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PR Time:
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| View Poll Results: Your opinion. | |||
| I think the map is fine. |
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73 | 41.48% |
| I think its trash. |
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43 | 24.43% |
| I agree with IronComatose. |
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51 | 28.98% |
| I think something else(POST IT!!). |
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9 | 5.11% |
| Voters: 176. You may not vote on this poll | |||
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#81 |
![]() Join Date: Mar 2007
Location: SPARTAAAA!!!11!
Posts: 440
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Dammit, I was wrong about the PLA tank, confusing the 99 with 98, edited my previous post.
Anyway, if I'm to use the games I've played to form an opinion, I wouldn't say it's that unbalanced to actually prove a problem. Though Rhino,ignoring Dunehunter being called a random pubbie, screens of single rounds don't really say anything since, for all we know, the other 3 squads could have been each formed of clan mates or the other team was retarded or something. |
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This signature is here due to lack of imagination.
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#82 | |
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PR Mapper Team
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Quote:
cant say about the other squads i didn't pay much attention to who was in them, just what they where doing | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#83 |
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Lead Forum Moderator
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They weren't doing that bad, just some light whack-a-mole syndrome. We, on the other hand, owned
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [17:01] [R-DEV]OkitaMakoto: Id suck your bunny, yeah |
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#84 | |
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Registered User
![]() Join Date: Jan 2008
Posts: 1,618
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Quote:
Please take this on board as helpful advice, and not demening sarcasm.I'm just trying to be helpfull. Good things: Very little base raping Lots of cover in forestry enemy infantry sway away from the thoughts of using HAT Because players arnt engrosed in one on one combat, they communicate. Lots of open space on borders of forestry Lots of flanking spots Each tank has it's own benifits:Chinese=manouverable (can strike rear of enemy tank when driving past) British=slow rotation, but very quick on the straight, and accurate. also slightly less difficult to spot than the chinese one. AAA are very effective and used tactically on this map bad things: Jets arnt used properly/cant see targets(player defisiency) Players havnt enough time to practice gunships/gunships spawn together and usually die together Top left portion of map is left to waste. Map is usually sparcly populated nobodys bothers to spawn at fob or farm noone ever uses the boats at the lake. TOW on roof of chinese main doesnt point in a proper direction Overall i think its a brilliant map. Some people wont use it for infantry purposes and so i notice a lot of leavers on the map rotation when it comes around. Mostly, its the same players problems. very difficult to base rape and when they do they gotta go out of their way to do it. and even at that its quite easy to defend the bases. Mostly its people skrewing with attack choppers and crashing aircraft. I see at least one person taking off in the gunships soloing every time i play. which ruins gameplay, as tanks really need to be able to coordinate. EG: Friendly armour detail enguaging enemy armour... enemy gunship incoming... I call in a AAA which i have on my squad and he takes it out... Then i call in friendly gunship to mop up armour with helfires... then the heli moves back to base to reload, and repeat the process. But the layout is good. the bleed can be rough when the server pop is low. Any plans to modify this map in the near future? i saw you on a few weeks ago, Rhino. you should play on our server more often. | |
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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. Killer of threads
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Last edited by Psykogundam; 05-03-2008 at 08:12 PM..
Reason: spell check
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#85 |
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Banned
![]() Join Date: Jul 2007
Location: Norway
Posts: 3,197
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How is the Chinese tank more manuevrable?? Its slower than the C2 and cant climb hills ffs
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#86 |
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Or just make the C2 more balanced.
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#87 |
![]() Join Date: Jun 2006
Location: Skellefteċ|Sweden
Posts: 4,185
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Scot:"your still the sexiest swede man I have seen" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#88 | |
![]() Join Date: Sep 2007
Location: Brazil
Posts: 78
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Quote:
the only problem i think there is in Quin Ling its the bug for linux servers... i like a lot this map. ps: look my tanksquad | |
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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. Proud leader of the clan To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#89 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,313
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My suggestions:
1) Make village bigger, it will help your infantry squad soooo much. 2) Remove the tunnel enterance at the coal mine. its either open cast or one great big tunnel, you rarely get both. Since it cant be one great big tunnel it must be open cast. 3) Lower the hills all over. I have never seen hills like that, and I live near the lake district. The valleys are always wider. Always. This will help the tanks, too. 4) Add more buildings to the mine, or remove a few. Decide what you want to hold the flag, either armour or infantry, and make it have to be that. You already have an infantry flag at the village, so I would go with armour. 5) Make the boats respawn in 60 seconds, and last just 120 unattended. The lake will become much more used because of it and both the boathouse (accross from the village) and temple will become important staging points. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#90 | |
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PR Mapper Team
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| Tags |
| major, qinling, revamp |
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