![]() |


|
|||||||
| Battlefield 2142 - General Discussion General discussion for Battlefield 2142 |
| View Poll Results: 64 or 32 player vehicle maps? | |||
| 64 |
|
22 | 44.90% |
| 32 |
|
27 | 55.10% |
| Voters: 49. You may not vote on this poll | |||
![]() |
|
|
Thread Tools |
|
|
#16 (permalink) |
![]() Join Date: Apr 2007
Location: Southwest FL
Posts: 515
|
Re: 32 or 64 vehicle maps?
Ainselie you make a good point about splitting squads and the like but often the server has a majority of non-TG during the day and there is no way to maintain good squad communication-especially to break into fireteams. I can see that turning into a squad leader without a squad quickly or the squad leader ends up map watching and not really being a part of the game. If you have at least 3 TG persons then I think what you say can be true and work well. I feel the edge on most armor and flight maps goes to those TGers who have had the TGU classes for such or are always making the "Gunship" or "ROFL Transport" or "APC" squads and have IHS members who know their role right away and little confusion occurs. When you are in the vehicle you learn. Since I play TG 90% of time I am rarely in a Gunship or Transport (not generally invited to those squads as they are locked) so I am not learning in "battlefield" conditions. So the short of all of this rambling is 32 is good when it is during the day and in evening (6 est) change over to a 64.
__________________
![]() |
|
|
|
|
|
#18 (permalink) |
![]() Join Date: Oct 2007
Posts: 468
|
Re: 32 or 64 vehicle maps?
A 32 person map would be fine to try. Nothing is written in stone if we try it and we dont like it.
Personaly I would like to see smaller Vehicle maps that would have less vehicle impact and closer spawns makeing the fights faster and more brutal. The vehicle maps are much more stand off ish & usualy with a lot less action. Camp G is one of the most popular maps because it makes you fight for the ground you take, in most vehicle maps the best way to win is to not fight but to run and cap flags where no one is.
__________________
|
|
|
|
|
|
#19 (permalink) |
|
Join Date: May 2007
Posts: 315
|
Re: 32 or 64 vehicle maps?
Definetly 64 on me. More stuff to blow up, life is good.
__________________
|TG-Irr|JamesTerror What's that Lassie? You found droids about to spy on me? But we can't do anything about it? You want me to throw you into the well? Also, you can manufacture vomit at a smelter. Subsequently removing the smelter spews vomit over a surprising area. I just had an idea: Vomit blocks. Can it be done? |
|
|
|
|
|
#20 (permalink) | |
![]() Join Date: Dec 2006
Age: 23
Posts: 599
|
Re: 32 or 64 vehicle maps?
Quote:
Maybe consider having just one 64 player map in the rotation and the rest 32 player map as a compromise as it seems the demand is looking to be like that from the poll. As for squad leading a group of non-TGers: I would like to dispel this myth of impossibility. A good squad leader can turn around a squad of 6 to a cooperative and productive squad even if there are no TGers in that squad. It just takes considerably more effort, however it is not impossible. I really hope people are not discouraged and give up from the get-go from squad leading because there are no TG players on. Leadership needs to start from somewhere.
__________________
|
|
|
|
|
|
|
#21 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 41
Posts: 1,916
|
Re: 32 or 64 vehicle maps?
I think the 64-player maps are better for the vehicle maps, they have enough to go around and you end up with mutilple battles instead of one or twwo choke points. The bigger maps simply make you re-evaluate your strategies, develope new ones, and experiment. I think it is a good change in the rotation to mix it up between infantry and armor, along with the size of the maps.
Someone mentioned they didn't like the bigger maps because they "get full and I can't get in", become a supporting memeber and that issue is solved. As for the SL in a non-TG squad, I usually end up SLing non TGers and most of the time they listen and we have a great time. I have had quite a few top squads with all non-TG members. It does take a little more effort, because many are not used to actually having structure. I have had many good battles on a 64-player armor map, you just can not use the same strats that you apply on the other maps.
__________________
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." - General George Patton Jr ![]() ![]() ![]() ![]() ![]() ![]() Acknowledge your teammates' Outstanding and Distinguished efforts: Submit a nomination |
|
|
|
| Sponsored links | |
|
|
|
|
|
#22 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Ireland
Posts: 1,198
|
Re: 32 or 64 vehicle maps?
I prefer the 32 person maps because I tend to like less bases, I don't really know why. It's a matter of preference. I'd ask for a random assortment of maps only I know the server is on probation at the moment
.On another note I'd love some 16 person 'vehicle maps' to be played. The only two 16 person maps I've played are Verdun and Tunis Harbour but the Minsk played in week 1 BFCL sounded interesting. I'm pretty sure there is a lot of other 16 person maps I'v never played. Maybe we could have a night on the second server AND ACTUALLY SEED IT.
__________________
|TG-AIR|Daithi1
Proud to have been an IRRegular! ![]() ![]() ![]() ![]() ![]() * 11th Air Tactical Wiki*Make Somebody Warm and Fuzzy, Ribbon Nomination*Lost? Try TG Mentoring* ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
|
|
|
|
#23 (permalink) | |
|
Join Date: Aug 2007
Location: Charlotte, NC
Age: 30
Posts: 426
|
Re: 32 or 64 vehicle maps?
I like the 64 version of Verdun better. But really, any armor map is fun to me. It breaks up the monotony of constant ground pounding.
Quote:
|
|
|
|
|
|
|
#24 (permalink) |
![]() Join Date: Apr 2007
Location: Southwest FL
Posts: 515
|
Re: 32 or 64 vehicle maps?
Well put Ainselie about Squad leading. I did not mean to make it all doom and gloom. I just see from my experience the tighter, more infantry oriented the map, the better cohesion many squads have. Its easy on the large maps to get cut off and never see the rest of your squad. Breaking into fireteams takes some amount of communication ability that I often find not on the server in the afternoons which can lead to a fragmented wandering squad helping to turn their side into a chaotic mess. And Nuckj I agree about the VOIP and being turned onto TG way of play. Without that I wouldn't be here supporting TG. Just today I had a squad of three TG and three regulars and we did well communicating and moving around the map. So like I said not all doom and gloom just observations on my part.
__________________
![]() |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|

