#31 2012-10-13 18:28:12

Ramjet
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Re: Planes on Omaha Beach

just played the new omaha and i'm sorry but it's terrible! allied won it after 8 minutes by first getting hill flag with bailers and then easily getting middle. chat was full of people saying "shit mod", "stupid planes", "worst mod ever".

get rid of it asap please!

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#32 2012-10-13 18:40:34

Lecter
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Re: Planes on Omaha Beach

Mod sucks, change it plz

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#33 2012-10-13 18:53:31

dary
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Re: Planes on Omaha Beach

I would just leave omaha as it is in original... we tried out so many things. Is is possible just to limit the snipers on allied side? maybe 3 - 5?

I remember one server where planes were modded... it really sucked.

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#34 2012-10-18 08:50:47

nämeless
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Re: Planes on Omaha Beach

Adding planes, you have destroyed the idea of special feature on this map. It was as weird as it should have been and it was as meaningless as, for example, the idea to add a submarine on Aberdeen. Get the map back to the initial state without any useless modifications.

Last edited by nämeless (2012-10-18 08:55:54)

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#35 2012-10-18 23:48:33

tuia
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Re: Planes on Omaha Beach

nameless, you don't like the Omaha Beach map as it is now? You prefer the non-modded classic version, with grenade, exppack spamming and mines blocking the hills?

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#36 2012-10-18 23:49:20

Denny
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Re: Planes on Omaha Beach

with grenades and without mines and expack was good, atleast for me..

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#37 2012-10-19 00:28:39

Catman
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Re: Planes on Omaha Beach

I hate it when as soon as I approach the hill, there is an expack waiting for me. >.>

A mod with no tanks, expacks and mines, with nades modded to 2 max is good in my opinion.

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#38 2012-10-19 07:37:07

nämeless
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Re: Planes on Omaha Beach

tuia wrote:

nameless, you don't like the Omaha Beach map as it is now? You prefer the non-modded classic version, with grenade, exppack spamming and mines blocking the hills?

I prefer the version which was previously. smile

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#39 2012-10-19 18:41:29

seventy
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Re: Planes on Omaha Beach

nämeless wrote:

Adding planes, you have destroyed the idea of special feature on this map. It was as weird as it should have been and it was as meaningless as, for example, the idea to add a submarine on Aberdeen. Get the map back to the initial state without any useless modifications.

Submarine on Aberdeen lolex smile)

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#40 2012-10-26 13:13:49

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Re: Planes on Omaha Beach

For me there is no need to add planes or flakes. Allied team can win the map, they often loose because all "skilled players" go to axis to get tanks and get nice stats. And allied players are often pussies as they camp beach with tanks or snipers.

For me, it could be a nice idea to prevent axis people from going to the beach area by addind a death zone.

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#41 2012-10-26 16:15:30

MuSeN
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Re: Planes on Omaha Beach

Sommarel wrote:

they often loose because all "skilled players" go to axis to get tanks and get nice stats. And allied players are often pussies as they camp beach with tanks or snipers.


This is one of few things that can make me flame. But a lot of the time enough skilled players switch teams when they are winning, be it bocage or stalin or whatever and thats great. I do it a lot to make the round last longer on a map I like. The only time stats are interesting are for instance when you on baxe are competing for the gold during the last few seconds with people on teamspeak tongue

I would almost suggest adding a rule that clan-players are not allowed to join the winning team. First warning and then kick, but no banning...


EDIT:  Perhaps remove sniper for allies?

Last edited by MuSeN (2012-10-26 16:16:04)

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#42 2012-10-26 17:22:00

MightyZo0K
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Re: Planes on Omaha Beach

Hahaha. Fuuuuu muuuuusen big_smile

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#43 2012-10-26 17:40:11

Zapp
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Re: Planes on Omaha Beach

GUN|BF.MuSeN wrote:

EDIT:  Perhaps remove sniper for allies?

No ! Not at all ! Allies NEED snipas, but snipas should play for team by spotting tanks for arti, not staying behind a chaland and luckily frag once every 5 minutes.
Some know how to use sniper. It gives a great advantage to allies.

But what I think could be great : keeping the map as it is now, and removing one tank for each team.

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#44 2012-10-26 18:16:44

MuSeN
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Re: Planes on Omaha Beach

MightyZo0K wrote:

Hahaha. Fuuuuu muuuuusen big_smile


XDXDXD pwnd!!!



On topic:  Removing Tiger could be sufficient or at least change tiger to p4 so infs can kill it.

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#45 2012-10-26 21:19:38

nämeless
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Re: Planes on Omaha Beach

GUN|BF.MuSeN wrote:

On topic:  Removing Tiger could be sufficient or at least change tiger to p4 so infs can kill it.

Panzer IV is more useful on this map because it has better splash-damage against enemy infantry, accuracy and rapidity of fire.

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#46 2012-10-27 01:55:19

MuSeN
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Re: Planes on Omaha Beach

nämeless wrote:
GUN|BF.MuSeN wrote:

On topic:  Removing Tiger could be sufficient or at least change tiger to p4 so infs can kill it.

Panzer IV is more useful on this map because it has better splash-damage against enemy infantry, accuracy and rapidity of fire.

But easier to kill. I wont go with AT against tiger but against P4 I might.

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#47 2012-10-28 10:46:43

ATF_SurrenderMonkey
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Re: Planes on Omaha Beach

Sommarel wrote:

For me there is no need to add planes or flakes. Allied team can win the map, they often loose because all "skilled players" go to axis to get tanks and get nice stats. And allied players are often pussies as they camp beach with tanks or snipers.

For me, it could be a nice idea to prevent axis people from going to the beach area by addind a death zone.

could start the map with allied flag already there; or perhaps limit expacks to avoid expackspamming....like limiting nades on stali map.

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#48 2012-11-01 16:59:39

Zapp
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Re: Planes on Omaha Beach

I think it would also be great to change the beach spawn point : Let the flag as it is, but create a spawn point on left side and one on right side, so that people can choose where they want to attack.
I think that everyone will admit that running again and again on the beach, to get shot by a defgun at the end, is frustrating. But what when you want to run left side and you spawn right side ?
It's too random and that's a problem for allied I think : when allied open a way and you appear at the opposite, you can't reach the breach before the advantage stops.
The idea is to have more spawn points. And what about a randomized left-hand spawn that make you appear under (not in, just under) the left lower bunker ?

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#49 2012-11-01 20:23:21

tuia
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Re: Planes on Omaha Beach

It's not possible to add another spawn point server-sided, only change location of the spawn points. I'll take a look at Omaha Beach map.

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#50 2012-11-01 21:21:35

Zapp
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Re: Planes on Omaha Beach

I know there's an option to add a para-spawn (like in Market Garden). And other maps offer the opportunity I'm talking about : Look at Battle of Britain, Germans only have one flag but they can choose if they spawn close to JU88 or to BF109... And the new modded map offers a third spawn for Stukas.
The same in Liberation of Caen, when allied take the first outpost they can para at the other side of the river...

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#51 2012-11-02 11:46:54

tuia
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Re: Planes on Omaha Beach

I don't know how you can add a parachute spawn point, if it's not already present.
I don't think it's possible to add ladders server-sided. They would be there, but they wouldn't be visible.
Maybe reduce the number of grenades in Omaha Beach, but it would be harder to take out the tanks?

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#52 2012-11-02 12:07:01

joint
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Re: Planes on Omaha Beach

less nades on Omaha would be good, i think, the nades cant produce serious resistance against the moving tank anyway, but makes almost impassable the way on top for infantry, you can always be killed by blind-thrown nade, and if  many players, it becomes just boom-boom party
the tank can be stopped by another tank, or zookers

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#53 2012-11-02 13:46:56

bud
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Re: Planes on Omaha Beach

aa guns can take out a tank, perhaps an aa gun carefully placed on the Omaha beach?

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#54 2012-11-02 21:23:02

Zapp
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Re: Planes on Omaha Beach

@ tuia :

I don't know how you can add a parachute spawn point, if it's not already present.

In battlecraft, you open "soldier spawn" in the left-box menu.
Then you "drag a new spawn point" where you want in the map. Double click and change into "1" the "SpawnAsParaTrooper", and you change the relative Y position (add +100), so that soldiers spawn in the air.

Don't forget to check that the new spawn point is related with the concerned flag. If it's not, then look into the "Spawn Group" wink

About nades, I don't agree with less nades : 3 are a good number, while we can't reload them with ammoboxes.
Allied can't win without nades : Remember there are tanks to shoot.

Last edited by Zapp (2012-11-02 21:26:24)

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#55 2012-11-02 21:47:46

Assi
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Re: Planes on Omaha Beach

Endless discussions...
Imo the conclusion is clear :-)

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#56 2012-11-09 00:54:07

Zapp
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Re: Planes on Omaha Beach

Up (over Assi's comment, we need suggestions)

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#57 2012-11-09 00:58:15

tuia
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Re: Planes on Omaha Beach

You can't add spawn points server-side like you easily do in Battlecraft. It can be added spawn points, but it's a bit complicated, you have to rip off spawn points from ships and move them.

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#58 2012-11-11 01:11:12

Zapp
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Re: Planes on Omaha Beach

I feared that using battlecraft would make you have to provide a downloadable update of the ".rfa" files and would have caused troubles for players who have not understood that to play omaha a file was needed.
Anyway I can't desperate ! I think that usual random spawn is really frustrating for allied... What could we do to avoid it ? Have you thought about removing one tank per side ? Especially the Tiger and M10 ?

I'm not playing a lot these times I've much to do IRL...

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