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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#16 (permalink) | |
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Join Date: Aug 2006
Age: 18
Posts: 192
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Re: Albasrah (64p) Modifactions -- part II
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#17 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: Albasrah (64p) Modifactions -- part II
The US probably shouldn't wait to cap industry as the last flag in that grouping. That will definitely lead to 32v32 on one flag.
I also see that we probably need to adjust the bleed for the US. It bleeds far too fast to capture that many flags.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#19 (permalink) | |
![]() Join Date: Apr 2005
Location: New York (no, not the city)
Age: 30
Posts: 894
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Re: Albasrah (64p) Modifactions -- part II
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Industry as a last-stand is just meatgrinder central. We had it surrounded as USMC; two squads north, one squad south, a tank, Cobra and A-10 all pounding it and could make little headway. I did manage to get inside once but quickly fell to the insurgents hiding alongside the walls. I agree that it's no better a choke-point than Facility.
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#20 (permalink) | |
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Join Date: Mar 2007
Age: 37
Posts: 477
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Re: Albasrah (64p) Modifactions -- part II
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I would maybe suggest making it so none of the flags can be re-taken by the Ins. and keep the bleed the same as it is now. That will force squads to spread out over all the flags in a grouping initially making it a challenge for both sides in troop allocation. Of course, I wouldn't change anything yet as it defintely needs more testing before anyone can come to any solid conclusions but that is what I would try next if the map still feels lacking. I think adding any "new" equipment would require a new client side for this map. Last edited by Morganan; 05-21-2007 at 12:08 AM. Reason: added last line |
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#21 (permalink) | |
![]() Join Date: Oct 2006
Location: Manchester, England
Age: 27
Posts: 309
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Re: Albasrah (64p) Modifactions -- part II
Yeah agreed... Last night I took my squad to Industry first off, but unfortunately was a bit too slow getting things organised and out of the main. We did manage to get an initial cap of the flag but due to the slow start and lack of support we were very quickly over run with insurgents and lost the flag again, that's when it got really tough. If we had been able to hold that flag a little longer with a bit more support that round would have ended very differently. Looking forward to trying this setup again.
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#22 (permalink) |
![]() Join Date: May 2007
Location: Southwestern Ontario, Canada
Age: 19
Posts: 57
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Re: Albasrah (64p) Modifactions -- part II
I find that too many people go for aircraft while the competent pilots get screwed over by some newbie who has never flown before. Keep at least 1 A-10, possibly replacing one of the cobras and one of the blackhawks with littlebirds with 2.75s I mean seriously, if you want realism, then have littlebirds on strafing runs. And I also agree that it bleeds far too fast for the USMC to capture that many flags. You RARELY see a USMC team win, no matter HOW competent they may be. A screwball defense by the insurgents will result in victory at this point
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#23 (permalink) |
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Join Date: Mar 2007
Age: 37
Posts: 477
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Re: Albasrah (64p) Modifactions -- part II
As I said before, adding "new" vehicles to a map most likely requires everyone to have a new client side of the map. You can change the number of already existing vehicles that spawn, (meaning 10 cobra's or 0 cobra's) but adding new ones (like adding 1 littlebird) requires a new client side.
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#24 (permalink) | |||
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: Albasrah (64p) Modifactions -- part II
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One thing I'm looking at is actually switching North VCP and industry... making Industry only able to be captured by the US and leave North VCP as a contestable flag. This would make the Insurgents think twice about putting all 32 men on the flag, while still leaving it as an option to attack if the US places too many forces on other flags. It also is a flag that the Insurgents would want to take because it spawns some of the US APCs. Quote:
Quote:
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#25 (permalink) |
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Join Date: Mar 2007
Location: NJ
Posts: 931
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Re: Albasrah (64p) Modifactions -- part II
With half the air support available, the SA7's are going to be far more useful. Any considerations on limiting it to 1?
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#26 (permalink) |
![]() Join Date: Mar 2007
Location: eurasia
Posts: 1,920
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Re: Albasrah (64p) Modifactions -- part II
Nah make them sweat, they still arent a sure bet. The RPG are truely awful to use and every strength should have a counter for a good game, imo
Just finished a game where usmc won. Despite this, at the end of game one of my insurgent teammates said 'that was fun' At the end, usmc overextended themselves and insurgents won back all the flags they had lost but still lost the game. I would say losing industry was the turning point and insurgents fatal mistake. Till then usmc looked to lose with less points and bleeding |
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#27 (permalink) |
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Join Date: Mar 2007
Age: 37
Posts: 477
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Re: Albasrah (64p) Modifactions -- part II
Switching industry and NVCP seems like an excellent idea to be honest, one I had not thought of before. It would defintely "flow" better and create a TON of action on the west side of facility, which sure seems underused currently.
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#29 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: Albasrah (64p) Modifactions -- part II
Can you give a few more details so I can judge the bleed on the map?
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#30 (permalink) | |
![]() Join Date: Oct 2006
Location: Manchester, England
Age: 27
Posts: 309
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Re: Albasrah (64p) Modifactions -- part II
I joined shortly before it all started to fall apart, I was on the insurgents, all squads were full so I decided to make an AA squad and spawn in at Palace to see if the SA-7 was there... And sure enough it was (I really cant see why people moaned about too much USMC air power.... Everytime I play as insurgents, if I decide to grab an SA-7 its ALWAYS sitting there in the Palace not being used - HOW IS THAT HELPING THE AA? you would have expected me to find it taken at least once!), anyway, Once the USMC took Industry they seemed to just steam roll through the rest of the map, capping everything except Palace, which is when it went downhill for me personally. 2 squads started to hit palace, in the mean time we had re-capped the next flag and USMC refused to leave the insurgent main... So I ended up spending the rest of the round talking to admin... One squad eventually did leave, but the other stayed there right to the end... I'm not sure just how much this affected the overall outcome but it cost us a few tickets thats for sure and it unfortunatly meant I didnt get the full picture from the insurgents point of view. Hopefully I'll get another chance to check it out tomorrow.
I'm unsure as to weather the USMC's progression across the map was due to tweaks, poor play from the Insurgents, or exceptionally good play from the USMC. How long do you plan on leaving the map tweaked in its current form for testing purposes?
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|TG-X|Finestyle 10th Tactical Guard Server Rules and SOP | Kicked? Banned? READ THIS FIRST! Contact an Admin | Nominate your teammates for a ribbon "...We'll take them, we're TG, we're AWESOME!" - WhiskeySix Quote:
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