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Garrison Heavy Maps

4 Jan 2019, 23:23 PM
#1
avatar of August1996

Posts: 223

Ok, I just lost a game in 2v2 in what its called(the community map) as USF. The real kicker here is that there are THREE FULL HEALTH buildings right next to VP AND FUEL POINT. FULL HEALTH BESIDES POINTS.

What. The. Hell.

I was playing USF so you can guess how that battle went. Everyone is just blindly rushing for buildings instead of capping. Flame nades and flamethrowers were mandatory just to have a chance to fight back.

Why are mappers still hell bent on making so many buildings near important points even when they don't make for fun battles, it's just tedious. Same for 1v1 maps all team game maps shouldn't have important full health buildings smack dab near the point. Ever.
4 Jan 2019, 23:35 PM
#2
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

I know what map you're talking about, but I forget the name. Anyways, so long as all factions do not get nondoc flamers full HP buildings should just not exist. Make them lower HP, and not stone.
4 Jan 2019, 23:40 PM
#3
avatar of adamírcz

Posts: 955

Nope

Thats a design choice, not a mistake and in certain situations, maneuvering around buildings and in/out jumping can be a lot of fun

A mistake would be if over 40% of maps were like that (BTW afaik, majority of maps have buildings around fuels, which is a shame, we need more diversity)

Of course there is the problem that certain factions lack easily accesible tools for such kind of combat, but faction design/balance is meant to be adapted to maps, not vice-versa
5 Jan 2019, 00:29 AM
#4
avatar of August1996

Posts: 223

Nope

Thats a design choice, not a mistake and in certain situations, maneuvering around buildings and in/out jumping can be a lot of fun

A mistake would be if over 40% of maps were like that (BTW afaik, majority of maps have buildings around fuels, which is a shame, we need more diversity)

Of course there is the problem that certain factions lack easily accesible tools for such kind of combat, but faction design/balance is meant to be adapted to maps, not vice-versa


Yeah good idea, let's put all buildings near points because its very DIVERSE and sucks to be USF, UKF, OKW players, go off themselves. Screw balance, historical diversity fuck yeah. Do you also want to put stone buildings next to cutoff because its fun yeah?
5 Jan 2019, 03:39 AM
#5
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4



Yeah good idea, let's put all buildings near points because its very DIVERSE and sucks to be USF, UKF, OKW players, go off themselves. Screw balance, historical diversity fuck yeah. Do you also want to put stone buildings next to cutoff because its fun yeah?


Alliance of defiance
5 Jan 2019, 11:09 AM
#6
avatar of adamírcz

Posts: 955



Yeah good idea, let's put all buildings near points because its very DIVERSE and sucks to be USF, UKF, OKW players, go off themselves. Screw balance, historical diversity fuck yeah. Do you also want to put stone buildings next to cutoff because its fun yeah?


If its just a few maps like that, then yes, it wouldnt be boring. The US and Brits having trouble with it is a problem that the faction designers should have forseen and solved

Of course the thing that nearly every map in the game has overdominant buildings is a shame, but a couple of them... no problem
5 Jan 2019, 12:18 PM
#7
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3



If its just a few maps like that, then yes, it wouldnt be boring. The US and Brits having trouble with it is a problem that the faction designers should have forseen and solved

Of course the thing that nearly every map in the game has overdominant buildings is a shame, but a couple of them... no problem


why should the designer forsee, that people don't get flamers in their loadout as commander choice?

Then there is other tools, USF has mortar, pak howi, nades, and you can also swarm these buildings on mentioned map, because of how the walls aroaund it are made.

6 Jan 2019, 11:00 AM
#8
avatar of mortiferum

Posts: 571

How does US have problem with garrison when they get:

- T0 Mortar
- RE/ Officers that can smoke
- Pack Howitzer

and

- 2CP Mortar Halftrack with WP (Doctrinal)
- RE with flamers + smoke (Doctrinal)
- Assault Engineers with flamers (Doctrinal)

I am slightly confused here.

UKF on the other hand is stuck with some pretty shitty options for dealing with garrisons...
6 Jan 2019, 14:58 PM
#9
avatar of dasheepeh

Posts: 2115 | Subs: 1

How does US have problem with garrison when they get:

- T0 Mortar
- RE/ Officers that can smoke
- Pack Howitzer

and

- 2CP Mortar Halftrack with WP (Doctrinal)
- RE with flamers + smoke (Doctrinal)
- Assault Engineers with flamers (Doctrinal)

I am slightly confused here.

UKF on the other hand is stuck with some pretty shitty options for dealing with garrisons...


RE's upgraded with flamers cannot use smoke btw.
6 Jan 2019, 23:26 PM
#10
avatar of mortiferum

Posts: 571



RE's upgraded with flamers cannot use smoke btw.


Oh okay, cheers. Thought they could since I havent used rifle company in so long.

9 Jan 2019, 06:09 AM
#11
avatar of gbem

Posts: 1979

How does US have problem with garrison when they get:

- T0 Mortar
- RE/ Officers that can smoke
- Pack Howitzer

and

- 2CP Mortar Halftrack with WP (Doctrinal)
- RE with flamers + smoke (Doctrinal)
- Assault Engineers with flamers (Doctrinal)

I am slightly confused here.

UKF on the other hand is stuck with some pretty shitty options for dealing with garrisons...


1. Mortars can be doged by poppin in and out relatively easily..

2. Smoke cant clear garrisons and nades are a waste... plus smoking and getting close means eating german stg/bundlenade spam...

3. Pack howi needs vet to get wp

4. Rest are doctrinal

Ukf does have 3 consistent anti garrison tools...
1. The wasp

2. Base arty

3. Sniper
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