![]() ![]() |
| M@ster of Dis@ster |
02/20/06 9:13am
Post
#1
|
![]() Colonel ![]() Group: {MOB} Regs Posts: 1153 Joined: February 16th 2006 Member No.: 1598 Xfire: Master0fDisaster |
Just a question for admins. Are you finding that the Smolensk map is properly balanced? I wish there was a stat to see what the overall score was (base kills) between German versus Russian, and actuall victories (all three bases blown by one team). I assume admins have access to such a stat, and hoping they'll share it.
I haven't played that much, but I'd guess if there was a "balance" issue, it would be the Germans that have the advantage. Not sure if others would agree. I just find the Russian spawn to be so far from their bases, and 2 is so exposed, 1 has that backway in for the Germans through the tunnels, and well, you can almost forget about 3!!! The big German weakness as I see it is how easy it can be to get to their main spawn and steal their tanks and make life miserable there for them, and how hard it is for them to come back and retake it since it is so open. Still, I think life is easier for them to defend bases, especially when falling back in a hurry. I also get the impression draws are going to be less than Barbarossa. With the map so wide open and 3 ways to most places, plus spawn points that aren't that close to any base, throwing up a wall of defence will be difficult. Anyway, don't get me wrong. I LOVE this new map! But just wondering if people are monitoring the balance issue, or has this already been tested and is this a FINAL version with no more tweaks? MoD -------------------- ![]() |
| Cpt.Canuck |
02/20/06 10:30am
Post
#2
|
|
Second Lieutenant ![]() Group: {MOB} Regs Posts: 443 Joined: January 3rd 2006 Member No.: 1511 |
From the rounds that I have played, I haven't really noticed a balance issue. There are plenty of jeeps near the Russian spawn, so you can get to R1 and R2 in about 8 seconds - there is no excuse for not trying to defuse. R3 takes about 13 seconds to get to via Jeep.
The problem, as you suggested, is that there are so many routes to get to the opposing bases that bases will be easily destroyed in a matter of minutes. The key to Smolensk is defence. If people stay back and watch their own bases, they could eliminate the oncoming offensive, and then follow with their own counteroffensive. Unfortunately, no one ever wants to play such a role at the beginning of a round. A little bit of strategy, and smart thinking, is required to win. (Imagine that!) -------------------- ![]() |
| Slyk |
02/20/06 11:49am
Post
#3
|
|
Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
Good topic. Initially, I thought there may be balance issues, but we played the life out of the map in alpha/beta testing and really it's a 52-48% kind of thing at worst. Two keys: DEFENSE by smart players at vital locations at the right times and STRATEGIC OFFENSE...which is a funny phrase. Let's take these one at a time.
DEFENSE: The map favors the defender in every gametype but that does not guarantee the defenders will win, even with active offensive actions. Bob has analyzed the map hard and you should read up on his thesis. The key to defense is knowing the map foremost. Next is using the knowledge to plot your defensive strengths and weaknesses. The swamp is a virtual highway for unwanted surprises. Both teams need to control that avenue to guard their southern flanks. A constant watch and reinforcement plan is called for. The north flanks are the same. Positioned armor, infantry with rockets, pak guns in action. Use terrain to your advantage when possible. The north is hardest for both teams to guard and usually the easiest to be pushed out of. Defense of the middle #2 bases to me, is the easiest. If there is active/vocal defense on the flanks, middle defenders should always be aware of incoming attackers. The Russians should never loose their #2. Too much cover to ambush attackers, fairly close spawn, and overlooking high ground. Loss of #2 is due to poor defense and no support. The Germans have a little tougher time, but usually fall victim to being flanked and seldom loose their #2 to straight up the gut attacks. Nor should they... that pak and one tank should shut down the middle route every time. Add a foot troop or two in the houses by the bridge and forget about coming that way. STRATEGIC OFFENSE: I think in general you plan according to numbers. You need to know how many bodies you've got and dedicate some to defensive roles. After that, you trust the defense to hold out while you strike in force at one enemy base at a time. A coordinated team effort with a balance of armor and infantry can steamroll an opponent in under 10 minutes. Sporatic local actions might do some damage but tends to only cause a lot of "oh my god my pants are on fire" moments that are quickly brought under control. Dedicate some defenders. Position armor or infantry/rockets at choke points to slow down or bleed out an attack. Pick a route and go in force. Hit the enemy hard, roll them up, blow that base top, plant the bomb and cover it. By doing this you not only panic the defenders, you force them often times either into watering down their attack by diverting to counter-attack that usually results in you chewing them up piecemeal as they come at you in 1s and 2s; or they ignore you and press forward while you systematically wipe their bases from the map, mangling their spawn exits on the way and generally giving them all a bad attitude. It is about teamwork and self-sacrifice. Glory pigs out for high scores at any cost are worthless by most standards. Someone needs to stay behind, man a pak gun, horde rockets, snipe-camp and generally throw themselves under the tank treads now and then to slow down the enemy. You get some fanatical defenders who go back spawn after spawn like a starved savage looking at Heide Klum tied to a pair of palm trees, and you'll win more than you loose. -------------------- ![]() |
| Silver |
02/20/06 12:12pm
Post
#4
|
|
Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 6596 Joined: March 30th 2004 Member No.: 680 |
2 problems with map.... the pak gun by the cat tails is useless! wall needs to be alot lower, second is the russians need a indentation on the middle road comming into the main town to defend it wwith a kv1 or such, otherwise defending russians is hard. pack gun would also work.great map, made it harder to spawnkill the germans. rear pack sux! (from spawnkille POV)
can that pack by the tunnel to R1 be fixed! other wise its useless!!! |
| Slyk |
02/20/06 1:14pm
Post
#5
|
|
Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
Map is final. No changes to come. There are several things I would change if I could. I am about 99% done with the CoD franchise and even if tools for CoD2 came out today that included vehicles, I'd be hard pressed to convert the map. The only hope for me to do more UO work is to have 'Red Orchestra' fall on its face, which I really doubt will happen. AHz is moving forward to that game asap.
The swamp pak, by the way wouldn't depress far enough to cover much more with a lower log in front of it. I don't know if they admins what to go in and find it and make a server-side mod to raise the model up 8 units or so. That is one option. Sorry to have some bugs in there but in some cases I did look at different aspects and went with the theory that you need to cope with the map as is. The swamp pack will get a lot of critics due to the ability to splash damage the gunner, etc. but at least it is there to cover the top of the ridge...without it you would be worse off. Again, up to the admins if they want to write a mod to alter the position of the gun. -------------------- ![]() |
| FeezyWeezy |
02/20/06 2:39pm
Post
#6
|
|
Major ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 609 Joined: January 14th 2006 From: Gone Member No.: 1533 |
Hey Slyk, I found this and I wonder if it was suposed to be there? a hole in your smolensk.
its between the stone bridge and the 3 bunkers.. EAST side of the river. (russian side) This post has been edited by FeezyWeezy: 02/20/06 2:41pm -------------------- C'est pas l' histoire d'un jour
Qui rime avec amour, Plutôt un long séjour Mais pas: un "pour toujours" |
| Slyk |
02/20/06 4:36pm
Post
#7
|
|
Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
Nope. Victim of map size. Missed it as it cropped up after beta2, I think. One of three terrain issues. There are atleast 10 things I would change, half of which anyone other than me wouldn't catch.
-------------------- ![]() |
| Silver |
02/20/06 7:34pm
Post
#8
|
|
Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 6596 Joined: March 30th 2004 Member No.: 680 |
Map is final. No changes to come. There are several things I would change if I could. I am about 99% done with the CoD franchise and even if tools for CoD2 came out today that included vehicles, I'd be hard pressed to convert the map. The only hope for me to do more UO work is to have 'Red Orchestra' fall on its face, which I really doubt will happen. AHz is moving forward to that game asap. thats really not cool, release a map but not fix the bugs... |
| M@ster of Dis@ster |
02/20/06 10:33pm
Post
#9
|
![]() Colonel ![]() Group: {MOB} Regs Posts: 1153 Joined: February 16th 2006 Member No.: 1598 Xfire: Master0fDisaster |
[quote name='Slyk' date='02/20/06 12:49pm' post='95496'] Good topic. Initially, I thought there may be balance issues, but we played the life out of the map in alpha/beta testing and really it's a 52-48% kind of thing at worst. Two keys: DEFENSE by smart players at vital locations at the right times and STRATEGIC OFFENSE...which is a funny phrase. Let's take these one at a time.
(Points snipped...look up in thread his points) Your points about defence and strategy are excellent EXCEPT for one thing. Who does this stuff? Are there lots of people on ventrilo, because otherwise, I never see this huge strategy stuff be implemented except by chance. For example, IF you get a few tanks moving together, great, but I never see it planned, organzied, then implemented. If you had 6 people on defence at all positions at all times that'd be great too I suppose, but I never see it. Usually when I type in a few strategy ideas 95% of the time I get two responses... 1. "No sir!" 2. Nothing For example, a few times in Barbossa in extremely long, no time limit games when everyone was stuck I tried several times to get people to move tanks to gather at our last remaining base, then push forward. No matter that we'd been stuck for almost 2 hours. No one listened, and no one gathered at the base (there was one guy on D). OK, that's fine. I don't bother trying that stuff anymore. I use quick commands like "fall back", "Move in", "attack right flank" and "attack left flank" only in the hope that perhaps one or two people might join in the manoveur, but generally I know most people are just trying to stay alive, move to one objective...defence, offence, protect one area...without dying, and if they meet up with someone going to the same are then great. Another example...every time I start Barbossa on German I'd say "all to 3", or "go to 3" "take 3 first" etc. Of course, if someone wants to stay back, great, but I'm speaking to those in tanks moving forward. And on those occasions where our push down the right flank works and we defeat the enemy tanks and can move in on three, guess what happens 75% of the time. Over half the tanks stop, blow the top off two, and a lot of times someone tries and plant it! Anyway, thanks for all the feedback. If someone wants to msg me during games to try and pull something "smart" off I'll gladly try and help if I can. Of course, just trying to surivive is hard enough sometimes, so on the field of battle, we all have to realize that the best laid plans often quickly go awry! Oh, and back to the balance issue. Even if it is 48/52, I wonder if one more jeep at spawn for that 48% team might be all that is needed to get this number as close as possible? And one more question for Slyk. Did you make Barbarossa? My question is that I notice in the vehicle description it talks about an armoured car. Is that really in there? If so, how come it isn't on the MOB Base Assult maps? Thanks. Great maps btw. I'm glad the balance issue is so small. I felt it was probably worse than that. MoD -------------------- ![]() |
| Hellfighter |
02/21/06 4:23am
Post
#10
|
|
Major General ![]() Group: {MOB} Posts: 2111 Joined: November 15th 2005 From: Quebec, Canada Member No.: 1424 Xfire: hellfighter1x |
Remember when the first Barb came out and most of us hollered how unbalanced things were when we played as the ruskies.
-------------------- ![]() ![]() |
| Slyk |
02/21/06 9:15am
Post
#11
|
|
Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
Your points about defence and strategy are excellent EXCEPT for one thing. Who does this stuff? At AHz, we have all 'our' guys in TeamSpeak... and when we organize battles, we are split off into team channels and the coordination thing works. And one more question for Slyk. Did you make Barbarossa? Yes. My question is that I notice in the vehicle description it talks about an armoured car. Is that really in there? If so, how come it isn't on the MOB Base Assult maps? Thanks. Great maps btw. I'm glad the balance issue is so small. I felt it was probably worse than that. No, the BA10 was removed after 'Barb-beta1' because we had too many complaints that the gunner/driver score didn't work properly. We had to cross-breed it as a jeep/tank and it caused player issues...not that we minded, so we replaced it with the T34/76. The BA10 is still out there and could be used in custom maps if guys wanted to. Map is final. No changes to come. There are several things I would change if I could. I am about 99% done with the CoD franchise and even if tools for CoD2 came out today that included vehicles, I'd be hard pressed to convert the map. The only hope for me to do more UO work is to have 'Red Orchestra' fall on its face, which I really doubt will happen. AHz is moving forward to that game asap. thats really not cool, release a map but not fix the bugs... "Final" means "Final". Let's face it, UO is dying. The last thing this map needs is a v1.1 or something to fragment the small server/player base that it has. Furthermore, there are STILL servers running either Beta1 or Beta2 of 'Barbarossa'. How freaking lazy/stupid are these people??? VERY, is your answer. Yeah, I'd like to fix those issues, but it gains no one anything at this point. If 100 servers were running it, yes, I'd look at a v1.1 fix. Otherwise, admins who can script a little can adjust the swamp pak. Otherwise, it is a waiting game. I am focused on learning the UnReal Editor for 'Red Orchestra' now. IW has torpedoed any desires for me to work with the CoD franchise in the future. If things change, maybe I'll be back to it, but for now, my CoD work is 'done'. This post has been edited by Slyk: 02/21/06 9:19am -------------------- ![]() |
| Cpt.Canuck |
02/21/06 9:51am
Post
#12
|
|
Second Lieutenant ![]() Group: {MOB} Regs Posts: 443 Joined: January 3rd 2006 Member No.: 1511 |
Your points about defence and strategy are excellent EXCEPT for one thing. Who does this stuff? Are there lots of people on ventrilo, because otherwise, I never see this huge strategy stuff be implemented except by chance. For example, IF you get a few tanks moving together, great, but I never see it planned, organzied, then implemented. If you had 6 people on defence at all positions at all times that'd be great too I suppose, but I never see it. Usually when I type in a few strategy ideas 95% of the time I get two responses... 1. "No sir!" 2. Nothing For example, a few times in Barbossa in extremely long, no time limit games when everyone was stuck I tried several times to get people to move tanks to gather at our last remaining base, then push forward. No matter that we'd been stuck for almost 2 hours. No one listened, and no one gathered at the base (there was one guy on D). OK, that's fine. I don't bother trying that stuff anymore. I use quick commands like "fall back", "Move in", "attack right flank" and "attack left flank" only in the hope that perhaps one or two people might join in the manoveur, but generally I know most people are just trying to stay alive, move to one objective...defence, offence, protect one area...without dying, and if they meet up with someone going to the same are then great. This isn't the maps fault tho, is it? Smolensk requires A LOT more strategy than Barb (especially defensively)... I think eventually we'll all get the hang of it and the matches will improve even more. However, I think the MOB rulers should still seriously consider the CNQ option... This post has been edited by Cpt.Canuck: 02/21/06 9:51am -------------------- ![]() |
| ScrapyardBob |
02/21/06 11:01am
Post
#13
|
|
Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
You might see a CNQ test in the near future... (if the planets align properly).
-------------------- |
| Druid |
02/21/06 11:07am
Post
#14
|
|
Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 3453 Joined: July 31st 2002 Member No.: 16 Xfire: mobdruid |
Smolensk is currently running in CNQ
-------------------- Not a word was spoken to contradict or disagree with S@bot when he called me a....
bully, dictator, snide, hypocrite, arrogant, smartass and lets not forget, according to him the way I act is reprehensible. Yet, you're going to censor my signature because it's inappropriate and might hurt his little feelings??? Sorry. don't think so QUOTE Druid had my admiration and even though he has always come across as an arrogant, snide and very many times a smartass in posts and pm's S@bot aka Little Silver |
| Druid |
02/21/06 12:24pm
Post
#15
|
|
Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 3453 Joined: July 31st 2002 Member No.: 16 Xfire: mobdruid |
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. -------------------- Not a word was spoken to contradict or disagree with S@bot when he called me a....
bully, dictator, snide, hypocrite, arrogant, smartass and lets not forget, according to him the way I act is reprehensible. Yet, you're going to censor my signature because it's inappropriate and might hurt his little feelings??? Sorry. don't think so QUOTE Druid had my admiration and even though he has always come across as an arrogant, snide and very many times a smartass in posts and pm's S@bot aka Little Silver |
![]() ![]() |
|
Lo-Fi Version | Time is now: 05/03/26 10:53am |