance too much.
Title: Re: Operation Cobra 64
Post by: Sandre on 08-02-2018, 22:02:13
Oberst, Caeno and Berkolok are rigtht.

We play this now since the last patches and the germans cant win. Germans have no Panzerfausts, US Airforce spwans in 2 sec. etc etc.

Maybe the best is it to remove the crossed flags to give the germans more free space.
Title: Re: Operation Cobra 64
Post by: Ts4EVER on 08-02-2018, 22:02:47
Balance changes for next patch:

Operation Cobra balance changes
- Germans get Panzerfausts in their AT kits
- American tanks don't spawn at windmill or farm anymore if they control the town flags
- Replace 1 Marder with another mobile AA gun

I already did that in July 2017, will be in the next patch.
Title: Re: Operation Cobra 64
Post by: Sandre on 08-02-2018, 22:02:25
THX!

We had some discussions about this map with our admins. Keep it in or sort it out and wait for the next patch.
Title: Re: Operation Cobra 64
Post by: CaproGreene on 24-08-2018, 13:08:04
from release notes 2.53 and above:

Operation Cobra
---------------
64 layer;
- Germans get Panzerfausts in their AT kits
- American tanks don't spawn at windmill or farm anymore if they control the town flags
- Replace 1 Marder with another mobile AA gun
- All planes have the same spawntime


But it is watermill.
Title: Re: Operation Cobra 64
Post by: CaproGreene on 24-08-2018, 13:08:48
1) Remove the ammo box from the church. It is only a platform to and for s mine droping out of the church.

1 or 2 perons in the church can disrupt the whole gameplay here. There are plenty of other ammo boxes in the town.

2) The flakvierling, west of Crossroads is in a strait line from US airfield. Its very easy to destroy it with a plane. And it hasnt a good angle to the east cause of the barn.
Maybe it can be removed to the fields east of Crossroads.

3) The tanks at Trainstation are so vulnerable to the P-51s and P-47s. Is it possible to give them a shelter. Or place that flak 4ling from Crossroads there /closer there.
Title: Re: Operation Cobra 64
Post by: CaproGreene on 18-01-2019, 10:01:38
Balance changes for next patch:

Operation Cobra balance changes
- Germans get Panzerfausts in their AT kits
- American tanks don't spawn at windmill or farm anymore if they control the town flags
- Replace 1 Marder with another mobile AA gun

I already did that in July 2017, will be in the next patch.

What is the use of the AT kits at watermill and Farmhouse when US caps both flags?

Even with both flags permanently crossed out, German troops can still mine the bridge at watermill,  the exit from Farmhouse and the spawning tanks at the mentioned flags. In my opinion these AT/mine kits were for defending the flags. Now you see more that the kits are used for disrupting gameplay.....
Title: Re: Operation Cobra 64
Post by: jan_kurator on 18-01-2019, 19:01:30
They seem to be left overs from times when those flags weren't locked  ???
Title: Re: Operation Cobra 64
Post by: Matthew_Baker on 11-05-2020, 20:05:01
2.56 Changelog Operation Cobra 64 (big overhaul edition)

-New Light Settings
-Push Removed, changed to 5 flag conquest where holding 3 flags causes the other team to bleed.
-Farmstead flag starts neutral and does not affect the ticket bleed. Capturing Farmstead will spawn reinforcements
-Plane & Tank Assets overhauled to be more balanced
-Added BF109G2
-New Texture for M4A3 Sherman
Spoiler
(https://i.imgur.com/1iqOyo8.jpg)
-New Texture for Panzer IV
Spoiler
(https://i.imgur.com/QC6fg4K.jpg)
-M1A1 Flamethrower pickup kit removed