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[Beta] 4p_Vengeance
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Topic: [Beta] 4p_Vengeance (Read 26468 times)
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Malevolence
Donator
Posts: 1871
Re: [Beta] 4p_Vengeance
«
Reply #40 on:
October 26, 2009, 05:58:16 pm »
The bridge was pretty much invincible back when I played this map. Was it changed? I only ever saw it blow up like one time ever.
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Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
fallensoldier7
EIR Veteran
Posts: 667
Re: [Beta] 4p_Vengeance
«
Reply #41 on:
October 26, 2009, 06:07:34 pm »
I've seen bombing runs and firestorms damage them. The bridges don't look any different from the bridges on Lyon and Vire tbh. I bet stukas and nebels could destroy the bridges too.
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Malevolence
Donator
Posts: 1871
Re: [Beta] 4p_Vengeance
«
Reply #42 on:
October 26, 2009, 06:11:05 pm »
Yeah well I TRIED to blow it up once or twice by force-firing a pak or tank on it, after like 3 or 4 minutes there was barely even a noticeable dent in its health.
Hence why I'm asking if it's different, because it sounds like it is...
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LCII^Bun-Bun
Donator
Posts: 159
Re: [Beta] 4p_Vengeance
«
Reply #43 on:
October 26, 2009, 06:16:04 pm »
Nah, bridges just have l33t h4x which makes damaging it with anything except explosives (demolitions, goliaths) or artillery impossible.
However, artillery rips bridges: hummel only needs one shot in vCoH, stuka's 1 salvo, firestorm also 1 I believe...
So yeah, arties can destroy bridges pretty easily, normal guns and tanks can't though.
PS: It's not totally impossible, but it's VERY damn hard and takes fucking AGES.
«
Last Edit: October 26, 2009, 06:22:16 pm by LCII^Bun-Bun
»
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Might not be MY Doctirine, but it's so damn close I'll TAKE IT!
fallensoldier7
EIR Veteran
Posts: 667
Re: [Beta] 4p_Vengeance
«
Reply #44 on:
October 26, 2009, 06:17:12 pm »
Yea, normal tank/ATGs never damage bridges.
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LeoPhone
Honoured Member
Posts: 0
Re: [Beta] 4p_Vengeance
«
Reply #45 on:
October 27, 2009, 11:40:48 am »
also, in some old patch is was possible to use stuff like territories not connected to eachother, artillery dropping at the beginning of a match or MAKING BRIDGES INVUNRABLE.
with some new patch, that was all impossible. so if he once made the bridges invunrable, they arent now.
and the map is great btw.
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SturmGrenadieren
EIR Regular
Posts: 17
Re: [Beta] 4p_Vengeance
«
Reply #46 on:
October 27, 2009, 12:17:52 pm »
So....? we can blow bridges?
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Tymathee
Donator
Posts: 9741
Re: [Beta] 4p_Vengeance
«
Reply #47 on:
October 27, 2009, 01:01:10 pm »
Yea really only arty casn take down the bridges. Or demos if you want to waste 'em
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
CrazyWR
EIR Veteran
Posts: 3616
Re: [Beta] 4p_Vengeance
«
Reply #48 on:
October 27, 2009, 02:46:47 pm »
demos aren't wasted if you take down 2 hetzers crossing the bridge when you blow it...right puddin?
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Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
Smokaz
Honoured Member
Posts: 11418
Re: [Beta] 4p_Vengeance
«
Reply #49 on:
October 27, 2009, 03:05:53 pm »
More maps should have bridges or map position that can be rushed for a epic advantage. It forces people to play for the map from the moment they spawn. This adds complexity to the game. As long as its not 1 bridge directly stopping you from going anywhere than a river facing giant grenade/flamer immune chateaus ;P
If you are worried about traps, mines, goliaths etc: L2BuyMinesweeper. With all PE inf detecting, ami/wehr having infantry that can field minesweeper AND build field emplacements, brits having recons, it should be zero problem. A lot of people complain about the lack of realism but you dont see the majority of players sending in recons/minesweepers along with a spotter in most games. They just barge in.
I dont see how the bridges are critical on vengance anyways. There are vehicles in the game able to cross water efficently and mortar smoke allow you to cross difficult terrain without getting supressed or having weapon fire reliably hit you.
«
Last Edit: October 27, 2009, 03:08:59 pm by Smokaz
»
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Draken
Chess master
EIR Veteran
Posts: 1850
Re: [Beta] 4p_Vengeance
«
Reply #50 on:
October 27, 2009, 03:07:23 pm »
Can you people make maps so that there are many sectors on spawn, and less on the middle?
It would make easier to just fight instead of thinking about backcaping, and in later game you will still loose pop.
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Smokaz
Honoured Member
Posts: 11418
Re: [Beta] 4p_Vengeance
«
Reply #51 on:
October 27, 2009, 03:15:27 pm »
Quote from: Draken on October 27, 2009, 03:07:23 pm
Can you people make maps so that there are many sectors on spawn, and less on the middle?
It would make easier to just fight instead of thinking about backcaping, and in later game you will still loose pop.
Actually the perfect mix would be a lot of big sectors outside the spawn, and then across the middle of the Map a lot of small sectors so that defenders in middle had to spread out their units more to hold all the small sectors, forcing them to group and disperse based on what the attacking side is trying to do.
Unless the SIZE of the sector doesnt count for anything, only the number of sectors you hold?
«
Last Edit: October 27, 2009, 03:17:23 pm by Smokaz
»
Logged
AmPM
Community Mapper
Posts: 7978
Re: [Beta] 4p_Vengeance
«
Reply #52 on:
October 27, 2009, 04:40:27 pm »
Its only the number of sectors held that matter.
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davidf78
Community Mapper
Posts: 93
Re: [Beta] 4p_Vengeance
«
Reply #53 on:
January 02, 2010, 08:08:58 pm »
the file has been updated by request. there are no more river to cross which means no more i got negative protection + speed penalty crying
, joking...
this should make the map more fluid but less perty. i couldent figure how to test it to see if everything runs as it should so i take no responsability for an epic fail.
http://www.filefront.com/15276451/4P_Vengeance_dry.sga
Logged
bbsmith
The Brain and Muscle
Posts: 2778
Re: [Beta] 4p_Vengeance
«
Reply #54 on:
January 02, 2010, 08:11:18 pm »
Can we have some screenshots?
Logged
Quote from: aloha622 on March 28, 2010, 07:11:18 pm
prove it and you'll win
Quote from: bbsmith on March 28, 2010, 07:21:29 pm
I win.
Quote from: aloha622 on March 28, 2010, 07:30:53 pm
k u win.
davidf78
Community Mapper
Posts: 93
Re: [Beta] 4p_Vengeance
«
Reply #55 on:
January 02, 2010, 08:16:23 pm »
you can find a creen shot here
http://forums.europeinruins.com/index.php?topic=13111.0
Logged
davidf78
Community Mapper
Posts: 93
Re: [Beta] 4p_Vengeance
«
Reply #56 on:
January 08, 2010, 09:26:32 pm »
has anyone had a chance to play it without the rivers? i did and like i tipically do in this map i got my ass handed to me. it a curse that i always get owned in my own creations
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Tymathee
Donator
Posts: 9741
Re: [Beta] 4p_Vengeance
«
Reply #57 on:
January 09, 2010, 07:39:06 am »
Quote from: Smokaz on October 27, 2009, 03:15:27 pm
Quote from: Draken on October 27, 2009, 03:07:23 pm
Can you people make maps so that there are many sectors on spawn, and less on the middle?
It would make easier to just fight instead of thinking about backcaping, and in later game you will still loose pop.
Actually the perfect mix would be a lot of big sectors outside the spawn, and then across the middle of the Map a lot of small sectors so that defenders in middle had to spread out their units more to hold all the small sectors, forcing them to group and disperse based on what the attacking side is trying to do.
Unless the SIZE of the sector doesnt count for anything, only the number of sectors you hold?
Yes, i'd think of all people you'd know that Smokaz. It's the number of sectors, which is why certain maps can be held half and half but one side is still "winning" because it's the number of sectors held. This is wshy france needs to be fixed, there's one extra unneeded sector that could be molded into another one that makes the top part of the map better for a defensive style.
Logged
AmPM
Community Mapper
Posts: 7978
Re: [Beta] 4p_Vengeance
«
Reply #58 on:
January 09, 2010, 02:28:17 pm »
Should add some pooled water to the rivers, right now it makes it rather featureless and dull.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: [Beta] 4p_Vengeance
«
Reply #59 on:
January 09, 2010, 03:40:39 pm »
so... the current verison of vengeance in EiR is the one without rivers? the one with rivers is gone?
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