Breakthrough Doctrine
cp0 mg34 for evryone
cp5 jagtiger
cp6 command pamther
cp10 stuka strike
cp11 old sturmtiger |
but seriously avre is in good spot right now
this thread is closed |
Does this unit need to be looked at? It should be either good at killing infantry or good at killing tanks, not both. Also, it reloads extremely fast and it can take massive hits. Not to mention its actually quite fast. I feel for its cost, its very hard to counter.
Anyone else think their might be an issue with the AVRE?
yep thats true this thing is monster only needs 2 shots to kill elefant |
In 4vs4 games you can use your Major to bomb enemy strong points.
You can also use MHT, Priest and Calliope or ask your Soviet teammate to make katiushas.
If one makes wefer, katiushas and stuka doctrinal it will create more problems in 1vs1 2vs2 than solve in 4vs4.
Caliope and priests are awesome i know that but my point is that non doc design sucks hard why someone decide okw need stuka and usf dont i dont get it. So if mortar is enough for usf i guess should be enough for okw right ? Okw dont need stuka because usf dont need caliope to survive
If u ask me sturmtiger should be in tier 3 and stuka in commander and buff mg34 and add it too tier 2 |
And team weapon spammers reigned ever supreme.
Stock artillery is there to break ATG walls and turtling. It is needed else the game would become too defensive.
ok so we got turtle factions like wermaht or even okw and they have rocket arty and we got usf mobile faction witout option to break through mg spam or sometimes even bunkers.Then comes usf mortar or howitzer rekt by stuka and werfer. My point of viev is 4v4 when sometimes u dont have options to flank so as i said fak logic turtle factions with non doc rocket arty asymatrical balance as fak
stuka zu fuzz > m8 scott
stuka tier 2
m8 tier 3
USF in 4vs4 only worth it when chose priests but maybe its another problem that 4vs4 is arty fest |
maybe offtopic but all rocket arty should be doctrinal |
Looks good as a fun map, I can see that aesthetic and uniqueness trumped balance during design. It even looks alot better than most workshop maps, good job on the lighting, terrain, and general design. However, there are a few of those early-maker donts.
1. Use more splats! Alot of the ground seems to be samey textures, and because of that the splines look a bit out of place. Almost every workshop map I've seen not done by some really well-known mapper has a distinct lack of splats, and they visually suffer because of that.
2. Its a bit too fuzzy, dont fill every inch of the map with grass (unless its a farm), sparse grass with a good amount of splats looks alot better than spamming either of them, and can keep performance high on older rigs.
3. Use a few more objects, there's plenty to choose from and you can do alot with mixing objects together. Theres a few examples in relic maps that really surprised me, but I cant really explain each one.
thank you for your advice |
That layout looks fine for multiplayer. Its all nice and symmetrical and what-not. It should be easier to balance as such.
The real trouble that you're going to face is actually making the guts of the map, heavy cover placement and proper balancing. Once you do that, its even harder making it look good and not obviously the same as the other side of the map.
I dont know what stage of mapping you're at now, but you should always start with the height-map. Its alot easier to build around a near-finished height-map than changing it while building. You'll constantly need to adjust everything and its a pain. Most game-devs get theirs from real locations and modify it slightly.
lugie ive got offtopic question what u can say about my map karpacz link below |
The joke is:
alli TD have easier work against KT than ost and OKW have vs heavy armor like IS2.
jgpz4 bounces a lot..even from side. rakten dies by any hit.
stugs are low range and less life/ armor than the jgpz4.
only pak40, elefant or jgtiger can push back effectivly heavy armor.
Is2 is problem for u ? lol |
nice idea for new commander |