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Old 02-20-2009, 09:38 AM   #1
Ablack77
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Default [0.856] Ejod - unbalanced almost to the point of broken [Major]

It seems the other thread about this map is from the 0.8 days so here is my 0.856 whinge fest :

64p Ejod

MEC: Tanks and effective armour

U.S.: Lemmings

So far every round of Ejod I've played what happens is the MEC grab the two tanks,
sit somewhere north of gas station and rape whatever comes their way.

I have not seen the U.S. side come even close to giving a good fight on Ejod since 0.856 was released to us Aussies.

TOW Hummer's seems to get taken out before they've had a chance to even find a tank to shoot at,

U.S. HAT kits always seem to get removed from the game before they've put a dent in MEC armour,

BRDM > Stryker's

tanks > Stryker's

Once both Stryker's gets taken out the entire U.S. side is left with the option of walking from their main base to get repeatedly taken out by tanks, BRDMs and troops
(all of which have had a good chance to dig in by now)

Yes squads should have a RP up and sometimes actually manage to get one up.
(which is always overrun or destroyed within the first 10-15 minutes of play)

Basically, once the U.S. side takes a small defeat it seems as though there's no chance for a comeback,
lose your rally point and/or fire base as U.S. and it's game over.
(stick your head between your legs and get ready to be raped by MEC armour)


Suggestions for making Ejod more enjoyable for both teams:


1. Give the U.S. side tanks again, so both teams have tanks.

2. Remove the MEC tanks, so neither team has tanks.

3. Delay the tank spawns, so the U.S. has a chance to dig in.

4. Delay ALL vehicle spawns (even logi trucks, who knows could work? I'm just brainstorming here)

5. Increase the city size somewhat to allow more cover for U.S. vehicles/troops approaching from the main base.

6. Adjust flag positions/number of flags (combined with some/one of the above suggestions?)

7. Remove ALL vehicles except for trucks and jeeps.

Pretty much all the Aussie guys (that I've had contact with) agree with my take on Ejod so I thought I'd voice the concerns here,
take it or leave it.

Ejod used to be one of the favorite maps in the Aussie community but it's far from a favourite these days......

Dammit!!! I should've remembered to take a screen shot of the round we just had which inspired me to write this post,
will take a screenie of it next time and edit it in here.

Hopefully I've been somewhat constructive here and hopefully you guys (the devs)
know what I'm on about, feel the same way and intend on some changes for Ejod.

Peace out

There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
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Last edited by Ablack77; 02-20-2009 at 09:54 AM..
Old 02-20-2009, 09:43 AM   #2
Drav
Retired PR Developer
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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

Er, actually we had a match the other day. The map was quite balanced and US won both rounds.......the only thing that doesent balance out is the BTR vs Stryker, and that is solved by using infantry anyway and doesent need to be changed imo....

I can see the case for delaying the tanks spawns, but I havent seen a big problem unless the US lose all their HATs....
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Last edited by Drav; 02-20-2009 at 09:50 AM..
Old 02-20-2009, 09:46 AM   #3
Welshboy

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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

Yeah had a match the other day where it was very balanced and the TOW humvee lasted the whole round. US won by about 10 tickets. And i thought that MEC only get 1 tank

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Old 02-20-2009, 09:48 AM   #4
R.J.Travis
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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

I've won Ejod allot the easiest way to kill the tank is to have SL mark it far away I hit a tank with the main base tow around 569meters away over a hill and then under a slop killing tanks in the open is easier and i do all the time .but i agree that need to Add Bradley 's not strikers at lest LAV-25's...

oh tip load the map on a empty land server and go mec put up all there veh where you think a tank will hide and mark it with a SL atk marker and guide the tow to it for a few hours works great and could get you a big thanks from your Sl.

Twisted Helix: Yep you were the one tester that was of ultimate value.
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Old 02-20-2009, 09:59 AM   #5
Ablack77
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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

Wow really? "Big time" surprised but did wonder why someone else hadn't brought it up yet.

Maybe we're all doing something wrong? Will definitely keep investigating and see if anything changes.

Cheers Travis will have to try that one/try to teach others.

Whoring the TOW Hummers might be the way to go.

There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
Ablack77 is offline
Old 02-20-2009, 10:06 AM   #6
DankE_SPB
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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

TOW makes this game, but you can usually that driver and gunner are from different squads, or they are using it as a transport
another good tactics, pairs of LAT+HAT, it kills even fully repaired tank


[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Old 02-20-2009, 10:17 AM   #7
[R-DEV]Outlawz7
PR:BF2 Developer

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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

The map's balanced on the factor that all the l33t players will switch to the US team therefore ironing out the differences between the factions, just like Qwai.

Perhaps TOW&T72 on delayed spawn wouldn't be bad, but having just the tank on a delayed spawn would be horrible as the TOW Humvee crew would easily wtfpwn the BTRs then set up near MEC base and wait for the tank to come out

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Old 02-20-2009, 10:23 AM   #8
DankE_SPB
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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

Quote:
Originally Posted by [R-CON]Outlawz View Post
The map's balanced on the factor that all the l33t players will switch to the US team ....
those "l33t" just want to wtfpwn everything, they never switch to weak side
Jabal, look at player numbers...


and that l33t team was pwnd by mecs


[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Old 02-20-2009, 10:28 AM   #9
Hfett

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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

I would like to have a alternative layout with 2 bmp3 against 2 bradley's, no strikers and no bdrm's.


The major issue of the current layout is that if you destroy the tank with the tow humvee, you gain no advantage towards mec infantary (the tow humvee is useles agains inf).
If the tank destroy the tow humvee, they got a huge advantage against US infantary.

With delayed spawn, things would balance out, since the US would be able to enter the city before facing the tank.

It is possible to win being US, but the mec got advantage, also if you are unluck some smacktard will mess with the tow humvee before even seeing the tank, wich will ruin the round.

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Old 02-20-2009, 10:28 AM   #10
[R-DEV]Outlawz7
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Default Re: [0.856] Ejod - unbalanced almost to the point of broken [Major]

Quote:
Originally Posted by DankE_SPB View Post
those "l33t" just want to wtfpwn everything, they never switch to weak side
Jabal, look at player numbers...
http://img10.imageshack.us/img10/144...2326524yu8.jpg

and that l33t team was pwnd by mecs
See, balanced.

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