Author Topic: Villers-Bocage 64  (Read 13620 times)

Offline :| Hi

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Re: Villers-Bocage 64
« Reply #75 on: 19-07-2011, 08:07:38 »
Was attempting to play on Villers tonight on WaW 2.4 etc.

About every 5 or so minutes, I would CTD with no explanation.

My core temp is running normally and I am running on full settings ingame except AA. Through my Nvidia control panel, I am forcing 8x AA on the FH2 exe

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

Offline tosh

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Re: Villers-Bocage 64
« Reply #76 on: 05-08-2011, 18:08:53 »
fake kit lol

Offline IrishReloaded

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Re: Villers-Bocage 64
« Reply #77 on: 03-09-2011, 01:09:49 »
US anti tank mine is bugged so it got replaced with Comp. B.
----

I like the new layout of the Mainbase, good job :)

Offline THeTA0123

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Re: Villers-Bocage 64
« Reply #78 on: 23-10-2011, 14:10:40 »
still no 25PDR's :(
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Offline hyperanthropos

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Re: Villers-Bocage 64
« Reply #79 on: 04-12-2011, 21:12:46 »
still no 25PDR's :(

lol 25 pounder for what? The hard defensive lines where no one can get through?
I d say just drop all arty from this map. You cant shoot tanks with arty, because they nearly never camp and what for?
For capping the command posts arty is also not necessary, because there are all open enough to get in form wihich site you want and if there defend either side has many tanks.

I think is really annoying on this map is point 213 for the germans, if it is capped the brits have three paks (one 88) which kill pretty much the half if the german tanks. Furthermore the germans lose a tiger and a panzer 4 with 213. Capping this command post back is also not that easy, because the Brits can hide in the whole chruch and around it. It always takes a long time to clean it. While for the brits it is a great chance to spawnrape the german tanks either with the paks or camp near the tank spawnpoint at 213 with piats which is done almost evry single round.

So i propose to put the tiger and schwimmwagen spawnpoint into the german base. Losing a Panzer 4 and the halftrack would be okay. And as I sad remoce all arty, because of uselessness.

Offline ksl94

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Re: Villers-Bocage 64
« Reply #80 on: 31-03-2012, 21:03:04 »
Good Evening everyone,
I just experienced a CTD on a local COOP game. Is this issue known? If yes, can I fiix it?

Offline Steel_Lion_FIN

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Re: Villers-Bocage 64
« Reply #81 on: 08-01-2013, 09:01:20 »
Could the northern 6pdr static gun be changed to a mobile one on the next patch, since there is no point having a static gun so far behind ABC line IMO.
I'd rather play Kimble with my ass!


Offline Martinlegend

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Re: Villers-Bocage 64
« Reply #82 on: 28-04-2014, 15:04:39 »
Give villers Bocage a push mode PLS! its allways the same boring shit there!
 3simple steps for the Brits
 1. step: use the jeep top drive to Bocage then cap it (don't forget to hide a squadleader in the town!!!)
 2. step: cap point 213
 3. step: cap the other points

its allways the same boring way

 so PLEASE give this map a push mode!

Offline Surfbird

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Re: Villers-Bocage 64
« Reply #83 on: 28-04-2014, 17:04:19 »
Nah, the map plays well. The steps you describe often occur, but you don't have to do it this way to be succesful. To be honest, with all the push maps we have especially on Normandy maps, I personally don't want one of my favourite maps to be touched. Push mode would also influence the tank combat on this map. As this map offers the best tank combat gameplay of all Normandy maps, better leave it as it is. So imo it's one of the most exciting and versatile maps around, push would limit the flanking opportunities for tanks.

Only thing that I could imagine to work is a soft push with Allies having to cap 1 flag on their side of the river before they can attack Villers & P 123, so they don't get attacked right away. That's something that might actually work out well and Axis can concentrate their forces on the flags on the left side of the river. A tough push that needs Allies to cap all 3 falgs on their side in order to get to Villers and P123 is something I would strongly dislike though.

Offline Sparks

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Re: Villers-Bocage 64
« Reply #84 on: 04-05-2014, 02:05:56 »
IMO, it's a beaut map! So much potential here to be outstanding.

I agree in an earlier post. I'd like to see the arty vanish, everyone knows where are and therefore predictable also helps unbalance the map me thinks. Or maybe make them un-respawnable?

A couple of things on my wish list is make all hedgerows accessible for vehicles & infantry.
For this to work properly add more trees, bushes, ditches/embankments physical natural barriers to slow or severely limit run'n'gun tactics and linear play.
The contour I think is too flat.

What about reducing the speed for soft skin vehicles a tad and turning speed stiffened up?

My 2 cents worth. 8)

Offline Ts4EVER

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Re: Villers-Bocage 64
« Reply #85 on: 27-07-2014, 17:07:42 »
2.48 changelog for Villers Bocage 64

  • Tweaked spawning at crossroads
  • Replaced static 6pd at main with mobile version
  • Replaced FG42 pickup kit with MG42
  • Removed streetlight blocking Pak40 shot at Villers Bocage
  • Tweaked positions on emplaced bipods
  • Fixed trenches so they fit in with terrain
  • Misc. statics and lighting fixes

Offline Mudzin

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Re: Villers-Bocage 64
« Reply #86 on: 04-08-2015, 01:08:36 »
Can sb finally fix these goddam spawnpoints near church? I mean these where you spawn on the open field as Brit just in front of Tiger's barrel...

Offline Marder

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Re: Villers-Bocage 64
« Reply #87 on: 08-04-2016, 17:04:16 »
Maybe this map has too many points? It's a very good map! but I don't know if someone feels the same, usually takes too long to finish, it's a bit tedious.

Offline Ts4EVER

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Re: Villers-Bocage 64
« Reply #88 on: 13-06-2016, 17:06:38 »
2.52 changelog for Villers Bocage 64

  • Improved spawning around Point 213 (destroyed church). Most importantly, this should move spawning Brits out of the way of German tanks coming from their main, as reported by Mudzin.
« Last Edit: 13-06-2016, 23:06:06 by gavrant »

Offline Druidix

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Re: Villers-Bocage 64
« Reply #89 on: 15-03-2018, 11:03:25 »
Hi,

Still a big problem on this map, the time needed to grey and cap flags.
This map (64p) is often played on public server during the morning (so when there is a few people), and it's really boring to have to wait 5 minutes to grey one flag. It's break all the pace. It really needs to be change.