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| Battlefield 2142 - General Discussion General discussion for Battlefield 2142 |
| View Poll Results: Should Sidi be in the rotation? | |||
| Yes, it's a fun map. |
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35 | 61.40% |
| I have no strong opinion either way. It's an allright map. |
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18 | 31.58% |
| It's not fun, I don't want it in the rotation. |
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4 | 7.02% |
| Voters: 57. You may not vote on this poll | |||
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#1 (permalink) |
![]() ![]() Join Date: Jul 2007
Location: Vancouver, west coast of Canada
Posts: 1,225
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Regarding Sidi in Conquest server rotation
I just saw about 30% of the players on the main Conquest server leave once Sidi came into rotation. I left myself and I've left other times because I just don't find the map fun.
So I'll put the question out there: do you think Sidi ought to be in the rotation? Let's try and have a discussion free of whining: put valid, logical concerns here. It's obvious I thoroughly dislike the map, but here are some reasons why: 1. It's very newbie unfriendly. If you don't find armor, you're stuck walking. If you don't have a good squad (one that communicates), you're also stuck walking or dying a lot because chances are you've spawned engineer and can't heal yourself. If you've spawned medic, chances are you'll spend a lot of time hiding and running from armor. If you don't know the map, you're stuck driving a vehicle for a long time just to be blown up by armor in formation from the other team. 2. It breaks up squads. At the start of the round, *if* you have a good SL and you hold your spawn, you may get to a flag far away. If not, you'll take a vehicle alone, get somewhere, probably get blown up by a squad following their SL and wait fifteen seconds. 3. It's heavily focused on the engineering kit. This puts *A LOT* of pressure on the medics in the squad to do their job flawlessly. This means that a squad can easily be fragmented, completely wiped out, or simply spread across the map and unable to do anything. 4. Moving between flags in nearly impossible. Holding flags is easy. Because there is a large walking distance between most of the flags, it's easy to get everyone on the same flag. The problem is if the team is bleeding and needs more flags. Or if the CO orders you to attack: unless you have a miraculous armor-creating device or your entire squad dies and spawns in the UCB, you're usually in for a long, boring walk, that ends by facing a tank and dancing. I just don't find it a fun map. What do ya'll think? Edit: Just so we're all on the same page, this is Sidi: ![]()
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TacticalGamer -- 3rd Special Forces Detachment -- Zhohar
"Zho takes speed before squad leading. " -- HellHarry |
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#2 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Northeastern University (Boston)
Age: 21
Posts: 4,097
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Re: Regarding Sidi in Conquest server rotation
I enjoy Sidi, its one of the few armor maps that gives infantry out of vehicles a larger chance.
I think the reason is been put back into the rotation as the armor map is its probably one of the least system intensive ones out there for a good benchmark on the server. Also, its 3:00 AM EST, so if 30% of the population calls it quits, I'd say thats damn good that they were on so late, now go to bed !
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#3 (permalink) |
![]() Join Date: Feb 2007
Location: In the Drug Store
Age: 20
Posts: 2,176
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Re: Regarding Sidi in Conquest server rotation
but the night is still early!
sidi is the best infantry vehicle map. the flags have enough cover so that ground fighters have a chance against tanks and the like. the map is not to hard to navigate and a decent squad can hold one flag from lots of armor but a good infantry push on a vehicle centered squad can be more effective than +2 tanks
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#4 (permalink) |
![]() Join Date: Jan 2007
Age: 31
Posts: 2,496
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Re: Regarding Sidi in Conquest server rotation
We have people leave whenever *any* vehicle map shows up in the rotation. The option would be to not put any vehicle maps in, and that wouldn't be fair to those who like them.
Sidi isn't any less newbie friendly than, say, Belgrade. After all, everyone is supposed to be in a squad. With 50 players, that is 4 squads per team. In the opening base there are 2 buggies, 2 tanks, 2 APCs and a transport, with more vehicles spawning at the capturable flags. There are plenty of vehicles to go around.
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#5 (permalink) |
![]() Join Date: Apr 2007
Location: Newington, CT
Age: 20
Posts: 1,148
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Re: Regarding Sidi in Conquest server rotation
Sidi Powerplant to me is great! Except, just like every other map in BF, it's not fun without a good squad running, but that is more of a problem with the game/player. I like lot's of teamwork and I think the bigger the maps the more coordinated teamwork is needed.
Pros: Unlike Suez Canal, it's definitely not a straight forward map. There is a good deal of room to move around, choke points, the flags are close, and there is a great balance between rough hilly terrain and urban environments. Oh, how many times have I lost a tank fight because I was slanted on a hill with a bad shot! The big plus with Sidi, like with Highway Tampa, each flag is it's own mini-battle per se. Theres enough room to stay at one flag and have a massive firefight spanning across one game. Also there is not just one route to a flag, theres even plenty of routes via the "out of bounds areas"! Cons: Since the flags are so center based without a distinct line you'll get a lot of squad leaders making wrong choices with assaulting and defending key flags. But thats very realistic, a terrible one but those things happen. Probably the biggest problem with the map chaotic "front" that sometimes forms, making it a pain to command and squad lead. Especially because it's a vehicle map, things change very quickly and it's pretty unpredictable. --> But I think that's what makes it a fun map, I find myself constantly watching the map, guessing and hoping I'm making the correct choice where the armor is.
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#6 (permalink) |
![]() Join Date: Apr 2007
Location: Southwest FL
Posts: 515
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Re: Regarding Sidi in Conquest server rotation
I generally drop out when Sidi comes up because I find it very unexciting to be in the gunsights of the "funship" for 20 minutes. But the last couple of days I've stuck it out a few times and been in decently led squads with good squadmates and didn't find myself consistent cannonfodder. So right now I am ambivalent to the map. Maybe drop in Highway (did I just say bring back Highway!?) every few days for a mix and still maintain the large map with a place for those of us that are flight challenged to have some fun.
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#7 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: Pennsylvania
Age: 37
Posts: 1,092
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Re: Regarding Sidi in Conquest server rotation
I would argue that Sidi has a bad rap. I've led many a squad on Sidi and we've always had a great time. I would probably consider myself someone that enjoys "infantry" based maps but Sidi can be quite enjoyable and a great map to learn the armor half of Battlefield 2142.
I would agree with Zhohar that the gunships and transports can be bothersome at times but that's part of the game. I let two squads on Sidi last night where we assaulted the enemies first flag and held both during both rounds. We were busy fending off the armor coming out or the UCB and the infantry/walker attacks from the rear. I think the guys I played with had fun, I know I did. While we didn't put up any ubber scores or even the top squad in terms of points we held our objective and had fun doing so.
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#8 (permalink) |
![]() Join Date: Jan 2007
Age: 31
Posts: 2,496
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Re: Regarding Sidi in Conquest server rotation
The roflcopter can be taken down by a half of a squad dedicated to dealing with it. 3 saws coordinating fire and their effectiveness is greatly reduced.
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#9 (permalink) |
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Join Date: Nov 2006
Posts: 1,944
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Re: Regarding Sidi in Conquest server rotation
I enjoy Sidi Power Plant and have a lot of fun on this map. In fact, I wish we had enough interest within the community to add all of the maps to the Conquest server's rotation. The larger maps, like Verdun, Shuhia Taiba and Suez Canal, require a whole new set of strategies and tactics that rarely find their way into our game play.
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#10 (permalink) |
![]() Join Date: Jan 2007
Location: Germany
Posts: 1,008
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Re: Regarding Sidi in Conquest server rotation
Ya Zhohar - what you talk about pretty much is true for every vehicle map. Sidi still has some flags rather close together for infantry to have fun.
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#11 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 41
Posts: 1,916
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Re: Regarding Sidi in Conquest server rotation
I like the map, I actually like all the maps. Tactical combat, that is why we play the game. This map makes you readjust you goals and really depends on teamwork and everyone sticking to thier assignemets. You switch kits depending on the situation. I beleive that most of me squad yesterday did get seperated midway through, we got back together near the end. The first thing I say when asking for kits on this map is "three engineers, two assault, and one support......if it flys, we shoot it down.
Three saws can take down the transport, but two pilums can do it quicker and you can still go after other armor. ! hit from the pilum and that thing is smokin like George Burns with a cigar. If the server situation gets figured out I, for one, would like to see all of the maps in the rotation. I thnik that this map really pushes your squad and teamwork to the edge.
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#12 (permalink) |
![]() ![]() Join Date: Mar 2007
Location: Toronto
Age: 30
Posts: 1,607
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Re: Regarding Sidi in Conquest server rotation
Speaking from an Engineer's point of view you may think that my opinion may be a little bias when I say the Sidi is one of the best maps in BF2142 but please listen to my reasoning.
When entering into the game a well balanced squad will have 2 engineers, 1 support and 3 medics and when spawned the squad should be aiming to take ONE piece of armour PER SQUAD (give the other squads a chance). The armour itself plays a pivital role in the squad but without its infantry members that piece of armour is DEAD within seconds. Depending on the type of armour your team takes depends on what role your squad will play on the map: Walker - Very Mobile Artillary, armour and infantry killer used to support failing flags anywhere on the map due to its "very mobile" nature. Tank - Mobile Artillary and armour killer used in taking and holding flags. APC - Infantry Carrier and Infanrty Killer - the vanguard strike team that will take the further-most flag desired in the list. Duel FAV - Insanely Mobile and whos only objective is to harras the enemy back flag and return to it's own back flag if it's being threatened. A Walker and Tank should advance behind it's infantry brethen only coming to the fore when enemy armour appears, Support as driver and engineer as gunner to pop out for emergancy repairs or to pop shots at the armour with its Pilum before re-entering the vehicle. The infantry Engineer places itself (if possible) at 90 degrees to the target from the armour to enact a "pincer" effect on the target - a Medic should be present at ALL times with the ground Engineer to act and react against enemy infantry on the ground and rez the Engineer if he/she goes down. The third 2-man Medic arm concerns itself with enemy infantry. All 3 arms of the squad stays in close contact and communication. After this the roles of the Walker and Tank teams separate as the Walker leaves to support the APC team or to any flag that's having dificulties where as the Tank stays and holds. The APC team being faster but still having the same compliment of infantry should concern itself with harrasing the front line enemy infantry - not with the idea of taking flags but as suppression only to stem the tide of red dots. Pulling back when heavy enemy armour appears to allow the Walker team to engage. The Duel FAVs will constatly be on the move concerned with the flags directly outside the UCBs - cap the enemy flag and leave with no intention of keeping it but sapping reinforements to the enemy front line as the enemy send resources to re-take it. Relying on intel from the Commander and his Sat-Track to know when the base is empty again and repeat. In the meantime always keeping an eye for rapid responce on failing flags ESPECIALLY our own flag closest to our UCB - if the enemy takes that then the enormous resource of our home armour is kept at bay by that flag and can't make it to the front lines where it's needed. Practice runs when a server is quiet should be made to allow the drivers to intimatly know the sweet-spots, quiet areas that will have the least resistance. Engineers in the back to repair bumps and scratches and throw mine bait to clense throughfares. The Troop ship can also take the place of Duel FAVs with the same role in mind. Remember that if you're the driver and you loose your armour it's YOUR responcibility to wait for a new piece to respawn and you're there waiting for it because your men at the front lines are waiting and relying on YOU to return with it to continue your squad's role on the map. Bearing all of this in mind - Squad Leaders, to stop confusion in the initial start spawn of the game you can name your teams after the roles you want to fulfill - "TankSQD" "WalkerSQD" "APC-SQD" or "FAV/AirSQD". Commanders - remember if you see a squad with these names then you know where to put them, as they will already be in the mind-set to fulfill what you have in mind. EDIT: as a side note the ground engineers should always be aware of where the AA guns are on a flag to rid the world of that damn airship ![]()
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#13 (permalink) |
![]() Join Date: Nov 2007
Location: Albany, NY
Posts: 946
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Re: Regarding Sidi in Conquest server rotation
I have to say that as I've learned the map, Sidi has definitely been growing on me. My only complaint is that it is the only armor map! I definitely prefer the 64-player version to the 32. I'd also like to say that I agree with Pfeil and others - once the server stability issues are worked out, I'd like to see all the maps in the rotation!
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#14 (permalink) |
![]() Join Date: Apr 2007
Location: Pittsburgh
Age: 20
Posts: 1,021
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Re: Regarding Sidi in Conquest server rotation
I was not a huge fan of Sidi, Shuhia, or Suez for a long while, but they're growing on me. (Tampa's another matter, and I've never really grown to like it unless I'm in the gunseat of a gunship.) They require a complete readjustment of tactics (in most cases) and a completely different playstyle. Once you take a flag, you typically have to sit and hold it, rather than pushing out. An all-infantry squad can do very well against armor if they've taken good defensive positions around a flag.
Unfortunately, the big problem with all armor maps is that one good squad can seriously dominate, which, while fun for that squad, makes it less fun for everyone else. This is partially because that 30% leaves, which causes a serious lack of squad cohesion. If we get good squads, or decent commanders, the armor maps are excellent. Unfortunately, you tend to get people who jump in walkers and run off to get as many points as possible with no form of plan or cohesion. That said, I do prefer the smaller map, as it reduces some of the problems typically seen with the armor maps. The smaller Sidi, Verdun (especially Verdun) Shuhua Taiba and Suez maps are all a lot more fun, in my opinion.
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#15 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Ireland
Posts: 1,198
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Re: Regarding Sidi in Conquest server rotation
This map is good only when in a good squad with a good SL, otherwise you end up being killed continually and it's not fun.
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