Omaha, Fields of Kassel, Brecourt Assault. Never ending rounds
Posted: 2022-07-20 05:04
All three of these maps, while well designed and reasonably balanced have a major glaring issue which is that they never end even when the outcome is obvious.
Fields of Kassel STD and LRG have no bleed for the US army even if they fail to take the first flag. Reality is if the US team cant take the first flag in the first 30 minutes, let alone hour they almost never win. Everyone playing knows this yet are forced to slug it out often over the 1 hour mark until the US army runs out of its huge ticket count (750-850 tickets to be exact) even when the outcome is obvious in the first 20-30 minutes of the match. Nothing is worse then fighting a game for over an hour when the outcome is obvious already.
Omaha beach STD and ALT suffers the same issue, with the US onslaught dragging on very often over the 1 hour mark as well; even when the US only manages to take a single flag. This map is actually avoided very often in mapvotes Ive noticed for this reason. The tickets counts are massive (800-900 for US) but there is no pressure with no ticket bleeds or penalties for making snail pace progress or straight up stalling as the US team. The battle just grinds down to a war of attrition that drags on till one side runs out of tickets, the German side in particular is not well rewarded for holding objectives and often theyll still lose even if they hold all but one flag just through sheer boring, long, grinding attrition as the US tanks farm massive kill counts without any pressure to risk offensive action.
Finally Brecourt Assault ALT (and STD? havent played it) suffers the same issue with the assaulting force suffering no or limited penalty for no/slow progress and the battle dragging on far too long when the outcome becomes apparent early on.
Long story short these maps all need either less tickets or more active ticket bleeds. extra No respawn Assets or Area attacks available at round start might be needed to offset some of the added pressure on the assaulting force. But as it stands these maps just end up dragging on too long and are very bad for killing server populations and becoming a chore for the players that play them out. Which is unfortunate because theyre otherwise very well designed maps which deserve more play time.
Fields of Kassel STD and LRG have no bleed for the US army even if they fail to take the first flag. Reality is if the US team cant take the first flag in the first 30 minutes, let alone hour they almost never win. Everyone playing knows this yet are forced to slug it out often over the 1 hour mark until the US army runs out of its huge ticket count (750-850 tickets to be exact) even when the outcome is obvious in the first 20-30 minutes of the match. Nothing is worse then fighting a game for over an hour when the outcome is obvious already.
Omaha beach STD and ALT suffers the same issue, with the US onslaught dragging on very often over the 1 hour mark as well; even when the US only manages to take a single flag. This map is actually avoided very often in mapvotes Ive noticed for this reason. The tickets counts are massive (800-900 for US) but there is no pressure with no ticket bleeds or penalties for making snail pace progress or straight up stalling as the US team. The battle just grinds down to a war of attrition that drags on till one side runs out of tickets, the German side in particular is not well rewarded for holding objectives and often theyll still lose even if they hold all but one flag just through sheer boring, long, grinding attrition as the US tanks farm massive kill counts without any pressure to risk offensive action.
Finally Brecourt Assault ALT (and STD? havent played it) suffers the same issue with the assaulting force suffering no or limited penalty for no/slow progress and the battle dragging on far too long when the outcome becomes apparent early on.
Long story short these maps all need either less tickets or more active ticket bleeds. extra No respawn Assets or Area attacks available at round start might be needed to offset some of the added pressure on the assaulting force. But as it stands these maps just end up dragging on too long and are very bad for killing server populations and becoming a chore for the players that play them out. Which is unfortunate because theyre otherwise very well designed maps which deserve more play time.