Author Topic: Falaise Pocket 64  (Read 9200 times)

Offline General_Henry

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Re: Falaise Pocket 64
« Reply #30 on: 25-10-2009, 15:10:02 »
Some points and suggestions

1. make the Germans can't spawn immediately in the frontal positions(there are 3), make a delay before those spawns are activated, so you'll be getting some time to prepare defenses as canadians

2. the problem of not giving the last flag some push is that, in case just a few sneaky soldiers sneaked through, the canadians would lose all their armour and get camped to death by even 1 German tank...I don't think PIATs are good stuffs to fight against something camping 200m away. Maybe the Canadians could get tanks elsewhere...

3. A very good map generally, and only backcappings makes people upset.
« Last Edit: 25-10-2009, 15:10:09 by General_Henry »

Offline verg_6

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Re: Falaise Pocket 64
« Reply #31 on: 28-10-2009, 16:10:53 »
As has been said, the last flag on the Canadian side seriously has be made either an uncap or only capturable after all but the last one or two flags have been taken by the Germans. I've had several instances where some fun-hating German SL sped through the unprepared Canadian defenses at the start of the match and managed, with the help of his squadmates, to take over Mortar Battery and use the 6pdr to take out any nearby Shermans and allow the panzers to roll in. It's not hard to imagine how things went from there. I know most players are more 'honorable' (I hate using that word for online gaming) and won't pull such BS, but there are a few out there who won't hesitate on carrying it out.

Offline Kelmola

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Re: Falaise Pocket 64
« Reply #32 on: 28-10-2009, 20:10:28 »
How exactly is this different from the Tommys ninjaing their way over the back wall in Barce?

No push for any flag in Falaise, please. It keeps the map from becoming too predictable.

Offline Slayer

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Re: Falaise Pocket 64
« Reply #33 on: 28-10-2009, 23:10:27 »
Well, a partial push could be inserted, like someone earlier suggested: you need 2 out of 3 flags in St Lambert to be able to cap Mortar Battery. Or maybe even one, as a compromise?

If not, the Canadians are forced to defend the last flag, which is a bit of fun in the beginning and then very, very annoying for the rest of the round.

Offline hslan.Corvax

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Re: Falaise Pocket 64
« Reply #34 on: 31-10-2009, 13:10:12 »
Why not make the 3 spawnpoints at the river only appear for the germans after capping a dummy flag ? Like, all the krauts have to join in the main, get to the river, cap the dummy flag and then be able to spawn right at the front. Like the beach points on PDH.

Would give the allies plenty of time to close all the gaps.

Or maybe extend the out of bounds area at the northern hedgerow rivercrossing so they cant get trough there. Krauts would still be able to sneak through the gaps in the hedgerow at the church, but it would be much more challenging ..

Offline THeTA0123

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Re: Falaise Pocket 64
« Reply #35 on: 31-10-2009, 15:10:14 »
I like corvax his idea. Spawn points at the church its beach, and the red zone backcap position even more red-zoned
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Offline phillip

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Re: Falaise Pocket 64
« Reply #36 on: 04-11-2009, 06:11:27 »
I usually play allies on this map, and really once it comes up I just call it a night and go to bed.  It just doesnt seem as fun as the others.  Usually by the time is loads the Germans already have the Destroyed battery and if they are playing right are well on their way to backcapping the mortar battery.  After a few minutes the Jerry's line up their tanks across the field and just shoot andything that moves at a flag that isnt theirs.  No room to flank them, no room to do anything. 

At best it seems to turn into flag tag for the allies.  Run here, run there any flag going down whenever.  I feel like the fish in the barrel quite a bit on the map. 

As for suggestions, I cant come up with any.  For being a Canadian defense map, it feels impossible to defend because the germans are all over every flag at seemingly the same time.  If they win it is by attrition rather than stout defense.

Offline DLFReporter

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Re: Falaise Pocket 64
« Reply #37 on: 04-11-2009, 07:11:18 »
I at first also propagated the idea of a locked flag or a semi push, but then the following argument was made by a mapper and I have to agree:
It has 3 tanks spawning and arty which should keep that flag manned all the time.
So if the Canadians lose their main flag then they deserve it!
Gravity is a habit that is hard to shake off

Offline hslan.GN_Angrybeaver

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Re: Falaise Pocket 64
« Reply #38 on: 04-11-2009, 12:11:51 »
i cant see the problem with the spawns at the river.
the last 10 times i played this map allies won...with almost no problems.you dont even have to stay at mortar battery,you just have to close the gaps germans using to go there.
i always stay with the sherman far away from the front,just defending the area around st lambert.having always a nice game with around 30 kills and mucho action.
in my opinion,keep it as it is....already hard enough for the germans,espeacily with all the safezonetankcampingwhores  ;D

Offline General_Henry

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Re: Falaise Pocket 64
« Reply #39 on: 07-11-2009, 13:11:57 »
I like the idea of not having the 3 spawns to be there initially, canadians deserve some time to prepare. Dummy flags would be the best idea. (I think there are some reasons for trucks and APC to exist rather than just being armoured machine gun?)




I have another idea,


That is, to give Canadians a temporory "main" somewhere else when mortar battery is lost, here are my arguments

1. Canadian armour shouldn't be cut-off just because of a flanking action, it just don't make sense you can cut off enemy armour with simply infantry.

2. The temporory main should exist only when the canadians still hold the 2 flags in the town. So it would be the fault of the canadians if they can't hold the rest of the flags when a backcap occurs.

3. Give the Germans some heavy weapons when they captured the mortar battery, such as PaK guns and panzerschrecks to defend their gains against canadians attempting to recap.



The only problem that this idea would cause is that the Canadians would have a lot of armour when mortar battery is recap very quickly afterwards, which makes the map imbalanced.

Offline Ionizer

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Re: Falaise Pocket 64
« Reply #40 on: 07-11-2009, 14:11:08 »
I like the idea of not having the 3 spawns to be there initially, canadians deserve some time to prepare. Dummy flags would be the best idea. (I think there are some reasons for trucks and APC to exist rather than just being armoured machine gun?)




I have another idea,


That is, to give Canadians a temporory "main" somewhere else when mortar battery is lost, here are my arguments

1. Canadian armour shouldn't be cut-off just because of a flanking action, it just don't make sense you can cut off enemy armour with simply infantry.

2. The temporory main should exist only when the canadians still hold the 2 flags in the town. So it would be the fault of the canadians if they can't hold the rest of the flags when a backcap occurs.

3. Give the Germans some heavy weapons when they captured the mortar battery, such as PaK guns and panzerschrecks to defend their gains against canadians attempting to recap.



The only problem that this idea would cause is that the Canadians would have a lot of armour when mortar battery is recap very quickly afterwards, which makes the map imbalanced.

Rather than that, perhaps tie some of the Sherman they get now to other flags?  For example, Two are keyed the Mortar position, and spawn there, but maybe there is also one each tied to North Lambert and the middle Lambert flag which spawn to east of their respective flags (perhaps along the main North-South road leading from Mortar Battery).

Although, it kinda serves the Canadians right if they lose their back flag to lose most of their advantages...  Maybe just making Mortar Battery a multi-man cap with a relatively long gray and cap time?  Or leave it as is if the Germans are losing their forward Infantry spawn at round start...
 

Offline hslan.totaler_humbug

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Re: Falaise Pocket 64
« Reply #41 on: 08-11-2009, 13:11:57 »
Although, it kinda serves the Canadians right if they lose their back flag to lose most of their advantages...  Maybe just making Mortar Battery a multi-man cap with a relatively long gray and cap time?  Or leave it as is if the Germans are losing their forward Infantry spawn at round start...

Definetly no! Did you ever checked the capzone of Mortar-Battery? It is the 2m around the flag in the open. If you see enemys on the flag just throw a grenade there and the problem is solved. If you want to cap it, there is nothing with hiding somewhere, you have to assault the square and stay there in the open, without cover.

As said before: If a team (no matter if german or canadian) loses this flag it deserved it.
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Offline THeTA0123

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Re: Falaise Pocket 64
« Reply #42 on: 08-11-2009, 14:11:06 »
I think both sides should get armor reinforcements as the battle progresses. Like the germans have a Main base on Goodwood. You can give the canadians a mainbase up north with 2 Halftracks, and when several flags are captured, they get some extra tanks their, aswel as the germans.
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Offline Slyspy

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Re: Falaise Pocket 64
« Reply #43 on: 13-11-2009, 15:11:51 »
I'm not a fan of this map. Too many flags too close together turn it into a flag chasing exercise for the Allies. Although the terrain seems quite enclosed the truth is that a number of the flags are actually rather open for the spawning defenders and too easily covered by the Germans who remain more concealed and extremely hard to counter-attack. An exercise in frustration once the first two flags have fallen.

Offline Ionizer

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Re: Falaise Pocket 64
« Reply #44 on: 13-11-2009, 22:11:42 »
I thought you died...  Good to see you back, Slyspy.