Fools road balacemt

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HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Fools road balacemt

Post by HAAN4 »

THe british seen to be losing very often because of TOW units the rebels get,

i mean, they get 2 TOW vehicles, what is not the problem,

the big problem is, when your APC is dowm, and belive me, it's EASY to happen, there is no trasport. and APC never works well at trasporting troops.

the sugestion is simple. give brits some trasport trunks. i mean 4 trasport trunks and -1 APC, transport trucks ALWAYS WORKS!, in my opnion it's a basic asset that must be in all other maps, but this is't the point, the point is to give some to fools road has well.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Fools road balacemt

Post by Tim270 »

The map is more than small enough to walk around on. Build Fobs rather than rely on apc trans. You should also tank into account that the roads make obvious and easy ambush points for any armour. Its kinda the point of the map. Spandys are also very weak, if you keep 2 apcs covering each other you can usually kill it if it gets one of your apcs.

Cant say I have ever encountered this ever being a problem...
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ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Fools road balacemt

Post by ZephyrDark »

Personally I've seen this map won more than not by the British. All they have to do is get the fortress cappable (not that hard do if the Warriors and Challengers move smart with infantry ahead of them and scout out for spandrels, and a good knowledge of where the field guns are is helpful as well.) is put artillery on it and move in with armour. On TG at least, I've haven't seen the militia win in a while, and most of the time it's a cap-out for the Brits and a stalemate victory for the militia.

Anyways, back to the suggestion... I would agree the Brits need more transport on this map, but if the Warriors do their job they can move infantry very easily and safely on this map. Know the ambush points, have infantry recon ahead of armour and then move. Maybe have a trans truck extra at the beginning that is replaced by a Warrior spawn later on to allow for quicker starts out of main for the British. Especially since a lot of the times I've seen Warriors fly out of main to beat the spandies to the ambush points.
|TG-31st|Blackpython


boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Fools road balacemt

Post by boilerrat »

ZephyrDark wrote: Especially since a lot of the times I've seen Warriors fly out of main to beat the spandies to the ambush points.

There shouldn't be THE ambush points.

If you know thats where ambushes are, then its not an ambush.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Fools road balacemt

Post by Rudd »

boil, he just means the areas that are suitable for ambushing, turns in the road etc.

the Militia can cause alot of hurt on the Brits if they lock them in place with an AT gun then flank with a spandy, at the same time the Brits have far superior firepower and if they cover their 6 they can do some pretty effective tactics. imo fools road revolves around the AT guns a bit too much atm.
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Fools road balacemt

Post by ytman »

Fools road is a hard won map by the rebels, and clearly is weighted to the brits on the firepower aspect. However, transport and manueverability is easily given to the rebels (technicals > all other 'Jeep' vehicles <BRDMs and VN-3s are not jeeps>) through vehicles and the favor of land. This creates a nice imbalance on both teams.

I do think a landy or two would be nice though, unarmed that is.
BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: Fools road balacemt

Post by BlackwaterSaxon »

I've been part of a Spandrel squad on more than one occassion, and the armament itself is incredibly overpowered. It is quite easy for one Spandrel with infantry support to get the drop on most British armour, and with help from another Spandrel, two vehicles can effectively shut off most of the roads in favour of the rebels, taking away the firepower advantage that is held by the British.

I will more often than not see the map turn into an infantry only game, with the AT capabilities of the militia and the lack of significant armour (when compared to how much AT is around), the supposed British advantage is nullified by the sheer amount of AT that the militia have at their disposal.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Fools road balacemt

Post by dtacs »

Personally I believe this map has outgrown its stay. In a nutshell Fools has now become what PR seems to hate, combat with large assets in small choke-pointy maps (see: Ejod, APCs on Sunset, Mestia sortof) where the Armor simply has to watch one direction to ensure they don't die: the road.

Currently there are some flags which really need a look at. I personally have not seen the airfield or a flag in the NE side of the map in play since 0.9 was released. It is often flags for the British likeHill 210, which is completely unreachable by vehicles without going RIGHT around north, or over to warehouse and bush bashing across. Even then, infantry have to throw a grapple and pray each time that it hooks onto a dead log or a tree, while the Militia can rush it from the start and usually halt the cap before the Brits manage to even get some defenses up.

On the other side of the coin there is the occasional round where the British will steamroll the militia into a capout, but even then its due to a lesser player standard on the militia team.

Either remove the British and add the Russians again so they can actually go across the water this time, or add a landbridge across to Train Depot, or simply remove the map and replace it with one of the terrific 2km maps that are coming out from the community maps section.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Fools road balacemt

Post by Rudd »

Personally I believe this map has outgrown its stay. In a nutshell Fools has now become what PR seems to hate, combat with large assets in small choke-pointy maps (see: Ejod, APCs on Sunset, Mestia sortof) where the Armor simply has to watch one direction to ensure they don't die: the road.
as much as I support the policy of removing old maps that don't conform to the quality level we're looking for, however I do think that fools road can legitimately remain amongst PRs maplist, yes maybe its gameplay asks for AASv2 instead of v3, however not everyone is a huge fan of the more open ended maps like silent eagle and other big maps, some people do like chokepoints etc, though I do agree that the map does feel quite small for so many assets, perhaps the panther will be used here I dunno.

its not on par with EJOD etc since maps like EJOD didn't use most of the ground, whereas fools road does. for myself, I love that its one of the few maps that actually force vehicles to use roads.
Either remove the British and add the Russians again so they can actually go across the water this time, or add a landbridge across to Train Depot, or simply remove the map and replace it with one of the terrific 2km maps that are coming out from the community maps section.
the Russians don't really have much of an advantage over the Brits since the bridge became non-destructable, but I don't mind either way tbh since I love both teams :P
eplace it with one of the terrific 2km maps that are coming out from the community maps section.
when they are finished I'm sure they'll be included if they are up to par, replacing older maps if necessary

about hill 210, you can actually get a vehicle up the south path, and all you have to do to walk there from warhouse is go 100m north or east....
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Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: Fools road balacemt

Post by Lange »

dtacs wrote:Personally I believe this map has outgrown its stay. In a nutshell Fools has now become what PR seems to hate, combat with large assets in small choke-pointy maps (see: Ejod, APCs on Sunset, Mestia sortof) where the Armor simply has to watch one direction to ensure they don't die: the road.

Currently there are some flags which really need a look at. I personally have not seen the airfield or a flag in the NE side of the map in play since 0.9 was released. It is often flags for the British likeHill 210, which is completely unreachable by vehicles without going RIGHT around north, or over to warehouse and bush bashing across. Even then, infantry have to throw a grapple and pray each time that it hooks onto a dead log or a tree, while the Militia can rush it from the start and usually halt the cap before the Brits manage to even get some defenses up.

On the other side of the coin there is the occasional round where the British will steamroll the militia into a capout, but even then its due to a lesser player standard on the militia team.

Either remove the British and add the Russians again so they can actually go across the water this time, or add a landbridge across to Train Depot, or simply remove the map and replace it with one of the terrific 2km maps that are coming out from the community maps section.
I very much disagree with the removal of the map I mean the gameplay is not in any way bad enough to warrant it. The community maps are great as well but we can keep in the current PR maps and add the community maps without replacement.


@tdac's I very much disagree with the removal of the map I mean the gameplay is not in any way bad enough to warrant it. The community maps are great as well but we can keep in the current PR maps and add the community maps without replacement.

On topic though I have played a fair share of rounds of Fools Road on both sides and would have to say it can be lopsided either way. I've seen rounds where the Militia dominates mostly due to poor coordination of armor on the British side which gets taken out and huge losses of tickets and the biggest thing is players not playing the flags like they should. Also vice versa for the Militia if their coordination is bad. Due to the nature of the firepower balances if a team is careless or uncoordinated things go downhill badly.

As far as wins you guys say I've seen it either way quite a few times it honestly just depends on how people play on your team.

As far as the vehicle assets go the Spandrel often may not even be used or used improperly so the Militia get overpowered by the British armor but the Spandrel can be very crazy if used properly or the British team is not smart with their armor. One guy got 43 vehicle kills with the Spandrel during a round which goes to show how powerful it can be. However I blame that on the lack of care by the British team though, which comes to down to it again bad use of assets=trouble.
BlackwaterSaxon wrote:I've been part of a Spandrel squad on more than one occassion, and the armament itself is incredibly overpowered. It is quite easy for one Spandrel with infantry support to get the drop on most British armour, and with help from another Spandrel, two vehicles can effectively shut off most of the roads in favour of the rebels, taking away the firepower advantage that is held by the British.

I will more often than not see the map turn into an infantry only game, with the AT capabilities of the militia and the lack of significant armour (when compared to how much AT is around), the supposed British advantage is nullified by the sheer amount of AT that the militia have at their disposal.
I have to disagree about the "shutting down of roads" because a Spandrel only has so much range and a British tank or TOW can get a fix on the position and take them down if infantry spot it out etc. However if you get those general public server vehicle crews who just take the vehicle off on their own and don't give a rats about positions yeah its very possible that Spandrels can get the fix on British armor, if they don't use alt roads etc.

When you say "All this AT Militia has" well it seems to me almost not that much when you think about it. Lets think about it and their effectiveness:

The 2 Spandrels-Obviously the best AT Militia has as its a 1 hit kill to almost every asset the Brits have (except the Challenger if not hit in a less armored area can withstand 2, however usually will be disabled with 1) but very fragile cannot withstand much so must always get first dibs with the enemy vehicle. Also there's only 2 compared to several Brit armored vehicles.

BRDM-Counted as a "AT" because it technically can destroy armored vehicles but its light armor and the cannon give it little chance against British armor. Mainly a anti infantry vehicle, but has the slight capability of taking down a APC if its caught extremely off its guard.

3 HAT kits/LAT-only good in close range and the armor can kill you much easier than you can kill it and your hard pressed to destroy a challenger with the insurgent-equal militia RPG. However can be effective against APCS, within a few hundred meters reasonably. LAT about the same as the RPG.

Looking at it as I listed the Militias AT capability is a handfull of vehicles and a couple AT kits with limited capability. Count out the BRDMs and its honestly not a whole lot. No TOW no long range HAT etc. Im having trouble seeing that the Militia has a ton of AT capability when it seems limited.

However this got to be a discussion of assets and balance for trans I think the Brits could use maybe 1 trans truck and a few rovers and would help things.
Rudd
Retired PR Developer
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Re: Fools road balacemt

Post by Rudd »

re AT lange, don't forget that the vehicles are isolated to the roads for the most part, with valleys and trees, making ambushes quite easy, and mining a stretch of road can effectively bottleneck the Brits.

you forgot to mention the AT guns as well... :P which are epic

I don't support the addition of more soft skin vehicles in the 64 layers tbh, I think it doesn't promote teamwork that much, perhaps adding the Russians back in might be the best course so that the faster lighter transports like BDRMs can be used.
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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Fools road balacemt

Post by alberto_di_gio »

I love Fools Road. Bust used to love it much more. Last time when we were militia we had a serious lack of supply truck. And after some time without FOBs Brits easily got control of both north and south ways. After that it was hardly a fight for win.
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HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Fools road balacemt

Post by HAAN4 »

[R-CON]Rudd wrote:as much as I support the policy of removing old maps that don't conform to the quality level we're looking for, however I do think that fools road can legitimately remain amongst PRs maplist, yes maybe its gameplay asks for AASv2 instead of v3, however not everyone is a huge fan of the more open ended maps like silent eagle and other big maps, some people do like chokepoints etc, though I do agree that the map does feel quite small for so many assets, perhaps the panther will be used here I dunno.

its not on par with EJOD etc since maps like EJOD didn't use most of the ground, whereas fools road does. for myself, I love that its one of the few maps that actually force vehicles to use roads.



the Russians don't really have much of an advantage over the Brits since the bridge became non-destructable, but I don't mind either way tbh since I love both teams :P



when they are finished I'm sure they'll be included if they are up to par, replacing older maps if necessary

about hill 210, you can actually get a vehicle up the south path, and all you have to do to walk there from warhouse is go 100m north or east....
I Personal fully suport older maps, is boring efect is not of the same map playing for years, but the same map playing for moths. i mean map rotation is important, and not map inovation. i mean beirut is builded okay? it's a great map, maybe no one will play it because of ejod is more tradicional, but you place then both and make rotation, neither of then will get old. get it? and oficers will be always in need of planing quicly istead of kwoning their paths, remebering that map kwonloge favors lone wolfs since they kwon where ambush and other stuff.

and mustrah has be OVER PLAYED, of course it will be played since it's a huge map that actuly you see action. since the all map encourage front line combat and fire base building, what is COOL. that is why we need mediun maps back, to bad the map is to laggy for some other brasilian guys. anyway i got a new PC. and it is BAD ***!,

regards.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Fools road balacemt

Post by Dev1200 »

Tow spandy can kill a truckfull of infantry the exact same then as an APC, minus the APC having a fighting chance.

I say no, because APC can easily transport infantry to safe zones. If APC is smart, it will stay away from spandies
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HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Fools road balacemt

Post by HAAN4 »

[R-CON]Rudd wrote:re AT lange, don't forget that the vehicles are isolated to the roads for the most part, with valleys and trees, making ambushes quite easy, and mining a stretch of road can effectively bottleneck the Brits.

you forgot to mention the AT guns as well... :P which are epic

I don't support the addition of more soft skin vehicles in the 64 layers tbh, I think it doesn't promote teamwork that much, perhaps adding the Russians back in might be the best course so that the faster lighter transports like BDRMs can be used.
Again i sorry to do not suport you ideals, trasnport trunks are BASIC unit in PR, it served very well in latter paths, and always come handy no matter the map terrains, no matter the circustions, and it favor fast advance.

but in other view, since i suport diferent tipes of warfare and militia all reedy get the basic trasnport trunk, i guess everthing i need is to change team, just thick when build factions that every faction has he's own stile of war, americans for exemple like aircraft, russians like frontline, and brits like PROFICIONAL FITHING FORCES (encouraging total idealigic stuff and perfect cordenation of troops to win and that may be the point of the map).

maybe giving the brits a litle bird will make a diference in detecting ambushes and conserving tanks coluns? i mean of course this unit will damage the teamwork and favors brits, because it is a ideal unit in this terrain. if not this, maybe 2 land hovers whicht machine guns for scout and 2 trasnport land hoevers -1 APC will be better that 4 trasnport trunks, indeed.

and remenber trowing 3 squads in front line still teamwork, it's just the good old angry mob. and whicht the right maping, this mob whicht a skiled SL can flak using the oportunitis like a natural thing incresing the fun aspect of PR.

regards, no ofenses.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Fools road balacemt

Post by HAAN4 »

Dev1200 wrote:Tow spandy can kill a truckfull of infantry the exact same then as an APC, minus the APC having a fighting chance.

I say no, because APC can easily transport infantry to safe zones. If APC is smart, it will stay away from spandies
indeed, but if it got a TOW mouted he will get good chances of fithing back.

but this will also encourage people to use the APC like a tank, since he will able to punish mostly of rebels vehicles. indeed.
Rudd
Retired PR Developer
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Re: Fools road balacemt

Post by Rudd »

maybe 2 land hovers whicht machine guns for scout
yes, since APCs etc are too easily killed a land rover will definately be able to scout.

the only way it'll be able to scout is that the smoke plume from the explosion of the rover blowing up will warn friendlies that enemy At is near.

scouting isnt the Brits problem, an infantry squad with the APC can scout more safely and effectively than a rover, failing that there is always the UAV

I think really the way to go to make the map more fun is to replace one of the spandies with a T62.
reasoning - gives Militia a hard to kill vehicle, which complements the spandy's offensive capabilities and weakneses. <- the basis of encouraging teamwork, and making the game more interesting.


and I'd like to see the mapper placed AT guns replaced with an alterantive, not necessarily a deployable AT, but that might be the best case. Perhaps using the FH2 HMG method except with a vehicle.
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snooggums
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Re: Fools road balacemt

Post by snooggums »

'[R-CON wrote:Rudd;1388481']
I think really the way to go to make the map more fun is to replace one of the spandies with a T62.
reasoning - gives Militia a hard to kill vehicle, which complements the spandy's offensive capabilities and weakneses. <- the basis of encouraging teamwork, and making the game more interesting.
Um, if Militia gets a T62 that just means the Brits will actually build their TOWs and request their HATs that they don't normally need to do and they get a free kill on the slow moving tank that can't one shot their tanks...
Rudd
Retired PR Developer
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Re: Fools road balacemt

Post by Rudd »

Um, if Militia gets a T62 that just means the Brits will actually build their TOWs and request their HATs that they don't normally need to do and they get a free kill on the slow moving tank that can't one shot their tanks...
they build their TOWs already for infantry sniping or whatever
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Smiddey723
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Re: Fools road balacemt

Post by Smiddey723 »

I think i T-62 on fools would be a great addition to give the map a better atomosphere
.:2p:.Smiddey
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