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#21 |
![]() Join Date: Nov 2007
Location: Québec, Montréal
Posts: 1,045
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I must agree that PR needs more CQC and half-vehicular medium-sized maps like Steel thunder. Mountains, Forests, Tight Cities, Jungles, Fog and Night Environments restrain vehicular battle and favor MRIC and CQC as well as some clearings can permit the use of small/medium vehicle support to infantry.
Muttrah V2 will be great, as it is full of city and mountains, making it an advantage for infantry. West Fallujah goes in the same direction but with small vehicle support. As for those already there : Bi Ming, Hills of Hamgyong(bad layout),Assault on Mestia, OGT.. On larger extents, more C-Ops oriented maps still have large infantry focus zones like GovOffice in Qwai River and HilltopEstate in Fools Road. I feel that the problem with Qinling is that there is not enough interest for infantry movements. Village and its outskirts and Farm are the only zones where infantry is focused. If Qinling had a larger infantry focus zone, like the Bunkers in Kashan, it would let infantry players play their prefered role. I heard that the map layout was based upon a BF1942 map, wich is not bad, but makes infantry less effective. |
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#22 | |
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PR Mapper Team
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Also Qinling is more suited too mech infantry, due to the hills and trees braking up the map, they have a much higher chance of survival but will need transport at the same time otherwise they wont get any where in time. focusing infantry into 1 area of the map is bad IMO as if the fighting aint there, infantry have no hope like tanks picking off infantry on the bare sands of kashan. | |
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#23 | |
![]() Join Date: Nov 2007
Location: Québec, Montréal
Posts: 1,045
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.. Didn't think of the mechanized inf aspect, seems like a good idea come to think about it. BTW, Rhino, why is the sign-post near Coal Mine on Qinling, in arabic!? | |
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#24 | |
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PR Mapper Team
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and ye, its always good to have spots that are more friendly to infantry or other types of combat around the map to keep it all fresh, but having 1 point where infantry should always stay to survive it bad | |
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#25 |
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Retired PR Developer
![]() Join Date: Jan 2007
Location: Wales
Posts: 2,415
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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#26 |
![]() Join Date: Mar 2007
Posts: 205
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Maybe you need to give vehicles a reason to go through the village then, rough up the terrain a bit more on the east side of the map, try and make the tanks go the low road through the village?
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#27 |
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PR Mapper Team
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tanks in r/l should stay on the low ground to avoid being a target. in r/l what you try to do is a tank commander is only expose yourself at a min too 1 target at a time if possible, if you go onto the top of a hill, yes you can see every target, but at the same time they can see you and fire on you, when you yourself can only engage 1 at a time soo its not such a good idea.
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#28 |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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I'd like see more "push" style flag captures for large, combined arms maps. This might work well for Qinling.
For anyone wondering, a "push" map has a linear flag progression; your entire team attacks one flag after another, rather than multiple flags at once. Like a team tug of war, attempting to push your opponent back to his main base. Push maps give the feel of a full scale war directly ahead of you, without being spread out all over the map. |
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#29 |
![]() Join Date: Mar 2007
Location: Portland, OR
Posts: 1,121
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I agree with you there Wolf. I've favored that style for the big maps and since there will be enough vehicles fighting in the same general area...it'll allow for some tactics to be played out...flanking, breaking the line...more chopper troop coordination and less back and forth transport. Plus I think it'll still allow the losing team to have a good time as well.
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All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
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#30 |
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PR Community Faction Lead
![]() Join Date: Nov 2007
Location: NJ USA
Posts: 3,623
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I also agree. Push maps concentrate people while still allowing for tactical creativity. When teams end up all over the map it gets a bit boring, while concentrating everyone in one area allows a bit more action. This is pretty important because even with 32 players on a team, at least 1/3 of them will be respawning, getting a vehicle, being sneaky, sniping, or some non-active combat activity at any given time, so getting them all to focus in a somewhat smaller area keeps the pace up a bit.
I don't think all maps should be push, but almost every map now seems to incorporate at least one set of flags that can be capped simultaneously, forcing teams to split up and reducing the overall fighting into smaller groups. |
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