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Old 08-10-2017, 08:40 AM   #31
Singh408
Default Re: Route E-106 Beta

Yea definitely the rearm point of hind is missing
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Old 08-10-2017, 03:14 PM   #32
chrisweb89
PR Server License Moderator
Default Re: Route E-106 Beta

Must have got broken in the latest version, it worked before.
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Old 08-11-2017, 01:34 AM   #33
[R-CON]X1 Spriggan
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Default Re: Route E-106 Beta

I must have deleted it when messing with new GPOs. It's fixed for next patch. You can expect a much more polished version of the map in the next patch


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Old 08-11-2017, 10:58 AM   #34
LEGIYA

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Default Re: Route E-106 Beta

Quote:
Originally Posted by [R-CON]X1 Spriggan View Post
I must have deleted it when messing with new GPOs. It's fixed for next patch. You can expect a much more polished version of the map in the next patch
Are there gonna by some cool stuff in the next patch?Some teases?

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Old 08-11-2017, 01:04 PM   #35
[R-DEV]Mr.VdHeide
PR:BF2 Developer

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Default Re: Route E-106 Beta

Yes, something new for the Russians, something you will certainly like.



D.J.

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Old 08-11-2017, 04:10 PM   #36
Rabbit

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Default Re: Route E-106 Beta

I just hope its not retwardy

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Old 08-14-2017, 10:45 AM   #37
Web_cole
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Default Re: Route E-106 Beta

Quote:
Originally Posted by Filamu View Post
I like the map, and the LB is cool, but it can't be on the first 10 min. Maybe have it on a 10 min spawn/delay, because strafing full trans trucks is bad. Same with the tank, needs a delay.
Some floating stuff near sand lily.
I agree the LB should be on delay; it has the potential to be overly disruptive on deployment otherwise.

The terrain and openness of the map does not lend itself to heavy assets imo. Infantry + limited IFVs only would make for a very enjoyable map. Or variations on that.

I also hope that both the US and RU are placeholder factions, as they are currently the 1st and 2nd most used factions in the game and it would be a bizarre decision to keep including maps for them.

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Last edited by Web_cole; 08-14-2017 at 11:41 AM..
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Old 08-16-2017, 07:19 PM   #38
Heavy Death

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Default Re: Route E-106 Beta

I also fail to see how strafing a full trans truck is bad. If a truck at the start of the game is only to quickly get your squad to some frontline location, the mapper would just put forward spawns there. Choppers can be heard, truck can be stopped, hidden, occupants dismount, hide under trees, a bit aways from the truck wait for the chopper to pass.

OR, this would be totally too much milsim and PR is not milsim, and you gotta get there fast so pls nerf everything i want to just hold W+shift and pewpew the enemies on their headerinos. Topkeksonsens.

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Old 10-04-2017, 05:02 AM   #39
mectus11
PR Server License Moderator

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Default Re: Route E-106 Beta

I was told to put my complaint and salt about this here.

Anyway, here's something better in form of a suggestion on how to possibly solve the map's problems.

AAS Alt

2 routes that cover most of the map apart from the eastern part which is heavy forest which I assume this was meant to be an asset layer judging from the assets.
  • Remove RU CAS, replace it with RU trans chopper.
  • Remove AT Vehicle, won't be needed.
  • Remove RU IFV, RU gets tank instead.
  • Reduce number of APCs to 1 btr-80 and one btr-60pb
  • Remove NL AA will be useless without RU CAS.
  • Give RU T-90 to counter the Leopard 2A6.
  • Give NL Artillery instead of call in mortars.



AAS Std

3 routes that will span the entire map for inf/apc play. You got the western route again which should make it easier for Russia not get pushed back to main that fast with NL not having a first capped flag.

Middle route will have both teams having one cap at the start.

East route will have both teams start with a cap aswell and go from there.
  • Remove RU Tank, replace it with RU trans chopper.



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Old 10-13-2017, 08:53 PM   #40
[R-CON]X1 Spriggan
PR:BF2 Contributor

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Default Re: Route E-106 Beta

rip std tank 2017-2017

mectus11 thank you for your feedback. I've given it good thought and the way you have your AAS layout for the STD layer is something that I considered before. Unfortunately, some of the map's flags were just not initially planned to be part of a capture sequence so the map has very wonky progression. If I were to utilize your a version of your map layout, the map drastically, drastically shrinks.

The current version with the tank had always been a stretch to see if it could fit on such a small map. After waiting a period of time, its brutally clear that it just isn't working the way I intended. The combination of thermals and lack of adequate counter measures against the monster truck of a tank rampaging through the forest is just game breaking. To add the proper counters would only be a band aid to the problem.

For those interested, I hope you all enjoy the next iteration of the map. For the time being, the ALT layout will stay as is as the deathmatch cluster**** arena it is currently playing as for server admins as an option to run.


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