Kozelsk

Post Reply
ytman
Posts: 634
Joined: 2010-04-22 17:32

Kozelsk

Post by ytman »

Specific Feedback: A map which focuses a defensive non-conventional team against the full force of a conventional team lacks any real 'chance' of victory for the non-conventional. Even further, unlike Baracuda or Muttrah there is no chance of the defending team to force the opponent to lose without forcing massive ticket loss.

While intuition says the defender always has the advantage the opposite is true in war and PR. The defender must focus its forces on a large perimeter while the attacker can focus on merely one point of the line. The defender, given stretched lines is also slow to respond and react. Compounding this is the sheer number and strength of the Russian Armor and extremely unforgiving terrain full of choke points and bottlenecks. (When the Russians are given a lake to cross and attack from)

To help the Militia is AT guns, but however, these are always at specific locations and are expected to be active every map, limiting their effectiveness.

In anycase, for the Militia team to win a round must drag upwards of 3 hours. Something that isn't fair to expect of every round.

Suggestion:
Have a bleed incorporated somehow against the Russian team.
Or have the Russians have a lower ticket count by 50-100 tickets.
Or reduce Russian Armor slightly

Thought Consequence:
A bleed would give an alternate condition of victory for the Militia, and level the playing field. If it is a very very slow bleed, it compells the Militia to defend Training camp and Russia to attack it quickly, but doesn't punish them severly.

A lower ticket count would level the playing field slightly but do so without any input.

Russian Armor is powerful on this map, but they are also the targets that the Militia needs to kill to gain the significant Ticket lead required for victory.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Kolzelsk

Post by dtacs »

I completely disagree, I've found that majority of the time its the complete opposite.

It may be the 2 hour round times that we have on Australian servers but I see the map as terribly imbalanced on Std/Alt layers due to the overpowered T-62s. They take a TOW and 2 AP rounds to kill, and can survive the aforementioned attack in the side of the turret (I've done that with a T-90 to a stationary one and it was on white smoke)

The Russian team often gets pushed back to main due to the linearity of the road going towards Hunting Camp, and the annoying positions of some of the AT guns. I've seen BTRs and BRDMs rush across the water to get behind, but they still can't survive because the multiple T-62's just rape everything.

I've obviously had a different experience but the first thing that needs to be solved is decreasing the lake size, adding more roads for the logistics trucks out of main, and making the bridge either repairable or adding in an alternate route.
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Kolzelsk

Post by ZephyrDark »

I've found Kozelsk to be a fun map whenever I've played it, but I have noticed that the tanks can get killed easily as well as the spandrel, which will end up leaving the militia team with no real anti-tank weaponry(the field-guns are a joke versus an organized T-90 crew.
Maybe having the Militia tanks respawn every 15-20, one at a time as well as still keep the no-respawn initial 3.
People also need to learn to use the militia tanks with conjunction with Field Guns or eachother. Their long reload time and low armour versus the T-90 makes them easy targets if a russian tank can get the first hit (normally with the Refleks then a AP shell to finish it off). If few a T-65's(correct me if i'm wrong on the designation) works as a team in an ambush style of attack they can take down a T-90 with low to no loss whatsoever.

I also remember someone working on an SPG-9, which would work GREAT as a deployable AT weapon for the militia, and maybe help take out those pesky russian APC's and tanks.

EDIT:
dtacs wrote: It may be the 2 hour round times that we have on Australian servers but I see the map as terribly imbalanced on Std/Alt layers due to the overpowered T-62s. They take a TOW and 2 AP rounds to kill, and can survive the aforementioned attack in the side of the turret (I've done that with a T-90 to a stationary one and it was on white smoke)
I've worked in a T-90 crew multiple times on Kozelsk, and I personally think the T-62's are pathetic unless organized. I've put a refleks missile into the side armour and then follow up with an AP shell and its gone every time. It might be because I try to aim for the tracks, idk, but I have also had the Refleks white smoke one of the T-62's on a side turret hit. You might just be having bad luck..
Last edited by ZephyrDark on 2010-07-21 07:14, edited 1 time in total.
Reason: reply to Dtacs
|TG-31st|Blackpython


Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Kolzelsk

Post by Trooper909 »

Think I was on the map when you commanded ;-) .

I think having militia tanks spawn later in main rather than from the start and at the current spot could solve the issue on this map.

Reasons being the time it goes all down hill for chechens is when the tanks are destroyed and russian armor is free to do what it likes as militia have no effective AT after the tanks die.Some one will say what of the spandrel wellll errrr thay flip so easy on the rogh terrain you rarely see them upright :roll:
I think I have a screen shot of 4 fliped on the same damn corner.

To many maps as of late are so out of balence I can predict the outcome in 5mins of play and this is wrong.Thay are winnable yes but one team has to play perfect to win and the over can be full of noobs and win after a long fight even against a good team.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Kolzelsk

Post by dtacs »

ZephyrDark wrote: I've worked in a T-90 crew multiple times on Kozelsk, and I personally think the T-62's are pathetic unless organized. I've put a refleks missile into the side armour and then follow up with an AP shell and its gone every time. It might be because I try to aim for the tracks, idk, but I have also had the Refleks white smoke one of the T-62's on a side turret hit. You might just be having bad luck..
No, I've had GOOD luck since I've been the one on the giving end, I almost always go infantry when I'm on Russians anyway.

The 4 hour round times on TG and the like simply mean the Russians have the time to push the rebels back.
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: Kolzelsk

Post by Deer »

I have done many changes for the vehicles in kozelsk for the next build, will see how it turns out. In next build 64 stantard layer wont have tanks, but 32 alternative layer will. Also gave russia some more time and space to build at start of the round.

Also made small change what should have quite good effect on FPS.
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: Kolzelsk

Post by karambaitos »

I just think that militia are to heavily armed for that map they have 3 tanks + tows + cannons, its a bit overkill
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Kolzelsk

Post by sweedensniiperr »

militia don't have any tows....?

but the cannons on this map(any map) are too weak to actually be effective against anything. i hit a logi a ap round aonly went smoking

i really agree that it's unfair when we held off the russian advance at the cost off tickets, we didn't get any payoff(yes i'm referring to the round on tg last night)
Image
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: Kolzelsk

Post by Deer »

sweedensniiperr wrote:militia don't have any tows....?

but the cannons on this map(any map) are too weak to actually be effective against anything. i hit a logi a ap round aonly went smoking

i really agree that it's unfair when we held off the russian advance at the cost off tickets, we didn't get any payoff(yes i'm referring to the round on tg last night)
Ppl means those brdm 2 spandrels as TOWs.

Those cannons are supposed to be just something little extra, not anything what would completely stop russian armors, but those are still fun imo =)
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: Kozelsk

Post by Nebsif »

Most of the rounds I played the Russians were having a hard time, not the Militia, it takes like 1hr till the 1st flag is capped..

The way to win it with ruskis is to cut off militia supply lines, BTR-80A + combat engi is the way to go, I can survive for the whole round with a BTR on Kozelsk (usually going top5 in score list as driver).. But those T-62's.. the Russian tanks barely stay alive 10m vs a good T-62 squad. Also spandrels aint as flippy as they were in 0.9, theyre leet asset killing machines of death once again.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Kolzelsk

Post by Drunkenup »

[R-DEV]Deer wrote:I have done many changes for the vehicles in kozelsk for the next build, will see how it turns out. In next build 64 stantard layer wont have tanks, but 32 alternative layer will. Also gave russia some more time and space to build at start of the round.

Also made small change what should have quite good effect on FPS.
If that change is view distance someone will die for this.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Kozelsk

Post by ytman »

Nebsif wrote:Most of the rounds I played the Russians were having a hard time, not the Militia, it takes like 1hr till the 1st flag is capped..

The way to win it with ruskis is to cut off militia supply lines, BTR-80A + combat engi is the way to go, I can survive for the whole round with a BTR on Kozelsk (usually going top5 in score list as driver).. But those T-62's.. the Russian tanks barely stay alive 10m vs a good T-62 squad. Also spandrels aint as flippy as they were in 0.9, theyre leet asset killing machines of death once again.
Having a hard time and taking a while to cap are two different things. Even when the Militia is defending training camp for an hour, Russian strength (Armor, HAT, TOWs, (soon to be Mortars)) is superior and this results in a Russian team winning on tickets before they cap the first flag.

By the time it gets to the third flag the tickets will hugely favor the Russians.

The T-62s don't respawn and are a ***** to rearm and repair due to the geography of the map.

The Russian 'sabotage' missions are smart but utilize the map's few roads to force complete submission.

I'll look forward to the new version of the map ^^ maybe it'll fix things... though I'd love to see a really really small bleed against the Russians.
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: Kozelsk

Post by Nebsif »

Yea a small bleed could be nice TBH, on maps like Kozelsk, Barracuda, Asad Khal the attackers dont need to cap anything unless there's a big chance of wining by capping everything (usually when other team is noobish).
Why keep sending troops (if u dont bleed at all) to a heavily fortified objective when u can roam around and wait till they come to u (out of boredom)?
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Kozelsk

Post by Mouthpiece »

+ 1 for the small bleed.

I've played Kozelsk approx. 8 times and everything was fine, no crashes. I've won with both russians and militia (and have lost with both also). As a russian I just love to swim with APC's to Alpha 3 area and attack from north. But you have to extra careful driving an APC in this map- lots of trees, figures and shadows.
Post Reply

Return to “Maps”