Omaha Beach
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Omaha Beach
Germans have an absolute shitload of logistics giving mortars and emplaced guns an insane amount of constantly flowing ammo.
Remove the 2 logis, keep the 2 supply trucks and 2 wagons.
Sherman doesnt spawn on std because its set to 0
bring back 10 min delay arty for the US and the wider dod for germans on the cliff to help lower the amount of oob hugging.
https://i.imgur.com/0glBpl4.png
Remove the 2 logis, keep the 2 supply trucks and 2 wagons.
Sherman doesnt spawn on std because its set to 0
bring back 10 min delay arty for the US and the wider dod for germans on the cliff to help lower the amount of oob hugging.
https://i.imgur.com/0glBpl4.png
AfSoccer "I just don't see the natural talent."

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LimitJK
- Posts: 104
- Joined: 2016-02-06 21:25
Re: Omaha Beach
there should be a "no build zone" at the edge of the cliff (at least for MGs) like there is next to main bases/around caches.
once germans put up MG emplacements they have about 4 per squad and kill anything that moves on the beach, impenetrable.
once germans put up MG emplacements they have about 4 per squad and kill anything that moves on the beach, impenetrable.
disagree, mortars and guns can be overcome by a concerted push by the american team. logistics are fine.Rabbit wrote:Germans have an absolute shitload of logistics giving mortars and emplaced guns an insane amount of constantly flowing ammo.
Remove the 2 logis, keep the 2 supply trucks and 2 wagons.
but then it has to be limited to a number of uses, otherwise 15min is a necessary compromise for the "late game" when US pushes inland.Rabbit wrote:bring back 10 min delay arty


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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Omaha Beach
wut????LimitJK wrote: but then it has to be limited to a number of uses
AfSoccer "I just don't see the natural talent."

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LimitJK
- Posts: 104
- Joined: 2016-02-06 21:25
Re: Omaha Beach
in the beta it was mentioned to be intended as limited in the number of uses, didnt work back then though


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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Omaha Beach
Sorry, but the gameplay on this map as US ... pure frustration.
Played it 1 hour ago on US side … you can capture the beach flags but you get also slaughtered there.
The landingcrafts haven't enough ammo for support fire (3mags) and after landing they are shit cover.
The driver vision is better (slightly more zoom) than the turret gunner vision.
The craters on the beach are to far away and there are to less of them but they also not really help against the mortars.
Played it 1 hour ago on US side … you can capture the beach flags but you get also slaughtered there.
The landingcrafts haven't enough ammo for support fire (3mags) and after landing they are shit cover.
The driver vision is better (slightly more zoom) than the turret gunner vision.
The craters on the beach are to far away and there are to less of them but they also not really help against the mortars.
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curahee150
- Posts: 187
- Joined: 2013-07-11 16:14
Re: Omaha Beach
At minimum, the German mortars should be removed. I played Omaha Std. as Germans the with a dedicated and functioning mortar and supply team, and the mortar squad had something around 80+ kills by the end of the game. Mortars cannot be overcome by "a concentrated push by the american team" because the nature of mortars and explosives discourages concentrated pushes. This is what happened with the American team, who started out making concentrated pushes on flags, before getting slaughtered by mortars. The end result was something around 668-0 for the German team.
On other maps, mortars can be countered by other mortars or by mobile infantry, but neither of these things apply here, and the mortars cannot be hit with an area attack. With MGs and PAK guns, these threats can be removed or suppressed by area attacks and mg fire from the transports, and overcome by a concentrated push, but mortars cannot, and so they are incredibly deadly.
The Americans should likely get an amphibious Sherman for the Std. layout as well.
On other maps, mortars can be countered by other mortars or by mobile infantry, but neither of these things apply here, and the mortars cannot be hit with an area attack. With MGs and PAK guns, these threats can be removed or suppressed by area attacks and mg fire from the transports, and overcome by a concentrated push, but mortars cannot, and so they are incredibly deadly.
The Americans should likely get an amphibious Sherman for the Std. layout as well.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
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axytho
- Posts: 155
- Joined: 2019-03-25 22:32
Re: Omaha Beach
Don't change the map for at least a month. People are frustrated now, but strategies will evolve. When I played, the US Army won 97-0. The trick is to use the machine guns in the boats properly to suppress the ridge.
Suppression in this game works, use it.
Suppression in this game works, use it.
Please don't, if the americans must get a buff, give them more tickets, but not assets that they wouldn't have had.curahee150 wrote: The Americans should likely get an amphibious Sherman for the Std. layout as well.
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qs-racer
- Posts: 335
- Joined: 2010-02-07 10:25
Re: Omaha Beach
I have play 2 round on ohama std.
1st with good mortar on german side was around 8 kill for the US, 200 for the the german. They can cp the beach but no chance to push as all fob get bombed and infantry cut by at least 8 mg with infinite ammo. It was the 668-0 final result, on Hoots server.
2nd, with bad mortar squad, US had chance to push on both side, was difficult and finally win 48-0. So we can see that if mortar is balanced (less/no mortar), or with lower logistic rate, it give a good balance to the map.
The idea of Rabbit are nice.
1st with good mortar on german side was around 8 kill for the US, 200 for the the german. They can cp the beach but no chance to push as all fob get bombed and infantry cut by at least 8 mg with infinite ammo. It was the 668-0 final result, on Hoots server.
2nd, with bad mortar squad, US had chance to push on both side, was difficult and finally win 48-0. So we can see that if mortar is balanced (less/no mortar), or with lower logistic rate, it give a good balance to the map.
The idea of Rabbit are nice.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Omaha Beach
https://en.wikipedia.org/wiki/Omaha_Beach#Tank_landingsaxytho wrote: Please don't, if the americans must get a buff, give them more tickets, but not assets that they wouldn't have had.
They're supposed to get a tank but the spawner was bugged in 1.6.0.0, should be fixed for 1.6.0.1

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axytho
- Posts: 155
- Joined: 2019-03-25 22:32
Re: Omaha Beach
Ah ok, sorry, I assumed it was intentional. Then I'm totally fine with it. But I'd prefer no balancing of the maps until people are used to them. Players will soon have the locations of the mortars and stationary mg's memorized, which will shift the balance inOutlawz7 wrote:https://en.wikipedia.org/wiki/Omaha_Beach#Tank_landings
They're supposed to get a tank but the spawner was bugged in 1.6.0.0, should be fixed for 1.6.0.1
favor of the Americans.
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InfantryGamer42
- Posts: 495
- Joined: 2016-03-16 16:01
Re: Omaha Beach
All alied spawnes are placed under the ships on standard.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Omaha Beach
I'd say get rid of the beach flags, they dont do what they were intended to.
AfSoccer "I just don't see the natural talent."

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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Omaha Beach
In my opinion the US need active artillery to support the troops who dies on the beach.
Having 2 artilleries on a ship that are operated by players (not commander arty). That could help to balance the map without creating a strange scenario ambient.
Having 2 artilleries on a ship that are operated by players (not commander arty). That could help to balance the map without creating a strange scenario ambient.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Omaha Beach
There was once a mod from mschoelgen with destroyers (Battleships). Maybe the Devteam can arrange that they can use a retweaked version of it on omaha.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Omaha Beach
That's where these were from.Fastjack wrote:There was once a mod from mschoelgen with destroyers (Battleships). Maybe the Devteam can arrange that they can use a retweaked version of it on omaha.
AfSoccer "I just don't see the natural talent."

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InfantryGamer42
- Posts: 495
- Joined: 2016-03-16 16:01
Re: Omaha Beach
You also have ships from Pacific maps for FH2. DEVs could maybe ask for those.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Omaha Beach
Not gonna happen. Too hard to get anything from them.InfantryGamer42 wrote:You also have ships from Pacific maps for FH2. DEVs could maybe ask for those.
AfSoccer "I just don't see the natural talent."

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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Omaha Beach
No, it would mean Germans would be dying to weapons they can't kill, not without base rape at least, same way US have been dying to static mortars except eventually they get a chance to destroy them. This would be worse.Fastjack wrote: Having 2 artilleries on a ship that are operated by players (not commander arty). That could help to balance the map without creating a strange scenario ambient.

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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Omaha Beach
https://i.imgur.com/0glBpl4.png The current dod to keep the germans away from the beach is super forgiving allowing more guns/assets to fire down on the beach. During the tail end of the beta the DOD was RIGHT infront of the trenches to prevent this. Might be the way to go again.
AfSoccer "I just don't see the natural talent."




