is the sea wall map biased towards axis?


(fatmanfat) #1

am i missing something here. there are only two ways into the base and one requires a disguised covert. the other is through a narrow corridor that is defended by a machine gun nest. if the whole axis team defend that corridor then it’s next to impossible to get past them - and you can’t even steal a uniform.

we tried everything we could think of.

what’s the best tactic?


(menikmati) #2

panzer the fuck outta em :slight_smile:


(=MLK=FOO) #3

This map can be won by allies. Need alot of teamwork(also maybe a good mortar guy<== Gotta love the guys that can use that thing.) Need a couple engies and some medics and get that ramp built asap and bum rush em. I f you manage to get that far one engie is all it take to sneak in and get the plant(I have been that engie several time. won last night in 4 minutes) So yes you can win, its hard but not impossible.


(menikmati) #4

Well tbh

pretty much everytime i play this map allies win…coz once the allies r inside…be it back exit or the route up the beach they are hard to stop…

and use mortars more…they rock :slight_smile:

i played with mortars for 5 minutes learning it and i got my trajectorys all sorted…


(DG) #5

tbh with a experienced axis team i think it will be extremely hard… if axis dont bother with kills and only defend the bridge, you get a lot of artillery, grenades and detpaks being chucked on to the eng area and this makes it very hard to build. once it is built all you need is a axis detpak and then allies are back to square 1 :frowning: thats easy too btw - go covop and jump out that high mg42 nest, grab flag and chuck a detpak on the bridge on your way…

good allied mortars +panzers does make it harder for axis at the start, but they still have everything in their favour. even after getting up there and ctf, they have to get through the nastiest bottleneck… the best strategy seems to be getting in through the back and taking out the generator, but only if axis are really stupid and decide to jump down the beach or pointlessly come out of the back door will allies ever be able to get a uniform in order to open the door.

imo place the generator in the building to the left of the locked rear door, past a destructable door maybe; and/or instead of the little bridge, maye the dyna blow a chunk of cliff or bunker away to provide access. this stops axis from being able to destroy it and would look a lot cooler imo :smiley: would make it a superb map, other than the axis imbalance this is a really nice map.


(SCDS_reyalP) #6

I agree with DG. One thought I had was just making it so the axis would have to dynamite the ramp, rather than use a satchel charge. You still have large bottleneck at the door.

BTW, once the generator is blown, it still isn’t THAT hard for the axis to defend, if they are smart enough to actually set up defensive postions around the gun.

However, I think we need to give all the maps (and players) a bit of time before we make any real judgements.

Another point is that it depends where in the campaign sequence a map is played. If most people are up to level 4, support fire and panzerfaust spam is much more of a problem.


(Brinkman) #7

it’s simple. if you’re allies team is full of n00bs and yoru axis team is full of skilled players then axis will own the map

if ti’s vise versa allies will blow up the gun in 3 minutes

it’s all about who knows waht to do when… and how to do it (if that makes sense)


(alexwryt) #8

I think people that get frustrated with getting off the beach at the beginning just don’t realise that that is the hardest part of the map. If you get past that hump it is pretty much smooth sailing from there. It’s pretty much the same thing in the Gold Rush map. Allies have a hell of a time getting the tank through and getting the gold to the truck, but once you do that as long as you have more than 2 minutes or so left on the clock you will win, the truck barriers are useless and allies can flood a lot more men into that area faster than axis. So anyways if you cannot get past the beach it’s not that bad, that just means axis was the better team that game, and only an idiot will think allies were noobs for it.


(fatmanfat) #9

i’ve always found the beach surprisingly easy. the problem is the bottleneck tunnel.

it’s the only way in. there’s a machine gun nest on it. and there’s a camping spot right above the entrance that the allies have to use - nice to spam down rockets.

at work we had a 7 vs 7 game and the axis had 7 defending that corridor. we were cut to pieces every time. the only tactic that seemed to be at all effective was smoke in the corridor - but it didn’t work enough.


(kvilli) #10

ppl forget to defend the alternative route :frowning:

The base is a freaking maze. Have played several hours and I still don’t know all the shortest routes inside. :stuck_out_tongue:


(Womprat) #11

Well, almost everytime I have won as allies it was through the back door. A smart axis team can make this difficult if they don’t leave the base, but eventually someone will fall off or get thrown off by explosives.
Oh, and this map is a whole lotta fun for allied mortars. I usually go to the path near the command post. Sit right there with my map launching at 70 to 80 degrees. It helps when a covops can show me where the bad guys are. I’ve had maybe 40 kills just with mortars in one game.
and if you get lost in the base there are brightly colored signs for the gun, generator, and ammo.
Ya, but most people don’t know the map yet so the axis team rarely defends the actual gun controls. I’ve won on axis as the only engineer and the only defense actually inside the base.
whew. That was more than I was planning on writing, but oh, well… I’m rambling :blah:


(Fallout) #12

Most all maps favor Axis, and the beach is a favorite of newbie spammers. They can fire a few airstrikes or fire the panzer and hide and get a lot of easy kills.

For allies to win, it requires a lot of persistence.

It’s probably the crappiest map for a limited life server (all defend maps are crap for balance with this setting, since the Axis will never have to worry about dying too often if they play correctly), as if the Axis even have a couple remotely competient players the Allies usually won’t last long. Just expect a whole lot of ally spawn spam, and a few Axis covering the command center. It’s definately the best map of all six if you can quietly sneak by and to the later objectives (generator or gun), as the closer you advance as a team the more spam you’re going to get from the Axis.

I don’t even play Axis anymore, since in order for them to do well it involves a lot of rather cheesy spam. Airstrikes, grenades, panzer, and mines… the key to newbies winning on a defense map.

There should’ve been more objectives for the Allies to defend, as overall it’s easier to be Axis as spam and camping tends to be easier to do than rushing and hoping you don’t run into a panzer newbie, minefield, or group of enemies.


(Englander) #13

It would be alot better if Engineers were the only class capable of destroying the ramp.


(licksweets) #14

we did it :slight_smile:

after getting to that corridor with the gun nest, throw a smoke grenade for cover, get three people in behind the smoke, one panzerfaust and couple of engineers - try not to go in guns blazing as it gives away your position - pistols do a good job of killing with little muzzel flashing. Drain the queue of axis who are in line waiting to man the MG, when you’ve killed them (preferably keeping an eye on the re-inforcements counter) then rush the base, maybe dynamite the MG nest just to keep them occupied. Squeeze through a covert-op during the confusion and get them opening the door just incase the engineers get killed inside.

great stuff :stuck_out_tongue:


(fatmanfat) #15

Sounds great - but you were probably playing against a bunch of monkees who were all running around doing their own thing. Am I right or am I right?

I bet that there was only one monkee manning the gun with maybe a couple of backup monkees when you broke through. A clever team would have the doorway out of the bottleneck covered with a portable machine gun, plus a spammer up top.


(GrumpyDog) #16

Ops/Rocket them Nazis on the cliff! Then wait for the spawncampers to run down onto the beach and have the covert guys steal their uniforms and go around back. Fight for awhile, keep the Axis busy and BAM! game over.

:beer:


(Jack) #17

I only have one freaking complaint and its not about the map, but happens all the time with the map. For the love of god people: use the east spawn point!!!

Steps:
Press L by default to enter limbo.
Examine the command map, and with your mouse select “east spawn point”.

I can’t count how many times anymore I see one LT constantly rain arty down on the spawn and see my whole team die over and over and over and over and over and over and over and over again.

Its like the mountain dew commercial with the bug light.

And another thought, while I’m shouting opinions. On gold rush, if the tank is already past tank barrier two, don’t bother rebuilding the command center. Especially when there is a covert ops just raping the damn thing with satchal charges. Why feed them XP? By this time we already mostly have high enough engie skills that we don’t need it. And don’t fix the damn tank once the vault is blown! You’re helping the axis by giving them a mounted 30 cal. Don’t be XP whores. Play as a team with some common sense.


(GrumpyDog) #18

Yes, I strongly agree!