Too Many Chinooks on Yamalia
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StuTika
- Posts: 255
- Joined: 2008-11-30 16:36
Too Many Chinooks on Yamalia
Just come off a round playing Yamalia. I was in the heli transport squad.
Quite simply, 4 Chinooks is too many for such a small main base, and anyway too many for the map.
Even during the initial rush, only 2 were ever airborne at once and the rest of the time 1 was enough, with the other 2-3 pilots twiddling their thumbs most of the time.
The main is also too small for 4 large helis. We were forever bumping into each other on takeoff and landing.
Quite simply, 4 Chinooks is too many for such a small main base, and anyway too many for the map.
Even during the initial rush, only 2 were ever airborne at once and the rest of the time 1 was enough, with the other 2-3 pilots twiddling their thumbs most of the time.
The main is also too small for 4 large helis. We were forever bumping into each other on takeoff and landing.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Too Many Chinooks on Yamalia
I suspect the intention of teh mapper was to have only as many chinooks manned as necessary, rather than every single asset being used at the same time. My prefered method is to have the minimum number of assets avaliable at any given time for 32 people. However there is a huge advantage in having spare assets as it means that the pilot/crewman of the vehicle that gets destroyed can get the next one without much delay, which keeps the gameplay moving as well as allaying frustration from flips/destruction due to unavoidable things such as lag. though this does lower the value of individual assets. So there's arguements both ways. My main complaint is the lack of markings for the helipads
But on the maps I'm working on I'm using a Helipad spline texture which seems to work fine for showing helicopter landing zones without sticking out too much. Maybe other mappers will adopt it.
such markings might help your air traffic control as well, but tbh if your colliding with eachother on takeoff you might want to modify your landing pattern.
such markings might help your air traffic control as well, but tbh if your colliding with eachother on takeoff you might want to modify your landing pattern.
- Zrix
- Posts: 4425
- Joined: 2005-12-02 14:25
Re: Too Many Chinooks on Yamalia
Could have sworn there are only 3 Chinooks on Yamalia.
But in either case, it's all about coordination. Try to get the pilots in one squad, and talk to each other to keep the air clear. And try to stick to your own little area.
But in either case, it's all about coordination. Try to get the pilots in one squad, and talk to each other to keep the air clear. And try to stick to your own little area.

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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Too Many Chinooks on Yamalia
That also leads to careless pilots flying now that if they crash or getting shot they dont have to wait too long for a new 1[R-CON]Rudd wrote:I suspect the intention of teh mapper was to have only as many chinooks manned as necessary, rather than every single asset being used at the same time. My prefered method is to have the minimum number of assets avaliable at any given time for 32 people. However there is a huge advantage in having spare assets as it means that the pilot/crewman of the vehicle that gets destroyed can get the next one without much delay,
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l|Bubba|l
- Posts: 646
- Joined: 2007-03-25 03:40
Re: Too Many Chinooks on Yamalia
You're right.Zrix wrote:Could have sworn there are only 3 Chinooks on Yamalia.
But in either case, it's all about coordination. Try to get the pilots in one squad, and talk to each other to keep the air clear. And try to stick to your own little area.
There are only 3 Chinooks on Yamalia
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Pariel
- Posts: 1584
- Joined: 2008-01-29 23:41
Re: Too Many Chinooks on Yamalia
If people can't learn that losing assets means losing tickets, that's their problem.myles wrote:That also leads to careless pilots flying now that if they crash or getting shot they dont have to wait too long for a new 1
It still helps the team to have lots of assets, especially on a 4km map.
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Too Many Chinooks on Yamalia
For maps with lots of choppers that spawn near each other and have a bit of open area nearby, like on a carrier, an organized two pilot squad should park the unused vehicles out of harms way to open up the landing area and then take them as needed.
I like parking the two extra transport hueys on carriers by the central tower where nothing spawns, leaving a large repair area for the two active choppers. Doesn't work too well on Gaza (I might be thinking of Beruit), where there are 5(!) choppers packed onto that little Russian ship with nowhere to park spares if I recall correctly, and it is hard enough not catching the tail on a railing and flipping. Removing one or two, the one on the helipad should be removed first and leave the area for repairs, would go a long way to making the choppers more landing friendly.
I like parking the two extra transport hueys on carriers by the central tower where nothing spawns, leaving a large repair area for the two active choppers. Doesn't work too well on Gaza (I might be thinking of Beruit), where there are 5(!) choppers packed onto that little Russian ship with nowhere to park spares if I recall correctly, and it is hard enough not catching the tail on a railing and flipping. Removing one or two, the one on the helipad should be removed first and leave the area for repairs, would go a long way to making the choppers more landing friendly.
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Vulcan617
- Posts: 4
- Joined: 2010-04-29 18:28
Re: Too Many Chinooks on Yamalia
I have played on 2 versions of Yamalia and one had 3 chinooks and one had 4, not sure which was which though and the first i played yesterday definitely had 4, definitely.
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StuTika
- Posts: 255
- Joined: 2008-11-30 16:36
Re: Too Many Chinooks on Yamalia
[R-CON]Rudd wrote:I suspect the intention of teh mapper was to have only as many chinooks manned as necessary, rather than every single asset being used at the same time. My prefered method is to have the minimum number of assets avaliable at any given time for 32 people. However there is a huge advantage in having spare assets as it means that the pilot/crewman of the vehicle that gets destroyed can get the next one without much delay, which keeps the gameplay moving as well as allaying frustration from flips/destruction due to unavoidable things such as lag. though this does lower the value of individual assets. So there's arguements both ways. My main complaint is the lack of markings for the helipadsBut on the maps I'm working on I'm using a Helipad spline texture which seems to work fine for showing helicopter landing zones without sticking out too much. Maybe other mappers will adopt it.
such markings might help your air traffic control as well, but tbh if your colliding with eachother on takeoff you might want to modify your landing pattern.
Parking spare Chinooks out of the way is a good point, never thought of that. Solves a lot of problems.
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Startrekern
- Posts: 847
- Joined: 2008-08-31 21:11
Re: Too Many Chinooks on Yamalia
Agr, personal pet peeve is when people park their hueys on the runway, ESPECIALLY on Jabal where if you take damage, since the carrier is lower than the rest of the map, the best way to survive is to come in really quick on the runway and slide into a landing. Doesn't really work if people are in the way though.snooggums wrote:For maps with lots of choppers that spawn near each other and have a bit of open area nearby, like on a carrier, an organized two pilot squad should park the unused vehicles out of harms way to open up the landing area and then take them as needed.
I like parking the two extra transport hueys on carriers by the central tower where nothing spawns, leaving a large repair area for the two active choppers. Doesn't work too well on Gaza (I might be thinking of Beruit), where there are 5(!) choppers packed onto that little Russian ship with nowhere to park spares if I recall correctly, and it is hard enough not catching the tail on a railing and flipping. Removing one or two, the one on the helipad should be removed first and leave the area for repairs, would go a long way to making the choppers more landing friendly.
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Deer
- Posts: 1603
- Joined: 2005-03-17 09:31
Re: Too Many Chinooks on Yamalia
Depends on how good pilots are and how much enemy has Anti-air weapons, but for some cases it would be better to have 50% less assets and 50% faster respawn rate, that way you would have almost same amount of choppers per 10minutes, but less pilots =) and more men to the front.. or 1 extra combat vehicle for example.
However extra choppers benefit is that that way pilots has alot more extratime to deliver supply boxes and therefore your team should averagely have little more firebases.
However extra choppers benefit is that that way pilots has alot more extratime to deliver supply boxes and therefore your team should averagely have little more firebases.
Last edited by Deer on 2010-05-11 18:38, edited 5 times in total.
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Too Many Chinooks on Yamalia
If you park it near the tower not only is there a ton of space to land next to the parked chopper along the long runway, but you have the entire front and back sections that are much more clear and longer than the spot near the tower and they will even repair that damaged chopper when it lands while the section by the tower does not.Startrekern wrote:Agr, personal pet peeve is when people park their hueys on the runway, ESPECIALLY on Jabal where if you take damage, since the carrier is lower than the rest of the map, the best way to survive is to come in really quick on the runway and slide into a landing. Doesn't really work if people are in the way though.


