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> Smolensk balanced?
UNDEAD 1
post 02/22/06 5:42am
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[quote name='Slyk' date='02/20/06 1:14pm' post='95511'] . I am about 99% done with the CoD franchise ,. 'Red Orchestra' .AHz is moving forward to that game asap.




red orchestra looks veeeeeeeeeeery cool!! cant wait to try it.




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Slyk
post 02/22/06 7:20am
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QUOTE(Druid @ 02/21/06 12:24pm) *
Ok I'm the first to admit I can be an idiot.
This morning when I setup Smolensk for Conquest, I set the game type as
cqn <---wrong
not
cnq <<--- ding ding ding... you're a winner

This typo caused the map to be played in deathmatch mode.
My apologizes to anyone who joined the server trying to play Conquest and getting stuck with deathmatch.




HAHAHHAAHAHAAA that one spawn point must have been hell!! Actually, when we tested a lot of our maps, the two or three of us, Lex, IB and myself, would usually just run it in DM (especially when we worked on the vehicle package for Barb), and immediately after we tested the latest tweaks, it decended into an 'every man for himself' melee of tanks, satchels, arty, nades, you name it. Lots of fun and many wasted hours of dev time. Don't try it in TDM either, by the way, there's but one of those spawns as well.

dribble.gif


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ScrapyardBob
post 02/25/06 8:19am
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I'm starting to think it's the Russian side that's weak in BAS on Smolensk. Last night, I saw the germans win 3 or 4 rounds in a row. (Or the clan that's been frequenting the server and stacking all on one team doesn't have a good strategy when they all play Russian.)

Some of the rounds last night were 3-0 (Germans), the rest were 3-1 (German). Most of the time, Russian #3 was last (but not always).

Anyone else noticing a pattern? The opposite? Is it simply a matter of who's on the team?


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ScrapyardBob
post 02/25/06 8:31am
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Note: Because of the German blitz at the start of the round (a good German team will have R1/R2 cracked within the first 3 minutes and planted immediately), I'm thinking that the start-of-round timer needs to be longer then it currently is. That allows people more time to connect and pick teams before the blitzkrieg starts.

scr_bas_startrounddelay

I'd recommend at least 30 seconds, maybe even 45-60. (But probably 40.) I believe it's something short like 5 or 10 seconds right now. Most of the time, at least half of the folks are still connecting when the round starts.


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Cpt.Canuck
post 02/25/06 9:50am
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QUOTE(ScrapyardBob @ 02/25/06 8:19am) *
I'm starting to think it's the Russian side that's weak in BAS on Smolensk. Last night, I saw the germans win 3 or 4 rounds in a row. (Or the clan that's been frequenting the server and stacking all on one team doesn't have a good strategy when they all play Russian.)

Some of the rounds last night were 3-0 (Germans), the rest were 3-1 (German). Most of the time, Russian #3 was last (but not always).

Anyone else noticing a pattern? The opposite? Is it simply a matter of who's on the team?


Can't say I've noticed a pattern. Although I find it more difficult to play from the German side. huh.gif
I think it depends a lot who is playing at the time, rather than a balance issue.

It's near impossible to have fun playing this map if it's not at least 9vs9 or more. With less than 8 or 9 people aside it's rather boring as the game is usually won in 8 minutes without even making contact with the opposition! sad.gif




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Hellfighter
post 02/27/06 10:38am
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QUOTE(ScrapyardBob @ 02/25/06 8:19am) *


Anyone else noticing a pattern? The opposite? Is it simply a matter of who's on the team?


I'm inclined to believe it's who's on the team. A few nights ago Germans were mauling Bolsheviks. And was there ever big whining from Josefs boys about how it was the worst map this and unbalanced that.... So next battle the 2 whiners switched sides and at the outset boisterously proclaimed how they'd joined the winning side. Well ruskiz soon got a fast victory 3-1 I believe the first match. The whiners left mid match after remarking how they hated the game......lol.

Like Barby 1 seemed to be in Germs favour, it took a learning process then it was discovered the map was quite balanced. Same with Smolensk. The big Rusky key to victory in my opinion is if the team stops mindlessly going up the middle as 'a whole' or as a--holes tongue.gif .
2 reasons;
1] They get to stop the obvious German flanking moves to get R1 fast and overwhelm the weak R3 area too.
2]Wide flanking moves are highly successful in the hilly wooded area on the Russian right- so much so that you can get into the German spawn area with not too much difficulty and steal German armour and head for G2 and G1 taking out any defence there from the rear with ease.
I'm not saying attack up the middle is pointless. It's effective for stopping attacks on R2 and halting German thrusts to fan out from the village to the rear/flanks of R1 and R3, but head on attacks against G1 and G2 are only getting pulled off when significant annoyance is made by many ruskiz playing about in the German spawn/rear areas via flank attacks. And the only teammates seeing the value of infiltration through stealth are the vets... unfortunately the noobs never grasp that - even with advice to do so.





This post has been edited by Hellfighter: 02/27/06 10:39am


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