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Discussion: Battlefield 2 / Battlefield 2 - Point of Existence Discussion - Feedback 1.7 - For what it's worth, I thought the vanilla BF2 maps played great with the POE
  1. #91

    Mr.McFeelme's Avatar

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    Re: Feedback 1.7

    For what it's worth, I thought the vanilla BF2 maps played great with the POE mod. Would they work in 1.8?

    I never hear anyone else talking about them. I must be the only one who liked them

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  3. #92

    ProjectNA's Avatar

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    Re: Feedback 1.7

    You, sir, are not alone.

    <crouches for flying flaming bits>

    I would love to see some played.

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  5. #93

    corporate's Avatar

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    Re: Feedback 1.7

    I think adding 2-3 regular BF2 maps would be a good idea. Maybe a vote for the most popular ones?

    It seems fewer maps are in rotation now.

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  7. #94


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    Re: Feedback 1.7

    Vanilla maps and anything from the map packs are not supported now. Unless an updated map pack comes out its not going to happen....
    |TG-12th|mantis

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  9. #95

    Greasy Mullet's Avatar

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    Re: Feedback 1.7

    Quote Originally Posted by WhiskeySix View Post
    I think just having the SA7 pickup kit spawn somewhere obvious at Lower Town would do the trick. It's a critical part of UKR defense, but right now it's more of an easter egg since nobody knows where it is (not many spawn at the back flag). Other than that, I think the map's perfect - definitely my favorite PoE2 map. The asymmetry is so refreshing.
    I do not want to do that out of fear of them losing that flag which is when they will need the AA the most.

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  11. #96



    WhiskeySix's Avatar

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    Re: Feedback 1.7

    Can you have two spawns that are dynamic?

    if ((Lower Village == UKR) & (Beach==US)), enable LowerVillageSpawner.

    if (Lower Village == US), enable UpperVillageSpawner.

    I know I know - wrong forum

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  13. #97

    Mr.McFeelme's Avatar

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    Re: Feedback 1.7

    Quote Originally Posted by FBmantis View Post
    Unless an updated map pack comes out its not going to happen....
    Is anything like that planned? just curious.

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  15. #98

    Greasy Mullet's Avatar

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    Re: Feedback 1.7

    Quote Originally Posted by Mr.McFeelme View Post
    Is anything like that planned? just curious.
    We might, but right now we are just focused on this next release.

    Wiskey I could do that but I believe it would add a lot of confusion to people finding the kit.

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  17. #99

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    Re: Feedback 1.7

    Heres how we solve the crimea AA problem:

    Rip out the fixed AA guns (They were only good for killing flag cappers anyway )
    Take out the SA-7
    Throw in a Shilka

    No SA-13 because of its amphibious chassis.

    On an additional note: The Fixed AA gun on 32 Crimea is next to worthless, its in a terrible position, it should be moved in the village instead, but out of LoS of the flag.
    -F-

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  19. #100

    tHa_KhAn's Avatar

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    Re: Feedback 1.7

    Quote Originally Posted by ikonic View Post
    Heres how we solve the crimea AA problem:

    Rip out the fixed AA guns (They were only good for killing flag cappers anyway )
    Take out the SA-7
    Throw in a Shilka
    Now that is a sexy solution.
    |TG-12th| tHa_KhAn

    XBL GT: Khan58


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  21. #101



    WhiskeySix's Avatar

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    Re: Feedback 1.7

    ...except that 95% of the time the Shilka would spend it's time raping flags/infantry

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  23. #102

    tHa_KhAn's Avatar

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    Re: Feedback 1.7

    Quote Originally Posted by WhiskeySix View Post
    ...except that 95% of the time the Shilka would spend it's time raping flags/infantry

    If it's doing that, then the cobra wins. It would put more emphasis on the Arty covering the landings as opposed to the cobra doing all the work. Remember, my issues with this map are early game. As in my experience the round is decided early game. I think a shilka could force a little more restraint from the Cobra allowing an inexperienced team to do battle against an experienced team which is often the case. Say what you want, right now the cobra can do what it wills until it takes a hit or 2 from SA-7. Then off for repairs.
    |TG-12th| tHa_KhAn

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  25. #103

    Greasy Mullet's Avatar

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    Re: Feedback 1.7

    Shilka would rape flags and just be way to much AA in my opinion. As a defender, the cobra really is not an issue to me. I use the Sa7, Zu23, or the Dozer to bring it down without issue. Heck, even the T84 is a great AA weapon on this map with the heightmap.

    I have made some other changes to the overall map which I feel addresses this issue however I found it odd that 32 player static AA is not helpful combined with the Sa7 on that map. While the Ukraine team takes a beating from arty and cobra, the USMC has less options to get boots on the ground and cant take the popular side path to the church and back flags (Which wont be as easy in the next version anyway).

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  27. #104

    tHa_KhAn's Avatar

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    Re: Feedback 1.7

    Quote Originally Posted by [tR]Greasy_mullet View Post
    (Which wont be as easy in the next version anyway).
    A new challenge...I like it.
    |TG-12th| tHa_KhAn

    XBL GT: Khan58


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  29. #105

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    Re: Feedback 1.7

    So in other words, start from the beach flag and take the flags in order:

    Beach, Beach Village + Church, Farm, Upper Village.

    OR...

    Have a SL go gun in the cobra and bail out
    -F-

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