Author Topic: Operation Totalize 64  (Read 19524 times)

Offline General_Henry

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Re: Operation Totalize 64
« Reply #105 on: 27-06-2010, 06:06:41 »
It is very possible to one shot a Churchill, even in the front, with a 75mm gun of stug/marder...
another fine reason to remove PZG40 ;)


Just kidding. i thought the hitpoints where changed but they wherent. Subject closed

I haven't tried the regular AP, but it seemed to be 1s1k too if you hit that spot.

Offline Potilas

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Re: Operation Totalize 64
« Reply #106 on: 12-10-2010, 12:10:41 »
Airplanes are too dominant force. 2 typhoons can easily keep down gerries heavy armor count. Only hardcore veterans can provide solid protection for the tanks. FW190 with the bomb can get too decisive role when pilot master the bombing. There is nothing really to stop it, maybe good crusader aa tanker can keep him away from doing harm. Replace one typhoon by spitfire and take away bomb from the FW190. There is plenty of soft targets what can destroy by just aircraft gun, so I dont see that airplanes become powerless.
« Last Edit: 12-10-2010, 12:10:06 by Potilas »

Offline THeTA0123

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Re: Operation Totalize 64
« Reply #107 on: 12-10-2010, 16:10:29 »
2 FW190's + all those flak vierlings + Flak 88 + Wirbelwind complety rape those 3 planes

-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline naoko

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Re: Operation Totalize 64
« Reply #108 on: 06-12-2010, 16:12:22 »
this map error for SP when map loading :'(

Offline Slayer

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Re: Operation Totalize 64
« Reply #109 on: 06-12-2010, 21:12:35 »
Better post this and the other map crashing for you (Lebisey?) in the Single Player forum: http://fhpubforum.warumdarum.de/index.php?board=63.0
I wouldn't know which thread/topic is best, as I rarely use that forum myself.

Offline Kwiot

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Re: Operation Totalize 64
« Reply #110 on: 02-03-2011, 20:03:10 »
I got inormation from documentary film that Operation Totalize was launched during the night. Is this possible to make this map in night or this map tooks place day after the 1st night of operation?

Offline Thorondor123

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Re: Operation Totalize 64
« Reply #111 on: 02-03-2011, 20:03:46 »
The operation lasted for days. There is no need to turn Totalize into a night map.
Let mortal heroes sing your fame

Offline :| Hi

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Re: Operation Totalize 64
« Reply #112 on: 18-10-2011, 04:10:29 »
Could we get the factory to be a one-time cap?  ::)


And possibly the tigers to spawn after factory cap, or to eliminate the "back road" to the factory the tigers always use?

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline Kwiot

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Re: Operation Totalize 64
« Reply #113 on: 26-09-2012, 20:09:24 »
Today appeared strange ticket bleed bug - when Canadians managed to cap 3 flags, Axis started bleeding very fast to 0 (like on this push maps when the last flag is being capped).

Also I think there's not enough tickets - it is now 500-500 and map ends really quick even when theres only half full server. Op. Goodwood has 1000-1000 for example....

Offline hyperanthropos

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Re: Operation Totalize 64
« Reply #114 on: 27-09-2012, 19:09:05 »
Today appeared strange ticket bleed bug - when Canadians managed to cap 3 flags, Axis started bleeding very fast to 0 (like on this push maps when the last flag is being capped).

Also I think there's not enough tickets - it is now 500-500 and map ends really quick even when theres only half full server. Op. Goodwood has 1000-1000 for example....
Had the same thing with the tickets, dont know if we played the same round. And I had the exact same thought about the ticket ratio. Is good for a half fulls erver but, a full one, way to short.

Offline United_Stealth

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Re: Operation Totalize 64
« Reply #115 on: 08-01-2013, 15:01:25 »
Sometimes when I want to spawn at the tanks in the german western base, I obviously select the most western white dot. Though I spawn at the planes and vice versa. This is a small thing, but sometimes annoying and it makes the choice between spawning at the tanks or planes a bit obsolete.
Again it's a small thing, but not necessary imo :) pls fix, or is there a special reason for spawning at the 'wrong' place?

Offline gavrant

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Re: Operation Totalize 64
« Reply #116 on: 09-04-2014, 15:04:16 »
Sometimes when I want to spawn at the tanks in the german western base, I obviously select the most western white dot. Though I spawn at the planes and vice versa. This is a small thing, but sometimes annoying and it makes the choice between spawning at the tanks or planes a bit obsolete.
Again it's a small thing, but not necessary imo :) pls fix, or is there a special reason for spawning at the 'wrong' place?
Will be fixed in the next 2.46 release, thank you for reporting.

Offline LtJimmy

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Re: Operation Totalize 64
« Reply #117 on: 14-04-2014, 22:04:52 »
Could we get the factory to be a one-time cap?  ::)
And possibly the tigers to spawn after factory cap, or to eliminate the "back road" to the factory the tigers always use?
Just been playing this map on the WaW server and this right here. Germans backcapping all the time is seriously irritating (had 2 people quit that round because of it).

Offline jan_kurator

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Re: Operation Totalize 64
« Reply #118 on: 15-04-2014, 04:04:26 »
One way cap sounds like very limited gameplay idea to me but I think we can consider some kind of a push code (not the sector push), so under some conditions it could be recaptured but not always.

Offline Matthew_Baker

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Re: Operation Totalize 64
« Reply #119 on: 15-04-2014, 04:04:26 »
One way cap sounds like very limited gameplay idea to me but I think we can consider some kind of a push code (not the sector push), so under some conditions it could be recaptured but not always.

I've always wanted a push code for this map. (every map imo :P) but yea it can get very frustrating as Canadians sometimes. You need 3 flags to stop the bleed. That means factory/windmill (easiest to get on their side of the river) and then its very hard to push across the river under camping tigers to get that 3rd flag; that's made even harder when there is a SL (or some random guy who creates a squad) hiding way East of Factory and spawning out faust wielding Germans to sneak up on the flag :P

In the end it's just an annoyance but overall this map is very balanced and fun imo. Combined arms with a well loved BF2 heightmap makes for good gameplay imo :)