Author Topic: Breakthrough at St. Lo 64  (Read 7320 times)

Offline Toddel

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Breakthrough at St. Lo 64
« on: 01-10-2010, 23:10:40 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
« Last Edit: 18-07-2011, 07:07:45 by Guderian »

Offline sheikyerbouti

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Re: St lo Breakthrough 64
« Reply #1 on: 21-10-2010, 01:10:37 »
 great map, the fights for the Hill can be intense but...

1) I would like to see more all around defences for the Hill, at the moment it's too easy for the Allies to just circle around the east side and avoid the German lines of fire, except from that 88 position (which is easily killed by a tank shell).

2) I propose heavier artillery for the Germans, imo the Wurfgerat or Nebelwerfer would be a good fit, perhaps even the Stuka Fuss (if the Dev's were so generous).
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Offline :| Hi

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Re: St lo Breakthrough 64
« Reply #2 on: 21-10-2010, 02:10:39 »
I love the map and would also endorse a bit more defense for the hill! Would be nice to get seperate spawns between the barn and the actual farm though, but thats a minor thing.


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Offline Guderian

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Re: St lo Breakthrough 64
« Reply #3 on: 21-10-2010, 21:10:32 »
great map, the fights for the Hill can be intense but...

1) I would like to see more all around defences for the Hill, at the moment it's too easy for the Allies to just circle around the east side and avoid the German lines of fire, except from that 88 position (which is easily killed by a tank shell).
The Axis have a mobile Pak 40 in the backyard of the farm house for defense which has HE & AP rounds.  Perhaps I could add a stationary MG42 to the top of the sandbags inside the garage, but I want the Allies to have a chance of getting into the flag zone by allowing them to flank.


2) I propose heavier artillery for the Germans, imo the Wurfgerat or Nebelwerfer would be a good fit, perhaps even the Stuka Fuss (if the Dev's were so generous).
Perhaps replace the LeFH18 with the Nebelwerfer....

Offline THeTA0123

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Re: St lo Breakthrough 64
« Reply #4 on: 21-10-2010, 22:10:50 »
Why would the germans need heavier artillery?

Allies should have an advantage in artillery anyway. They defiantly had that in WW2.
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Offline EverettWV

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Re: St lo Breakthrough 64
« Reply #5 on: 22-10-2010, 00:10:54 »
Is it just me or does the US 105 seem to have a hard time hitting the hill and the other closest flags? Seem like most of the time when getting a spot, the shell hits the building at the base or the trees heading to the hill. I have gotten a few tks because of this and now i usually fire ap first to make sure my shells land on target.

Offline evhgear

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Re: St lo Breakthrough 64
« Reply #6 on: 22-10-2010, 02:10:09 »
Yeah, American Arty is situated at a place surrounded by a lot of objects that block arty shots. Once I my shot hit the house and their I kill a team mate that was running around the house... that's kinda boring for the team kill AND I cannot support my team mates that needed arty support.

Offline Guderian

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Re: St lo Breakthrough 64
« Reply #7 on: 22-10-2010, 22:10:59 »
Post screen shots of the objects interfering with the artillery so I can remove them.  :)

Offline Mobilis_in_Mobili

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Re: St lo Breakthrough 64
« Reply #8 on: 22-10-2010, 22:10:37 »
I've been trying to find a placed to reload the Allied tank rounds - so I'd like to know where it is, or if we can put one out.  After running out of rounds AP, most heat - doing a good job of defense: I found my self suiciding to the rear German line in order to re-spawn a new tank with ammo.

I wish more of the barrier/border buildings had open doors and places to hide.

Good Map though.
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Offline Yustax

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Re: St lo Breakthrough 64
« Reply #9 on: 23-10-2010, 13:10:09 »
This map can be very unbalanced as well. There's no 88's; allies can easily camp from the church and snipe us from there. Not only that, but if Theta complains so much about Ramelle. I will complain about this map; the balance here its horrible. Sure it has got pretty good tank fights, but other than that, allies easily spawn camp the germans from every single direction. From all the 5 times I played this map, the same thing happened over and over again. Add some folliage, or so to cover better the base and also please add a barrier so the allies cannot go into the spawn.

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Offline Guderian

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Re: St lo Breakthrough 64
« Reply #10 on: 23-10-2010, 21:10:32 »
You've played the map 5 times! Understand the importance of certain flags and learn the map so then after 3 months or 30+ rounds repost your comments again. I guarantee the community will adapt tactics and play better. The only thing I changed/added after the initial release is the Allies get another M3A1 half-track at their main base and an extra 60 tickets.  

Offline Yustax

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Re: St lo Breakthrough 64
« Reply #11 on: 23-10-2010, 23:10:30 »
You've played the map 5 times! Understand the importance of certain flags and learn the map so then after 3 months or 30+ rounds repost your comments again. I guarantee the community will adapt tactics and play better. The only thing I changed/added after the initial release is the Allies get another M3A1 half-track at their main base and an extra 60 tickets.  

Then again germans are screwed big. Because 2 of the flags are very close to the ally spawn so they can easily counter attack the flags with ease and di the encircle of the german spawn base and spawn camp for the reminder of the round. I will suggest adding an 88 to the church if it falls in german hands and another at the left side of the map.

Offline THeTA0123

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Re: St lo Breakthrough 64
« Reply #12 on: 23-10-2010, 23:10:35 »
You've played the map 5 times! Understand the importance of certain flags and learn the map so then after 3 months or 30+ rounds repost your comments again. I guarantee the community will adapt tactics and play better. The only thing I changed/added after the initial release is the Allies get another M3A1 half-track at their main base and an extra 60 tickets.  

Then again germans are screwed big. Because 2 of the flags are very close to the ally spawn so they can easily counter attack the flags with ease and di the encircle of the german spawn base and spawn camp for the reminder of the round. I will suggest adding an 88 to the church if it falls in german hands and another at the left side of the map.
do you know what happens aswel? The germans at the flags close to the allied main INSTA pop anything that comes out. Also if the allies capture church, thats an extra 88 for them.


This map is great. Dont change anything at it(exept the Extra halftrack)
I saw this map won by both amis as jerries alot. And with 3 allied tanks vs 2 german ones(again as usual), be glad it issent 6 to 1 like it was in the real battle.
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Offline sheikyerbouti

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Re: St lo Breakthrough 64
« Reply #13 on: 05-11-2010, 10:11:46 »
great map, the fights for the Hill can be intense but...

1) I would like to see more all around defences for the Hill, at the moment it's too easy for the Allies to just circle around the east side and avoid the German lines of fire, except from that 88 position (which is easily killed by a tank shell).
The Axis have a mobile Pak 40 in the backyard of the farm house for defense which has HE & AP rounds.  Perhaps I could add a stationary MG42 to the top of the sandbags inside the garage, but I want the Allies to have a chance of getting into the flag zone by allowing them to flank.


2) I propose heavier artillery for the Germans, imo the Wurfgerat or Nebelwerfer would be a good fit, perhaps even the Stuka Fuss (if the Dev's were so generous).
Perhaps replace the LeFH18 with the Nebelwerfer....

 Point 1 ) please add more artillery, don't remove what is existing already. That's why I suggested the 'Fuss' or the nebelwerfer. Imo, the single fire werfer would be the cat's ass (correct me if wrong but I think it was modelled/coded ages ago, for the Stuka zu Fuss itself)

 Point 2) I love the action on/ and around Hill 108 but IMO, the Allies do not need an opportunity to flank. I would extend the trench lines and cover so that there is 360 protection of the firebase (it was German protocl to maintain all around defence and this flag needs it).

in order to win, The Allies should be forced to advance with arty or tank cover, lots of smoke, brute force and a modicum of teamwork. By promoting a strong defence (at 108) for the Germans, the action is sustained around Hill 108, providing morale to the defending troops and allowing for some infantry attacks towards the 2 main road flags (forget the names)

 I am also really loving the action around the Church (for the allies) but that area is secondary to the awesome-ness of attacking 108.
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Offline THeTA0123

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Re: St lo Breakthrough 64
« Reply #14 on: 05-11-2010, 14:11:38 »
Sheik then we will end up with another map where the public does NOT know how to play and the germans win over and over

NO
dont change this map PLEASE.
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