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> Tuchola Feedback - Beta1, being run on anarchic-x servers
ScrapyardBob
post 04/13/06 12:06pm
Post #31


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Gonna change the round settings slightly for Friday. Currently, it's 35 minute rounds with the option of a 3rd round if the first two rounds are less then 60 minutes and neither team won both rounds.

What I'll do is shorten the battle limit to 45 minutes, which will lessen the chance of a 3rd round. That will even out multi-round battle times at 46-99 minutes (70 minutes if both of the first two rounds stalemate).


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ScrapyardBob
post 04/13/06 1:45pm
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- Moved the G1 pak40 gun. It no longer has as commanding a view of the SW Bridge as it did before. Also added a lot more rocks and foliage to the south side of G1. Russians should be able to take and hold the SW Bridge now. But this will make defense of G1 harder.


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HammaTime
post 04/13/06 6:33pm
Post #33


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Scrap, the R2 Pak doesn't reach the opening by the radio shack. A tank can sit there and pound the R2 without fear of Pak fire. Was this planned, and is the Pak's altitude restricted?
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FeezyWeezy
post 04/13/06 6:41pm
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G3 Pakgun Spawnrapper, this gun actualy hit the R2 Pakgun and the whole farm area around, maybe even R1



got stuck in the road.



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Cpt.Canuck
post 04/13/06 7:34pm
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QUOTE(FeezyWeezy @ 04/13/06 7:41pm) *


G3 Pakgun Spawnrapper, this gun actualy hit the R2 Pakgun and the whole farm area around, maybe even R1



got stuck in the road.



Gawd. Take that screeny down, before everyone and their dog starts lobbin shells across the map... blink.gif


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FeezyWeezy
post 04/13/06 7:37pm
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QUOTE(Cpt.Canuck @ 04/14/06 2:34am) *

Gawd. Take that screeny down, before everyone and their dog starts lobbin shells across the map... blink.gif


Just giving a note that it should be removed... because its overpowered! biggrin.gif Add a invisible anti shell wall or somethin



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ScrapyardBob
post 04/13/06 8:08pm
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Heh, I figured the G3 pak might be problematic.

Both the R3 and R2 pak45s did not have enough vertical elevation. I've added about another 2-3 degrees to both of them.


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ScrapyardBob
post 04/13/06 8:43pm
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Did some testing on the paks, there are a few that had a few extra degrees of elevation added or removed for beta2.

I'm 90% sure it's possible to shell long-range across the map using tanks. So long as you have to move the tank out of its starting position, I'm not going to interfere with those firing solutions. Naturally, the G3 tank scrape will probably figure prominently in the german firing solutions.


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ScrapyardBob
post 04/14/06 2:21am
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Watched a few more spawn rape situations tonight. I have some ideas as to what the Russians need to get out from under that sort of situation. I study spawn rape situations very closely when they occur to see what the defenders try to do to escape.

I think the Germans are covered. They have 5 spawn buildings, arranged in a circular fashion. Each building has anti-tank rounds and it's not immediately obvious that you've spawned in those locations. Two or more Russian tanks can hold down the German spawn for about 2-3 minutes before they'll get pushed out. That's about right in my book and the Germans aren't dying as soon as they spawn. Challenging, but not frustrating.

Russians need a few more trenches, plus I need to finish the two bunkers. Maybe a few more bushes at the corners of buildings / rocks / walls. Even with an unfinished spawn area, the Russians manage to push Germans out in a few minutes. Russian spawn rape is a bit more frustrating then challenging at the moment so I need to tilt it slightly to be more favorable to Russians.

...

I'll probably move the R2 pak gun about 10 meters to the south (other side of the road). That will let me put foliage at the current position, letting Russian infantry slip the corner easier without being seen while going for a defuse. The current R2 pak45 is also too vulnerable (gunner is too easily killed).

I think I fixed all of the angles on the other pak guns.

...


v092 might go up on the test server on Friday/Saturday. This will be an incomplete preview version of beta2 changes just to make sure everything is working properly while I finish the other things that need to be fixed for beta2 release. (Beta2 will probably release on Mon/Tue. Things are balanced enough that I don't feel the need to rush the release.) I'll be putting v092 up so that I can get some feedback on the G1 changes (moved things around in the G1 area).

...

I'll probably swap one of the KV1s for a stock T34. Russians need one more fast-moving tank for offense. I'm unsure whether to give the Russians an additional T34 in exchange for one of the milk trucks, but I'm probably going to go ahead and do it for beta2 and see what happens. That will give a vehicle balance during BAS of:

German
(2) Jagd
(1) StugIII
(3) Panzer IV
(3) Panzer III
(3) Halftracks

Russian
(2) KV1
(3) T34 stock
(2) T34_76
(3) BT7
(2) milk trucks

And 12 jeeps / horches spread across the map.

We might even want to take away one tank per side and put 2 more jeeps/horches in. The initial tank rush on a full server is a sight to behold, 4-7 tanks all moving forward in a pack.


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grego34
post 04/14/06 6:25am
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just to let you know, the AWE 2.12 mod i have on my game works fine.. No issues.. nice to see trip wires in the trails being used & parachuting in game is different just like searching dead bodies for weapons. Great map you have BOB. The guys i brought in from the [DoW] clan love the map & game play..
Talk to u later

Grego


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Cross of Iron
post 04/14/06 7:50am
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Scrapyard, the only problem I seem to have with the map ,is that when I take a SS I get kicked from the server(ours) .The message that comes up is " Hunk missing or something to that effect" I have turned my setting up to 100 as you suggested last time you were on the server ,but it still happens.This is the only time i`m being kicked.

It can be a problem when policing the server,as I can`t take a SS shot of a culprit before I kick them ,to backup my reason for kicking them in the first place.

Any ideas????????



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ScrapyardBob
post 04/14/06 8:11am
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You mean the following hunkmegs fix? (My one system is set at "128", the other is set at 256.)

http://www.mobclan.com/forums/upload/index...?showtopic=7047

seta com_hunkmegs "???" (256 or 512)

Do you remember what the exact error message was?


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ScrapyardBob
post 04/14/06 9:05am
Post #43


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Adding (2) FG42s to the map. Server admins will need to disable this weapon if they don't want it available to players. Both FG42s are in non-obvious locations away from the main spawn areas and are on thirty second respawn timers. I was tempted to make them on 60 or 120 second respawn timers, but leaning them up against a tree works just as well.

Added two more flame throwers to the map. That brings the total count to (4). All are on 30-sec respawn timers. They should be fairly evenly spread across the middle of the map.

Pretty sure I've fixed the pak40s / pak45s.

Widened a few of the new semi-covered fox-holes.

I did add 2 or 3 more satchel spawns, but I don't remember where.

Moved some more rocks and trees around in the G1 area. Russians can now assault the SW bridge easier, but Germans can still defend it. If the Russians take the SW Bridge, they should now be able to hold it.


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Cross of Iron
post 04/14/06 9:51am
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Thanks Bob, I have done what you suggested,but am going out soon ,so i`ll give it ago later.


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ScrapyardBob
post 04/14/06 11:43am
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Other, future changes (probably in beta2)

- Going to rework the terrain around the bases to make it slightly easier to jump through the window openings of a breached base.

- As Hammatime pointed out in the strategy thread, G3 is probably the strongest German base. (G2 runs a close second due to spawn proximity.) Fairly easy to defend (but it's beatable). I do have some tricks up my sleeve that make make life more difficult for the Germans on that side. I plan on adding treeline paths through the two treelines ESE of G3 (Hill 83 area). That will allow Russian infantry yet another route to infiltrate and harrass the defenders at G3.

- For right now, I'm only going to give the Russians one extra T34 (exchange for a KV1). I think I'm making enough other balance changes to the map and I want to see how it shakes out in Beta2.

- Fixed a few more sections of road that exhibited the "pothole" effect. (Players falling through the roadway and dying.)

- Fixed a bit of the Farm area fencing.

(Trying to remember what else I fixed this week...)


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