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01-22-2007, 01:09 PM #16
Re: BF2 Ported maps.
Maybe some MG3's on Mashturr or even introduce a comparable weapon for the UKR. PKM would be an easy out.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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01-22-2007, 01:39 PM #17
- Join Date
- Jan 2007
- Posts
- 11
Re: BF2 Ported maps.
Stalemate seemed like a one-sided ass-whoopin, but that may have just been because I was on the receiving side.

There were a few issues that came up that may become annoying, but I'll guess we will have to see. With the Stingers being replaced with AA guns, there were a few cases of AA being used as anti-personnel, and it seemed like the range of the AA guns were too close to the chopper spawn points. At least in vBF2, you could drop flares to give you a little protection till you can get out of range.
Is it up to the Devs as to which vehicles are used in the old maps? Can you mix and match? For example can you bring in the old fast buggies instead of the slower and unstable jeeps? Can you bring in the old choppers?
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01-22-2007, 01:49 PM #18
Re: BF2 Ported maps.
we are only using PoE assets. We are looking to improve our jeeps.
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01-22-2007, 09:38 PM #19
Re: BF2 Ported maps.
Songhua Stalemate was a blowout yesterday (472-0) due to the amount of armor. Infantry eliminating armor is more difficult in POE2 due to the unguided missles. Plus, Germany is at a disadvantage due to the lack of amphibious APC's. Ukraine had a swarm of APC's just eliminating everything. The majority of the time was just blind shooting from the Temple flag into the South Base with many deaths resulting. The lack of anti-tank guns (TOW, HJ-8, etc) in POE2 was really evident on this map. When a map lacks aircraft, artillery, and anti-tank guns, the amount of armor available on the map needs to carefully considered. Think of Karkand and what happens when USMC captures the Factory and gets six armored vehicles.
-33rd- BaneII
Smokers & Jokers
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01-22-2007, 09:53 PM #20
Re: BF2 Ported maps.
Keep in mind how stacked the teams were in that particular Songhua round. I was commanding with Luckyshot, Beatnik, Sawviper, and another decent SL. All of their squads had capable squad members. I even completely left the two back bases undefended for 15 minutes and the Germans hardly made an attempt for it, despite having a transport chopper and plenty of light vehicles to flank at the far north.
Your comments might be realized, but i think we shouldnt jump to conclusions quite yet until we have a truly even playing field. Luckily, though, the armor is APCs and not tanks. Two AT shots to the back or sides will kill it.
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01-22-2007, 11:15 PM #21
Re: BF2 Ported maps.
The quality of the players had nothing to do with the quantity of armor. Our squad captured the SW flag twice and both times got overran by four APC's. Nor did the quality of players prevent the APC's from blindly firing into our flag from the Temple flag killing people as they spawned in. Saying two AT shots to the back of an APC takes it down while people were dying while spawning is useless (plus I sincerely doubt that the majority players are unaware how to kill armor). Just as capturing rear flags while the armor that spawns there is already in enemy hands is useless. In POE2, infantry is not enough to take out marauding groups of armor when there is no place to hide. There is a reason that DICE included anti-tank guns in the game and on that map. The elimination of those weapons changes the balance of power between infantry and armor.
The German team did have it victories during play last night, so even with your roster Ukraine still had it's losses. However, Songhua was an almost 500 point blowout. That means Germany was only able to takeout 125 points while the other team eliminated 600 points. For that and the other points I've made, Soughua needs to be closely looked at. Remember, this isnt a new map. I think you would have been hard pressed indeed to get a blowout like that in vanilla.-33rd- BaneII
Smokers & Jokers
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01-23-2007, 12:06 AM #22
Re: BF2 Ported maps.
Yeah, there are way too many APCs on Songhua right now for it to be fun at all. It's just random APC fire across the map for 45 minutes, and infantry stands no chance at all.
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01-23-2007, 12:12 AM #23
Re: BF2 Ported maps.
I know an almost full server played the map again tonight. Ended like 18-0...for those who played please chime in with your thoughts.
I only played that blowout round but my view is similar to Banes. The condensed map is just too small for this much armor. It tends to turn into multiple kark river standoff scenarios and the wall is built with armor. Going in I thought there would be a lot of room to sneak around but with everyone so bunched up now its really hard to get anywhere unseen.|TG-12th|mantis


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01-23-2007, 01:17 AM #24
Re: BF2 Ported maps.
We can reduce the vehicles with no problem.
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01-23-2007, 06:03 AM #25
Re: BF2 Ported maps.
I'm not sure how to read into a couple of your statements greasy. Is the expectation that this map pack will see a V2 at some point? Or perhaps another map pack will be released later on(I know possible ports of poe1 maps have been mentioned) and the vanilla maps could be updated that way?
|TG-12th|mantis


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01-23-2007, 09:27 AM #26
Re: BF2 Ported maps.
Sorry if I am vauge. Sometimes we are discussing ideas around and I do not want to say we will do something until it is official. I personally would like to update the map pack after our next main release so new toys and such as well as needed tweaks can take place. We will have to wait and see how things go.
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01-23-2007, 10:46 AM #27
Re: BF2 Ported maps.
I'm pretty sure it is the normal number of APC's from Vanilla, unless one was added at Temple. Songhua always had the problem of marauding APC's if one team gained the upper hand, but the major difference was that there were no UCB's, so you could slip in the back door and secure the opposing base and even the APC's couldn't stop you.
Peace through fear... since 1947!
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01-23-2007, 11:10 AM #28
Re: BF2 Ported maps.
I haven't played the map yet, but I do know that the ability for armor to self-repair is significantly reduced in PoE2. If you're getting spammed by an APC at the edge of visual-range, that's one thing, but I don't see why a well coordinated squad couldn't defend a CP against a column of APCs?

|TG-12th|WhiskeySix
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01-23-2007, 11:47 AM #29
Re: BF2 Ported maps.
My initial thought to fix the issue would be to take away all IFV's from forward flags forcing the team to bring up armor from the rear.
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01-23-2007, 12:26 PM #30
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