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Hi all.
Playing Omaha on this server is a real choir for many. I think that the map needs rebalancing and I will explain what I mean.
When crowded, it's won 9/10 times by axis because the blue team never gets middle and bleeds out of tickets.
What might even it out is giving each engineer 1 single landmine instead of 2 and removing the expacks completely.
Reducing grenades from 2 to 1 would be great since right now every ramp is spammed with grenades and it not realistic neither fun to climb them.
Also as an experiment, we can try to cancel the apc spawn points for both sides (axis and allied) when middle is lost by axis. That way more infantry combat will occur over trying to slowly gain control over the top territories.
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Last edited by Serebro (2025-03-31 02:19:46)

Good ideas, makes sense to me.


Both beach and HQ flag should be grey from beginning so it gives time for both teams to get flags, vehicles and prepare for fight and exclude the grey beach thing at all. Maybe also add 1 sherman for allies for better push in case if ship and priest will be destroyed.


Also a bit crazy idea but - replace small ship with not moving PoW (like carrier on coral sea) so both gunners will recieve the target from snipers so they can shoot more effective. I remember that was a thing on past public server so migth be a chance to apply it.
Last edited by Flettnerman (2025-03-31 23:40:31)

Sunshine wrote:And add the M1! Please!
All of them at once.


Sunshine wrote:And add the M1! Please!
https://ru.wikipedia.org/wiki/%D0%91%D0 … %B3%D0%B0)
she might have meant that too
Last edited by Russian MadMax (2025-04-01 20:03:35)

add aircraft please, and AA guns

Add a Natter that can rocket spam the Allied Beach flag and make sure the Americans have no vehicles or weapons. Then it’s fair.

It's a thin red line - adapting gameplay to mods or adapting mods to gameplay.
blue team never gets middle
Yes, a well-populated game will have a certain percentage of bots.
And the map favours the defenders, hence without at least a tiny bit of teamplay
the Allied hardly have a chance to advance.
In a 50+ round it is mere luck that the key positions have no trashy players on it.
So yeah - let's give it a try and reduce the number of explosives.
For engineers make it 1 disc and 1 cake. The others get 1 grenade.
Also a bit crazy idea but - replace small ship with not moving PoW
Too crazy. Imagine the damage. And the crew will be kicked for minus in no time.
Also as an experiment, we can try to cancel the apc spawn points for both sides (axis and allied) when middle is lost by axis. That way more infantry combat will occur over trying to slowly gain control over the top territories.
Thin red line, **PN** Flyboi. Here's the thing: have the APCs spawning as used to be,
the current setting is like 3 minutes or so.
The Hanomag shall not feature the troop spawning from the beginning. Make this ability dependant from the flags.
While the Allied truck serves as mobile spawner all the time, the Axis one has it's ability bound to mid flag.
As soon as the mid flag turns grey the Axis team shall have reinforcements,
once Axis has taken back mid flag the Hanomag turns into a standard vehicle again.
Alright, here's an impression of a thrilling round.
VliegjesGehakt (he's among the top 5 APC commanders) managed to slip through.
At this point the battle was raging half an hour already.
How's the outcome you guess?

one and a half minutes later
gg
Last edited by Blindschuetz (2025-04-03 19:26:13)

Good points there, Blindschatz
Agreed
Sunshine wrote:And add the M1! Please!
You damn well know what I mean!

When playing blue team I want more snipers sucking sand on Allied side.
Much mooooore


Too crazy. Imagine the damage. And the crew will be kicked for minus in no time.
It's not too crazy as you think, you still can aim properly especially with sniper target.
But for me will be enough just to implement Serebro's ideas + grey flags on beginning + 1 sherman on beach, keeping the small ship as it now.

If Blue team will have a sherman, it will lead towards spawnraping axis bunkers with tank (sherman shells are more deadly towards infantry), which will force them out of bunkers and mg's since sitting there will become too ineffective. This will make the game less realistic. Rather not change the tanks.
Last edited by Serebro (2025-04-06 11:52:13)

Blindschatz
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Well, Omaha Beach focusses infantry and artillery.
The armor should be considered bonus.
And for my taste a Sherman and a Pz IV would suit the map better than the heavies.

This is how i would love to play Omaha:
The main idea is to add the scenery a third stage of fighting,
because in my opinion the actual process of landing on the beach is way too short and should be more intense.
Add the second Fletcher, put both ships out of sight from the beach and limit their area of movement.
The ships' only purposes are spawnpoints and artillery support, No need to mess with 'em,
normally i would have said make 'em immobile, but this only would foster pixeling.
Just create a narrow corridor parallel to the beach (use the same barrier as the map boundaries in Midway -
big ships can't pass it, landing crafts can).
Make the beach flag a large diameter.
Now the round begins with several LCVPs driving towards the shore,
this is the classic scenery an Omaha map shouldn't be missing.
The snipers on the landing crafts can provide a view of the beach -
let's see how many bunny hopping Axis medics or landing craft campers survive the shelling of two destroyers.
The beach flag should be taken soon.
The Hanomag is not availabe from start, it only spawns when beach flag is under Allied control.
This gives the impression of Axis alarm forces from inland, and of course,
to prevent too much Axis beachflag camping at the beginning.
Now Allies have their usual equipment, tank, SPG, APC and jeeps, while Axis still have no tank.
It first spawns when the fortified positions flag (and/or garrison flag) is lost and taken over by Allied team.
The idea of a Tiger tank defensively camping the ramps down to the beach seems pretty silly to me.
Like the Hanomag, the tank for Axis should also be considered reserve from inland and should arrive at a point
where Axis team really is under pressure. Furthermore, this has the advantage a daring jeep driver
who managed to have sneaked to top flag cannot steal a vacant Axis tank.
All of that would be a nice boost for good old Omaha, if i may say so myself.


And add the M1! Please!
Based


Don't put ships out of range of beach, that'll be disastrous, rather put multiple waiting spawn points that go directly into preset landing craft for that first rush, not two but at least 4, spread out across the main approach and within the same range as ship was before
Also
NO FUQING BOTS BLIND, DO NOT SUGGEST THAT UNDER ANY CIRCUMSTANCE, WE GOT BY WITHOUT BOTS UP TO NOW, ITS WHAT SEPARATES US FROM THE ANIMALS
Last edited by Zatoichi (2026-03-25 14:35:16)

let's see how many bunny hopping Axis medics or landing craft campers survive the shelling of two destroyers.
![]()
The Hanomag is not availabe from start, it only spawns when beach flag is under Allied control.
Spawn an axis vehicle on an allied capture... The game limitations may take issue with that (insert brain fart here)
put multiple waiting spawn points that go directly into preset landing craft for that first rush
Easily done. I used this method for bots - landing crafts spawn one time at start.
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