#Remagen Refresh - A ~~Bridge~~ Step Too Far?

1 messages · Page 1 of 1 (latest)

carmine dew
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I understand the goal of improving gameplay flow and reducing bridge stalemates. My concern is that adding multiple river crossings risks removing what makes Remagen unique as it forces teamwork in a way few other maps do.

On most maps, teams can succeed with loose coordination - squads flanking, garrisons popping up, the frontline slowly shifting. Remagen is different.
If the middle point is across the river, a coordinated push is required.
Logistics, smoke, suppression, armour, and squad coordination all matter far more here than elsewhere. That challenge is what makes the map memorable.

Flanking is already expensive: one squad is 6 players, add 4 recon and that’s 20% of the team off the main frontline. Multiple flanking attempts often just fragment attacks and weaken the main push. In practice, the issue isn’t the map, it’s that Remagen exposes poor coordination. Teams try to play it like other maps and die repeatedly, then blame the map.

Adding extra crossings risks turning Remagen into another multi-lane map, spreading fights out and diluting the tense Rhine crossing. The bridge is a rare focal point that forces teams to commit to a coordinated assault.

Some changes look positive:

• Guaranteeing the Ludendorff Bridge as the central point makes sense.
• Bridge layout and gangway improvements could improve combat flow.
• More airhead opportunities let commanders create pressure without changing the map’s core challenge.

My main point: Remagen works because it forces teamwork. Too many extra crossings could remove that defining strength.

  • One final point: the devs often try to fix issues by changing too much at once. A stepped approach usually works better. In this case, reworking the main bridge and making it the default capture point alone would dramatically change play. Adding all the other crossings and tweaks at the same time risks diluting the map’s core identity.
limpid vortex
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Your whole premise is based on the fact that you believe playing the full map equals poor coordination.
Good coordination goes way beyond just having 50 (or I guess 100) players push a tiny portion of a 1.2x2km map.
It also shows that you never played against anyone actually using their artillery properly. As long you as you close off the bridge part where you exit the towers it becomes a game of chance if your push actually works, not coordination.
The only thing the map forces is people to suffer through a chokepoint and with enough luck the team that likes to suffer longer wins. There is barely any coordination or teamplay involved beyond having a tank drive onto the bridge
If you enjoy this kind of gameplay where no skill, no communcation, no movement matters, it's the perfect map for you I suppose, but don't confuse the whole team running onto a 20 meter wide bridge with proper coordination

carmine dew
# limpid vortex Your whole premise is based on the fact that you believe playing the full map eq...

HLL doesn't reward you for playing a full map. On the 1200m x 2000m map you are only contributing to attack or defense in 13% of that total map space.

It's always been the natural limitation to flanking in this environment and whilst important needs to be done with finesse or it weakens the main push rather than strengthen it.

On the artillery point, the bridge redesign may already help address that. One of the biggest issues before was how easy it was for artillery to lock down the tower exits. If the bridge is wider and movement options are improved, that alone could reduce how easily artillery can shut down pushes.

Which is another reason I think a stepped approach would make sense here. The bridge redesign and making it the default middle point would already change how the map plays. It might be worth seeing how those changes affect the flow before adding multiple additional crossings as well.

carmine dew
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Ok @team17, truth be told, above statement was prior to being able to access the PTE. I've now spent some time on it and my final point, becomes the most relevant.

I think the bridge rework is probably the single best piece of work that you have achieved. It's truly a masterpiece and well thought out.
Infantry now have easy access to the gangways under the bridge, 2 lanes for easier flow, easy access to the vehicle layer and ample cover.
The vehicle layer has a great balance of cover and ease of access for tanks/trucks.

I think the KEY issue now is to strip back the extra stuff.

  • if you want Bridge to be the default, awesome, remove the East and West pontoon bridges.
  • if you want to keep the East and West Pontoons, get rid of Bridge being default.

Fundamentally I think removing the pontoons and playing on this new and Vastly improved bridge would be great. It would solve the majority of the issue most players have with Remagen, while keeping the map true to life and retaining its unique soul.

thick moth
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I think it would be more interesting if the pontoon bridges were built by players themselves, rather than being there from the start.

elder inlet
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Yes, those bridges are a fail, U can sit on bridges now with any tank and wait for the enemy’s , on Left side u can wait on the beach that’s to close on Capture point, or set some MGs on ponton heads! On the Big bridge u still can get some cover or go under ! Pontons are free for Farming Body’s !

thick moth
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You used to be able to sneak attack the bridge via the airhead, but now it's totally up in the air.