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Old 01-23-2012, 06:18 PM   #41
[R-DEV]Rudd
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Default Re: Pavlovsk Bay 9.73 Map Feedback

good points Chris, I've added a vehicle depot to the carrier, put teh AAV in the vehicle bay and it repairs


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Old 01-23-2012, 08:37 PM   #42
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Default Re: Pavlovsk Bay 9.73 Map Feedback

And here I was thinking Rudd was AFK and retired.

He always comes crawling back to us.

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Old 01-23-2012, 08:42 PM   #43
[R-DEV]Rudd
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Default Re: Pavlovsk Bay 9.73 Map Feedback

just for the next week or so after that I'm back on duty in the hospital, writing another essay, having a safemedicate exam and then practicing for my external practical exams :P just relaxing with some modding and PRSP until then :P


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Old 01-24-2012, 04:14 AM   #44
Navo
Default Re: Pavlovsk Bay 9.73 Map Feedback

Quote:
Originally Posted by Rudd View Post
I wish there was an alternative, my ideal situation would be an objectspawner that effectively destroys all the USMC tickets once the Russians hold the base under their control for 30minutes or so, but we don't have one.
The only problem was that the bleed was a tad too fast, and that the Russians could spawn on the bleedflag. If that is changed it should be fine.
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Old 01-24-2012, 02:53 PM   #45
chrisweb89
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Default Re: Pavlovsk Bay 9.73 Map Feedback

Having the russians spawn near, but not on the flag will delay the bleed, and should make it easier to capture since when the US flies in the russians are walking in, not setting up defence.
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Old 01-24-2012, 03:03 PM   #46
[R-DEV]Rudd
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Default Re: Pavlovsk Bay 9.73 Map Feedback

I don't like that idea personally, the only advantage the Russians have is their defensive position, the US have enough cards, if the US are attacking at the same time as a bunch of Russian infantry are attacking with unguided HATs, and a maximum of 2 SA7's as their defence....they'll get mashed up.

there are two options as far as I'm concerned

1) Russians don't get to spawn on the first tier of flags, or near them, those flags now give US bleed if captured by Russia, however the US can easily beat them there. Alla Jabal

2) Russians get to spawn on their first flags with a crate so that they can easily reach the fortified positions before the US arrive, the flags do not give bleed.


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Old 01-24-2012, 03:24 PM   #47
chrisweb89
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Default Re: Pavlovsk Bay 9.73 Map Feedback

Give them the choice? Have spawns at the rear flags, and one spawn off in the woods on the first neutral flag, with a crate. If the russians want to fight and slow the US cap, or attempt to ambush them as they land, give them that chance. If they just want to setup defence as the rear flags and push to cap out normally, then they can do that too. As I understand your 2 plans force a plan of action on the russian team, either full on defence of the beach or you lose 30 tickets, even when your logistics are 4km away, or just defending your second flag and slowly pushing from there.

A spawn nearby the first flag with a crate would allow a maximum of 12 people to be instantly in the area of the bleed flag, who says they have to rush onto it and get slaughtered? They can wait out in the woods and stop the US from getting backup FBs off the beach, or move in and attack after cap.

This gives the russians an advantage of the US not knowing where they are going to be. They need to decide do we only want to send one squad to the beach, even though there may be 2 russian squads waiting nearby, or do they want to send the whole team and secure the bleed flag, without rushing other flags.

Your option two will most likely have the russians constantly losing, a defence of a crate, and infantry against an airborn attack isn't going to hold when the trans chopper is delayed spawn and trucks take 5+ minutes to get nearby(this is assuming the current build that isn't impossible or nearly as difficult to attack as the airtower on barracuda). That means if the russians give the defence everything they have, unless the US takes too long and lets russians get FBs up, or they do an awesome job defending, they will most likely be pushed of the flag and lose way more tickets than they take, because of the 30 ticket loss. If they decide that the flag is too isolated and hard to defend with no reinforcements, thats an instant 30 ticket loss because they start with it capped. In the end, there is no advantage to holding that first flag, other than keeping 30 tickets, and you have no choice about losing the 30 tickets by capping the flag.
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Old 02-15-2012, 10:06 AM   #48
Xander[nl]

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Default Re: Pavlovsk Bay 9.73 Map Feedback

Carrier should be moved closer. Reloading crates and rockets takes ages because it takes five minutes just to get to the carrier. The distance on other maps like Jabal is fine.
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Old 02-15-2012, 08:35 PM   #49
[R-DEV]Rhino
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Default Re: Pavlovsk Bay 9.73 Map Feedback

Quote:
Originally Posted by Xander[nl] View Post
Carrier should be moved closer. Reloading crates and rockets takes ages because it takes five minutes just to get to the carrier. The distance on other maps like Jabal is fine.
Maybe we should also make the supply point on the carrier and runways/helipads super fast and add back the reloading while flying over the runway from BF2 while we are at it?


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Old 02-16-2012, 12:01 AM   #50
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Default Re: Pavlovsk Bay 9.73 Map Feedback

Rhino has received an infraction for his hurtful comment.

Its like Valentines Day made you angry...
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