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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - Map Pack #1 Observations - I've had a chance to play all the maps now at least once and a
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    Coridon's Avatar

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    Map Pack #1 Observations

    I've had a chance to play all the maps now at least once and a couple of them twice so I thought
    I would throw out a couple of observations. I obviously haven't explored every inch of any of the maps, so these are just my general opinions of what one might expect based on the flag placement, equipment available, and the terrain.

    Steel Thunder

    This is probably the most balanced map "out of the box". The thing to remember with this map is that armor is pretty much only effective on defense with a clear field of view of where the attackers are coming from. Dam Outpost, Power Station and Bridge Checkpoint are good if allied squads have possession of the flags to your rear and the enemy is advancing across the bridge towards your position. Storage Depot could use a piece of armor inside the warehouse, and you can protect one of the large doors if you have infantry watching your six o'clock on the catwalk above you.

    Unless the above conditions are met, however, leave the armor in the UCB. As others have said, AT soldiers hiding in the grass will dismantle an armor column in no time. The image posted illustrates where 99% of the action takes place (within the orange perimeter), but it must be remembered there's plenty of room to maneuver without being detected. If you feel up to it, move out as infantry around the edge of the map and attack one of the enemy's rear flags at your leisure. It will normally be utterly unexpected. I've attempted "rear flag assaults" twice on this map and both times have been completely successful.

    ********************
    Checkpoint Abadan

    Also a well done map, but similar to what we've seen in in stock maps. Good balance in that MEC has mobile AA and USMC has two blackhawks. USMC must use the blackhawks together to either assault two different flags simultaneously to unhinge MEC or attack the same flag at the same time to practically ensure at least one flag capture. Trying an amphibious landing or pushing across the bridge will cost the USMC a great many tickets so finding success with the blackhawks is the key for a USMC victory; bringing them down and isolating and destroying any survivors is MECs.

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    Maszarqi Siege

    This was met with disdain during its first run, but it certainly has a lot going for it. As you can see, there's an enormous amount of room to manuever around the perimeter of the city itself. Tall grass and sun-scorched buildings offer cover for stealthy advancement, while three blackhawks overhead can put a lot of feet on the ground anywhere on the map in short order. With all the advantages USMC has, MEC must man all three stinger sites at all times and put .50 cal fire on any spotted blackhawk. In addiction, most rooftops are accessable so even if USMC lands near a flag chances are they will be gunned down before making the cap. Just remember to keep at least one defender in the flag radius to ensure they can't instantly capture the flag when they arrive. Also keep those binoculars pointed towards the northern and southern edges of the map; hopefully once the novelty of this map wears off we'll see some creative, coordinated assaults coming from those vast areas in between the CPs themselves and the out-of-bounds.

    ********************
    Inishail Forest

    This map brings a lot to the table in the way of environment and infantry only battles, but it does have a couple of issues that impact gameplay.

    In the 64 player version of the map there are six flags, when that number should probably be five. Also of importance, four of the six flags are closer in proximity to the Chinese UCB and offer "internal" protected routes from flag to flag. In the illustration above, the six Chinese squads form a line across the Power Plant, Outpost, and Suburbs flag. That gives them four flags to USMCs two, and USMC has little room to flank. As shown with the map perimeter highlighted in yellow, it's next to impossible to move around either the Suburb or Power Station flag undected, not to mention there's little or no foilage (i.e., cover) if you're able to traverse that terrain. Firefights here are particularly brutal because with no vegetation a players body is starkly silhouetted and is an easy target for the defenders.

    I've only played this map twice but I can't ever imagine a USMC victory with the current 64 player setup. My initial recommendation is to remove the Outpost flag completely, expand the out-of-bounds further east of the Power Plant, and add more foilage there and west of the Suburbs. Possibly increase the perimeter of the map everywhere but perhaps not to the liberal extent of, say, Steel Thunder .

    Great map, but it just needs some tweaking or else the 64 player map will always be a PLA dominated fragfest.

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    Jibbel City

    This map, in it's current 64 player form, is unplayable. MEC needs to put a squad at each of the "X"s on the map to protect USMC from coming across bridges/land bridges, but then USMC also has a blackhawk. That only leaves two MEC squads to defend the entire map that isn't butted up against the shoreline, so it's only a question of time before the USMC caps a flag. Then the MEC squads defending the shoreline pull back into the city in a disorganized fashion and can be hit from anywhere. The USMC blackhawk definitely needs to be removed for MEC to have any chance whatsoever of winning this map.

    ********************

    Well, like I said those are my subjective preliminary opinions of the new maps, so feel free to discuss or add your own comments...
    |TG-1stMIP|Coridon

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    asch's Avatar

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    Re: Map Pack #1 Observations

    Good write-up.

    I don't know if I'd agree with the Jibbel City observation. As with Maszarqi Siege, the MEC just needed to learn how to defend the map. The same goes with Jibbel. It offers quite a few routes both on the ground and in the air. I think the problem the OpFor is having on Jibbel is that they're trying to defend all of the flags. Squads will have to find defensive positions so that they can respond quickly to threats at different flags and move accordingly.

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    Dick Blonov's Avatar

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    Re: Map Pack #1 Observations

    Quote Originally Posted by Coridon


    Inishail Forest

    This map brings a lot to the table in the way of environment and infantry only battles, but it does have a couple of issues that impact gameplay.

    In the 64 player version of the map there are six flags, when that number should probably be five. Also of importance, four of the six flags are closer in proximity to the Chinese UCB and offer "internal" protected routes from flag to flag. In the illustration above, the six Chinese squads form a line across the Power Plant, Outpost, and Suburbs flag. That gives them four flags to USMCs two, and USMC has little room to flank. As shown with the map perimeter highlighted in yellow, it's next to impossible to move around either the Suburb or Power Station flag undected, not to mention there's little or no foilage (i.e., cover) if you're able to traverse that terrain. Firefights here are particularly brutal because with no vegetation a players body is starkly silhouetted and is an easy target for the defenders.

    I've only played this map twice but I can't ever imagine a USMC victory with the current 64 player setup. My initial recommendation is to remove the Outpost flag completely, expand the out-of-bounds further east of the Power Plant, and add more foilage there and west of the Suburbs. Possibly increase the perimeter of the map everywhere but perhaps not to the liberal extent of, say, Steel Thunder .

    Great map, but it just needs some tweaking or else the 64 player map will always be a PLA dominated fragfest.
    Good writeup indeed!

    I played USMC on the 64p version. This is exactly what happened. We were defending fortification and were faced with at least 4 squads coming our way.

    Ouch!


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    Coridon's Avatar

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    Re: Map Pack #1 Observations

    Quote Originally Posted by asch
    I think the problem the OpFor is having on Jibbel is that they're trying to defend all of the flags. Squads will have to find defensive positions so that they can respond quickly to threats at different flags and move accordingly.
    Agree. I'll revise my stance to say "OpFor doesn't have much of a chance if they don't have a CO". Maybe get rid of that "Construction Site" flag so everyone focuses on the city itself.

    You are correct in saying OpFor needs to react often and quickly to threats, and without a CO there's that hesitation where no one reacts and then suddenly everyone reacts, leaving four flags completely undefended. For some reason this behavior has been widespread on this map.

    All in all, I'd say a lot of the gameplay will change when we see COs on a regular basis. Playing the vanilla maps in TacMod without a CO wasn't too challenging because almost everyone knew "what needed to be done" and performed critical tasks without orders. I think once we start seeing COs coordinate the defense and offense on the new maps they will really start to shine.
    |TG-1stMIP|Coridon

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