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01-10-2007, 08:30 AM #16
Re: PoE2 Feedback
In general, I think elevation variation is very important. Maps like Orel and Inishail Forest (and even Karkand for that matter) do a an outstanding job in this regard... lots of rolling hills and elevation changes to keep it interesting. Maps that playout on one plane are <yawn>

|TG-12th|WhiskeySix
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01-10-2007, 09:51 AM #17
Re: PoE2 Feedback
We had a hard time with the flat maps. On one side, we wanted to do the real areas justice as Ukraine is rather flat in most parts. On the other hand flat is not a lot of fun at all. Some maps I would like to redo or rework sort to speak... but I am so focused on our new maps that I just do not have the time.[
Speaking of new maps, all the ones we have shown thus far are set in the mountain area of Ukraine such as Crimea and the south west area. My beach assault map is not flat at all anywhere except for on the water. GA has made a Hill map as has been shown as well which is not flat (This map just blows me away, its going to be the new Fallen). Some maps not shown yet are of urban areas and industrial areas, of which are not flat except 1 but there is a reason for that one.
I totally agree about the cover issue and the Froggy is just a beast. I am not sure if we need more cover or if we need more AA or if we need a mix of both. The specific examples given are great as it allows us to look at that exact map and try and come up with a reasonable solution.
The cap size is a mapper decision. If we make them too big, then players can cap the area without actually taking the flag. For example on Dnister we had made the flags to large and the enemy would get just at the edge of the area hiding behind some boxes or something taking the flag while the defending team has no idea where they are taking their flag from. After capping the flag, they would move out of the zone and allow the defenders to retake the flag which would happen rather fast with 2-3 people defending. Then come back in and take it again and repeat until the defenders could find them.
That is an extreme example. However the cap sizes have been done to the best size that we feel will allow for both defenders and attackers to be fair. We look at where you can hide and take or hold the flag, where you would be exposed, and so on and on. If there is a flag that has this problem with C4 and Claymores more than others then let us know and we can discuss how to fix it.
Also on the subject of Spies, we have no control over the player skins but perhaps we can slightly change the fog color to be more neutral for both teams. I had even toyed with the idea of 1 light APC per team (Boxer) for the map. The whole thing started off for fun BTW being that we loved that movie and no idea we would release it. lol
For Zhytomyr how would you suggest fixing the Hill advantage? Less vehicles for Ukraine? I can always look to thin out a vehicle or two where needed. I do not want to make any major changes (such as heightmap or moving bases) as it was a map done by Xere who is not full time on the team right now. I think he did a great job and the issues can be worked out which will hopefully change your opinions on it.
Please keep the feedback coming.
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01-10-2007, 10:36 AM #18
Re: PoE2 Feedback
I second most of the above criticisms and praises. Something that has not been mentioned is that on the air maps, there seems to be a lack of control in the attack helicopter on both the German and Ukranian sides. I feel as if these choppers do not allow tight circling of a given point so as to give the gunner a decent shot at spraying as the pilot revolves around that point, like a flag or any small area where you would want to focus on. These choppers feel like the air vehicles in 2142 in how they hover and turn. Now, I have not played that much of POE2 but I find a marked difference in the maneuverability of the choppers in BF2 vanilla compared to POE2. I may be the only one who feels this way but I think that the choppers could be a little less "stiff", if that makes any sense. Also, the German single seater jet seems to be a lot quicker and tighter on turns than the Ukranian single seater jet. I acknowledge that in reality this may be the case but the German jet seems to have too much of an advantage just like the J-10's advantage over the F-35 in vanilla. J-10 is too much faster at turning than F-35, especially after last patch. I am sure you have noticed this. Again, this may be just my opinion but I feel that I have noticed these differences and I thank you for the opportunity to express my views.
Perhaps I just suck. (Perhaps)
-Nick
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01-10-2007, 10:38 AM #19
Re: PoE2 Feedback
This is great mod. While the spies uniform problem is the most glaring in my opinion, the rest of the maps that are more tolerable. The problems with air power in the map is that AA either fires too slow or does too little damage. Most aircraft will dare the first hit of any missle fired weapon. They need to do more damage and maybe have a shorter range to compensate or same damage and longer range. The problem now is the plane especially has target in sight and gets its weapons released prior to the missles doing damage. Stationary guns have the same issue. You have more skilled pilots who just purposely come in straight on fast right at the AA emplacement knowing that more than likely they'll get the kill before the AA finishes them off. In otherwords, they have no fear outside of the annoyance factor of getting hit while on another bombing run.
I think all the infantry weapons are balanced. Some german are superior and some UKR are superior per class. I think it's better that way than having just dead even. Most are very close anyway and it comes down to preference.|TG-12th| tHa_KhAn

XBL GT: Khan58






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01-10-2007, 10:51 AM #20
Re: PoE2 Feedback
It was brought to my attention that I was meaning Highway to Hell not Rolling Thunder in my previous post. So maybe it makes more sense now.
On the issue of air combat I would rather be in the Foxbat any day compared to the Eurofighter. Sure you can drop a couple bombs, but when it comes to ability to knock down enemy air of all kinds the missles on the Foxbat are superior.|TG-12th| Sawviper

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01-10-2007, 02:11 PM #21
Re: PoE2 Feedback
Thanks for the reply... Re: cap sizes, I'd say the East Cabin on Carpathian is probably the prime example of a cap radius that is in my opinion too small (or Crash Site on Fallen, Church or Lumbermill on Orel). You practically have to be kissing the base of the flag to be in the radius, and 4 C4 are more than enough to take out anyone in the radius. Incidentally, East Cabin is probably my favorite CP in any map I've played so far, despite the minute radius. I think widening the cap radius to even 10-15 meters out (and preferrably taking CP features into account, instead of being a pure circle radius around the flag) would make contests for those CPs much more interesting and prolonged.
We had some issues like what you mentioned with the Tac Mod, but stupid remote hidey holes aside, it definitely made for much richer conflicts over flags. Sometimes a couple squads would spend full 1/3 or 1/2 round contesting a single flag, which was...well, awesome. I understand your point, but it was our experience that expanding the radius (an idea I was initially strongly opposed to) really changed gameplay for the better by focusing more on zones than points of control.
Of course, I'm not necessarily talking about 75m x 75m cap areas, just larger areas than in a lot of the flags we see now.
Last edited by Beatnik; 01-11-2007 at 01:11 AM.
Beatnik

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01-10-2007, 02:54 PM #22
Re: PoE2 Feedback
Problem
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Dominating power of bombers and attack choppers.
Description
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Against a good bomber/chopper pilot or gunner there is almost nothing that can be done.
These pilots/gunners have Kill/Death ratios like 30:1. They can simply dominate the game. I guess you all know the nightmare chopper guy Anibus (I couldnt remember the full name) playing on TG server. When he gets the chopper (and he always does when there is one), it is pure frustration. Not because he is a skilled person (I respect that), but because no matter how skilled you are and what you do, game favors him and he will simply destroy you, your squad and your team... It is the frustration due to imbalance.
These pilots know where the AA stations are and align themselves out of range. Even if you start firing on them, the damage caused by AA cannot destroy the chopper but pilot/gunner can easily destroy the AA station. After it is gone, they simply annihilate the squad defending the flag. Again and again...
They are so confident and comfortable that they can fly very low, move very slow because nothing can touch them. Hit it with a tank shell, AT rocket, .50 cals and chopper is still intact. They go back to base, repair and come back for a new killing spree.
Proposed Solution
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Increase the power of AA measures. Make AA stations much stronger so that a chopper cannot duel (and always win) with an AA. If AA spots and engages chopper, it should be able to destroy it before the chopper turns and destroys the AA.
A single tank shell, AT/Stinger rocket should destroy a chopper/bomber.
Infantry Fighting Vehicles (IFVs) should cause more damage so that even a good chopper pilot should be avoiding the confrontation with an IFV head-to-head...
.50 cals should cause more damage.
ADDITION
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Same goes for the bombers. Make necessary adjustments to balance the game for armor personnel. Right now, the best strategy against a skilled bomber pilot is: DONT GET INTO ARMOR ! This must change. People should be able to enjoy playing in armor and have a chance to survive longer than 10seconds.Last edited by John CANavar; 01-10-2007 at 03:51 PM. Reason: minor grammar correction
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01-10-2007, 03:30 PM #23
Re: PoE2 Feedback
John C bring up several valid point that I agree with in full.
443.Urban Infantry Bat. / Bat. Anti-tank Platoon
"...There is no situation that is ever so bad that it can't get worse..."
"...and suicide isn´t an option either, since it would probably make some prick happy...But does one hear the blast?
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01-10-2007, 03:58 PM #24
Re: PoE2 Feedback
Specifically Zhytomyr, the key to the map is the Goat Farm. German can never seem to be able to get that flag and with Ukraine owning it, they have free reign to flank the Central Farm. (Putting Armor north and infantry south). Once they own those 2 flags, they can't squeeze back to the Grain Elevator, not enough room. From here Germany gets engaged as they are leaving the UCB and the Ukraine has great cover at those flags. So how does it happen?
Goat Farm has a V shape that blocks german armor from directly hitting the flag. However, the V Shape is a funnel for the 2 tanks that will pick up overwatch on the hill between the Windmill and Goat Farm. It's too open to assault the tanks and there is no cover inbetween. Those tankers end up self-repairing with close to 100 kills between them, maybe a couple deaths.
An acceptable solution would be to put a 3rd building in the way of that position. It may not solve it entirely, but otherwise Germany can't hold that flag due to loss of tickets due to death. Of course, the strategic importance of holding the Central Farm is 50% dependent on holding the Goat Farm.
Apart from that, I would widen the OOB so that the germans have a way to flank the Village Flag or even attempt to drive around and assault one of those flags from a different direction. Having said that, I bet this map would be better as an infantry map, but still would lean Ukraine based on terrain.
Spies Like Us, adjusting the fog, or even making it a daylight map with heavy fog would probably due the trick. What about even creating a denser fog so that visibility is less for everyone. Maybe give the Germans the Smoke Artillery on this map.
Lucky Shot
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01-10-2007, 04:26 PM #25
Re: PoE2 Feedback
Oh smoke arty, its so cool when used right. That could be an option. The fog settings can change a lot. There is a ton of stuff in there that with little tweaks can change everything. Its the best starting point to look I think and then we can check out other things.
Goat farm... I could add something there if needed. Rock wall, shelter, some more hay. The first version had a ton less vehicles but the testers complained about not having enough vehicles so we added a few more. Right now I lean towards a few less vehicles and an addition building or two in the goat farm area.
I will also take some time to look over cap sizes for the flags Other non mapping items such as the Froggy I personally have no control over being just a lowly mapper but as I said in the first post, everything posted here will be shown to the dev team.
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01-10-2007, 05:01 PM #26
Re: PoE2 Feedback
I love this mod and play it everyday so I have lots of feedback to share but little time atm so for right now I'll help detail the Spies Like Us problem. Take a look at some of these images. All of them have at least one UKR bad buy in the images...can you find them?




If you need help you can click the images for a higher res shot...even at 1680x1050 it will still be difficult. If you take note of the horizon color and how the trees echo this color it should become obvious how the current UKR uniform color creates a situation that is completely unbalanced. When I play as UKR I run around with little care for tactical movement because I know it will be a rarity that any German player will ever get the jump on me. I could be 50 meters away and they still might not notice me. Meanwhile you have the German uniforms...pure white. I don't have a screenshot at hand to show that problem but it should be obvious. Take the general horizon/atmosphere color and throw a white body on it....the white players stands out big time. UKR players can see GER players way off in the distance.
As for what the solution is we leave that to the devs... I can't stress how much this needs to be addressed though. This is a major problem that usually leads to consistent UKR 200+ point wins and players disconnecting in frustration. Here at TG we will likely be dropping one instance(from 2) of Spies Like Us from our rotation when we redo the list for the new map pack. Its a shame too cause this is a fantastic map otherwise...if this issue gets resolved than this could arguably be the best map in the mod. Tactical play and teamwork is very rich here...it would become that much better if the playing field was even.|TG-12th|mantis


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01-10-2007, 05:06 PM #27
Re: PoE2 Feedback
Great post Mantis... Even with the mini-map lit up with red dots, I can't see them. Except for PJ's glowing red tag that you have spotted.
*edit* after a minute of looking I found 1 guy in the second shot.
Lucky Shot
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01-11-2007, 08:17 AM #28
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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01-11-2007, 10:35 AM #29
- Join Date
- Dec 2006
- Location
- MA
- Posts
- 14
Re: PoE2 Feedback
German NVG's would ROCK!!!!!!
[TOC] Flyer in game
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01-11-2007, 10:43 AM #30
Re: PoE2 Feedback
For Spies, I think adding light would help - making the background light-grey would give black uni's and white uni's equal contrast. (I'm not sure I'd want to play an ENTIRE round on a green-screen
)

|TG-12th|WhiskeySix
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