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| Battlefield 2 - Point of Existence Discussion General discussion for Point of Existence |
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#1 (permalink) |
![]() Join Date: Jan 2007
Location: Tennessee
Age: 29
Posts: 604
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Pripyat
As per another thread of people talking about this map. I thought its own topic would be warrented. What are your concerns about this map? What do you like? Dont like? Could be improved?
At this stage we dont want to rebuild the map from scratch or anything like that so suggestions should be based on reasonable tweaks. To start things off I will mention my own tweaks I had in mind. -Sound. Background is too loud. Kicking iut down to about half that volume. -64 player tends to choke up at the sports center for various reasons. One would be where the Ukraine armor spawns and where the actual flag is. Both of these allow Ukraine to defend or attack with ease but give Germany a hard time. My solution is to rid Ukraine of its armor at this flag and move the flag inside the basketball court to force some inf action at this flag. -Countless floaters fixed -Several key exploits fixed -Add some tank choke objects to help direct the vehicle flow a little more. This allows inf easier movement and a better chance to set up ambush for armor. -Amusement park area lacks much cover for defense. This has already been improved for the next patch. Ok those are my things. What are yours? |
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#2 (permalink) |
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Join Date: May 2006
Location: Montego Bay, Jamaica
Age: 30
Posts: 473
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Re: Pripyat
Thanks for show this,
1. Make the GER chopper lighter or make the UKR chopper Darker 2. The flag radii on some flags i.e.(Cultural Centre) are too large so that people can climb on the roof and cap the flag. If the are there with a whole squad and such they can keep the flag from that position without ever coming down. 3 My biggest issue was the ambient BOOM, it was just too loud and depressing. I think,if everyone reads well they will see I have nothing against the map other than these 3 things, but others have issues and I notice people leaving when it starts up.
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#3 (permalink) |
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Join Date: Nov 2006
Posts: 933
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Re: Pripyat
Some people have complained about the color scheme on the Tiger (looks like Kilevvri1 beat me to the first reply
), being that it is dark and is therefore hard to spot on darker maps like this one. I concede the point but, then again, the Tiger cannot be repaired mid-flight in the same way that the Hind can.
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#4 (permalink) | |
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Join Date: May 2006
Location: Montego Bay, Jamaica
Age: 30
Posts: 473
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Re: Pripyat
Quote:
But that is not my biggest issue, I can deal with a little imbalance, by biggest issue is the BOOMING in the background. It just rattles me, nothing else I can say about it.
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Long May the FFTHFF(5th) live in our memories and our teamplay.
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#5 (permalink) |
![]() Join Date: Jan 2007
Location: Tennessee
Age: 29
Posts: 604
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Re: Pripyat
The Tiger has 2 skin varients. The dark green and black and the black. I really dont have an issue myself spotting it but I have heard this complaint as well and not really sure what I can do. I guess the static AA is what is hurting here?
You #2 kilevvri1 was one of the exploits I fixed but did not mentioned specificly here to prevent others that did not know from using it. |
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#6 (permalink) |
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Join Date: Nov 2007
Posts: 142
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Re: Pripyat
I like the map. That being said.....maybe, as it's a dark map, you could use very bright lights at some of the flags.......but the snow will just make it a bright blur from afar.
That would be appropriate in a city, I'd think..... Just a thought. Maybe more armor....maybe less. I'm not really sure. As it is, it seems that the infantry has a distinct advantage on that map. I also agree about the flag radius. I once capped the flag from the roof of the cultural center, and with a sniper rifle, held off a significant number of people there when the map was new. I don't have any issues with the tiger......when I've seen someone in the shilka, or been in the shilka, it is usually a long day for the Tiger pilots. |
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#7 (permalink) |
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Join Date: Nov 2006
Posts: 933
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Re: Pripyat
I responded with this in another thread regarding flag radii. I suppose it belongs here more than it does there:
As to the flags that have their flag capping radii extended to include the roofs of certain buildings... well, it may just be me, but I rather enjoy it that way. I really liked the Radar/Listening station on Risen for that and, frankly, it's one of the maps that I miss, despite the meat grinder that it often devolved into. It extends my tactical options both on offense and defense it terms of how I want to approach either. It breaks the monotony of brute forcing each flag we encounter into something less linear than, "Let's all rush the flag and hope for the best." Having to consider what my strategic choices are and weighing them against present conditions is a challenge altogether different from the straight-up FPS encounters that make up the bulk of what we do. I have a hard time viewing this as an exploit. If you control the roof of a building, how is that different from controlling it at ground level with walls seperating combatants?
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#8 (permalink) |
![]() Join Date: Jan 2007
Location: Tennessee
Age: 29
Posts: 604
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Re: Pripyat
Well controlling the roof as a sniper does not really secure that particular building when you claymore the only way up, you are a SL with endless spawning, and you got another squad at the bottom with armor and everything controlling the ground. I have no issue with a SL getting up there and using it as a place to attack from but I do not see it as controlling that area.
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#9 (permalink) |
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Join Date: Nov 2006
Posts: 933
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Re: Pripyat
Arty can (and should) clear building roofs; transport choppers can execute paradrops (and the Hind, in case people forgot that it has those extra seats in the back that never get used - except by a seat-switching engi weapons officer)... Ladders are not the only way to clear a roof.
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#10 (permalink) |
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Join Date: Nov 2007
Posts: 142
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Re: Pripyat
Very good point. I saw that happen at Kerch (I think) where I was on the map at the distribution center roof, and a little bird landed 4 people on me......
What about the possibility of more mounted heavy MG's? These would aid in defense, will knock out a dingo, and hurt an attack chopper. |
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#11 (permalink) | |
![]() Join Date: Jan 2007
Location: Tennessee
Age: 29
Posts: 604
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Re: Pripyat
Quote:
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#12 (permalink) |
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Join Date: Nov 2007
Posts: 142
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Re: Pripyat
I'll try to look at them when I play it the next time. It just seems that on a lot of maps, if you get someone with a Dingo or something, that they can dominate the flag.
Kinda the polar opposite of my question about mines, huh? |
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#13 (permalink) | |
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Join Date: Nov 2006
Posts: 933
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Re: Pripyat
Quote:
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#14 (permalink) |
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Join Date: Aug 2007
Location: Michigan
Age: 22
Posts: 1,334
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Re: Pripyat
I believe that the Hind is gimped on this type of map. It is extremely limited on its mobility around the map; it cannot use nap of the earth techniques around buildings like the Euro can, it cannot do attack runs effectively due to the buildings - it has to rely more on the AT-6. With the Euro, I can wiggle my way between buildings and do pinpoint attacks without smacking into buildings and trees if I were to do similar things in the Hind; the chaingun also puts the Euro at a better advantage as well.
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#15 (permalink) | |
![]() Join Date: Jan 2007
Location: Tennessee
Age: 29
Posts: 604
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Re: Pripyat
Quote:
Which do you have in mind though? Most are just too high to really be effective in my opinion. I am pretty wide open here if we can improve the map or do things to make it more fun. If you got a spot you want this done at let me know and I will try and get it done for you! |
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