Burning Sand fixed feedback

PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Burning Sand fixed feedback

Post by PLODDITHANLEY »

Just been flying about.

MEC airport seems to far in now, but IDK the distance needed to eliminate mumble disconnects - if possible one grid SW would still have it far enough from the edge to line it up with failed oil exploration and weapons research facility?

Has lots od under/over growth been removed N/NE/E od the central lake, no cover for inf but if it was causing problems understandable.

I thought the disconnects came from the Brit and MEC initial bases that seem tooo close still? Brit in A1k3 MEC in M13k7?

ALT layer:

Brit:
2 Chinook
2 Lynx
2 Logi
1 Tracked AA
3 Warrior 30mm
4 Tank
2 Scimitar

MEC:
3 Skycow
2 Logy
1 MTLB TOW
1 MTLB AA
4 Tanks
1 BTR
2 MTLB 30mm

On Alt layer not one Land rover ..... sniff, but with 2 Chinooks, 2 Lynxes and 3 Warriors not really needed, but all the same good last resort stuff.

MEC with 3 skycows and no EC but I guess the Chinook carries 2 crates so works out the same.

STD:

Brit:
1 Apache
2 Chinook
1 Lynx
2 Logy
2 Tanks
3 Warrior
2 Scimitar
2 AA

Initial Spawn - rest delayed

Image


MEC:
1 Skycow
2 Gazelle armed
2 Logy
4 Tanks
3 BTR
1 MTLB 30mm
2 AA
1 MTLB TOW

Initial spawn rest delayed:

Image[/IMG]

I didn't see a Havoc for MEC - could be interesting.
Last edited by PLODDITHANLEY on 2011-02-04 12:21, edited 12 times in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Burning Sand v2 feedback

Post by Rudd »

have you already played it? Brit airport never had problems with mumble afaik

I won't be accepting feedback on a none-technical basis unless you have actually played it in the public test
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Burning Sand v2 feedback

Post by PLODDITHANLEY »

No just cruising about, trying to start the ball rolling....

OK fair enough.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Burning Sand v2 feedback

Post by Kain888 »

A lot of ppl (including me) seems to get CTD on load. So not really able to test it. I'm sad. :(

I got no error message in windowed mode. And I have never experienced any technical problems with normal Burning Sands.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Burning Sand v2 feedback

Post by cyberzomby »

Nice find. I'm playing on low terrain as well to cut back on my FPS drops. So I'll set it up a bit higher.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Burning Sand v2 feedback

Post by Kain888 »

Yeh, setting terrain to medium solves CTD for me.
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Burning Sand v2 feedback

Post by PLODDITHANLEY »

Few flying bushes round MEC initial spawn:

Image

and in main:

Image

Black static:

Image


C10k9/C9k3 the armoured hanger (A la Kashan) laying east/west:

If you try and go down the roof/toilet vent you fall to your death, same when going down the stairs from the roof.
Click
Posts: 195
Joined: 2010-02-01 20:06

Re: Burning Sand v2 feedback

Post by Click »

I still keep CTDing when verifying data so don't know if to do with my computer or a corrupt file or the map.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Burning Sand v2 feedback

Post by Tim270 »

Western pad at the MEC main has a ditch in it.

http://i.imgur.com/26bGE.jpg
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Burning Sand v2 feedback

Post by cyberzomby »

I played it from 19:00 PRT to 11:42 PRT and I encountered the following:

3 times a memory error in windows on the BF2.exe

And I CTD'd 2 times on mapload. Somehow the error window didnt show up when I closed the BF2.exe application so I cant give you any reports. Still thought it was best to post this in here. Although it probably wont be of any help :( Sorry Rudd!

Had some nice fights in the city tho!
Saarna
Posts: 68
Joined: 2008-10-29 20:10

Re: Burning Sand v2 feedback

Post by Saarna »

Getting too late here to test it out further, but I strongly think that with fairly even teams the MEC is overpowered at least on the standard layout(? The one with twin Gazelles and an Apache), and has been to some degree on the older version as well.

First, the flags. The MEC usually have three flags - Munitions, Village and/or the two Airfields - right next to their main, while the brits have the hardly defensible VCP.

The rest of the flags are either equally accessible or slightly in MEC's favor, like the Failed Oil Exploration and Crashsite at NE corner. They're as far from both mains, but the city's outskirts span out further north than east, making it easier for MEC to get an ambush team between the Brit main and the flags. Not a critical difference, but can add up.

Secondly, the vehicles. The tanks seem to be roughly equal, the air assets being too skill based to accurately estimate on this short term.

Then roll in the APC's/IFV's, and the Brits just keel over. Warrior and Scimitar with sluggish autocannons that can hardly take out other light armor, against an MT-LB with the murderous 30mm and the king of the hill BMP-3, that will easily act as a third tank for the MEC side, cutting through anything up to the Challengers. Depending on the flag layout this may well be a deciding factor on its own with such a limited amount of armor available.

Still, I'll emphasize the "fairly even teams" part. I'm not saying that a British force with superior teamplay can't and won't win the map, but against an equal team on the MEC side they are very hard pressed to do so. I've personally played about six rounds of the old Burning Sands and now two on the new one, and (while not an empirical statistic) seen the Brits win one single round. Tonight with rougly the same teams we first got capped out by the MEC, losing around 390-0, and then proceeded to cap out the Brits, winning 316-0.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Burning Sand v2 feedback

Post by ytman »

Had a real slow time loading in on my second game. No crashing though.

Bushes north of MEC main float... that is all I noticed.

I would approve of bunkers being more south/east then it is now. I know its awefully late to say this and I should have said that back in the TG IHS but that bunker is more of a liability than an asset to the MEC now as the UK have a much easier time of cutting off the routes to it than the MEC. Going to it from MEC main while having to worry about all the other flags is a huge diversion, AASv4 would certainly solve this by having a route that goes through it instead of the current random flags.


Edit: The one Gazzell is a nice asset but it appears to be able to fire its weapons with the accuracy of a Havok and while on the move unlike it should. To my knowledge it is TOW guided and needs to be still to fire.
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: Burning Sand v2 feedback

Post by Web_cole »

Ok, so some feedback.

I have to say, I really like the city. Its a very dense, claustrophobic urban area which manages to be large but still varied. Its interesting how some of the buildings have been put together so you have T buildings that are accessible from Houses of Pain, that sort of thing. Never really seen that before. Also, the lack of really tall buildings is nothing but a good thing. No Beirut North City syndrome where one building can win you the whole game, there are no major vantage points and you really have to move and close with your enemy if you want to be effective.

Its also good that on a 4km map a number of the flags are still "interesting" for infantry, in the sense that Inf are not at the mercy of the Armour; you can hide, and still maneuver about and maybe you even need an Inf squad to clear it out properly. This is good.

I would also say Saarna's point about the overall flag layouts slightly favoring MEC might have some validity, not sure about that though.
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farna
Posts: 40
Joined: 2011-01-28 10:15

Re: Burning Sand v2 feedback

Post by farna »

I play on high detail and used to have much fps-drops on this map, but now it is floating better then fallujha. :D Awesome!
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Burning Sand v2 feedback

Post by Arnoldio »

Great map, i absolutely love the desert with all those ditches and crests, thats needed for kashan! The urban area is pretty well designed, though it lacks detail compared to Albasrah and especially to Fallujah...

Quite nice fps, comfortable play.
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Orgies beat masturbation hands down. - Staker
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: Burning Sand v2 feedback

Post by karambaitos »

ive noticed that there are little shrub things all over the map even in places they shouldnt be like in the middle of a street and so on, also with lighting low the houses look like this
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which is brighter than the reddot

also maybe 2 flags for the city would be better for gameplay IMO because now with one flag much of it is isnt used either that or increasing the cap radius to 200-250
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
Sabre-Oz
Retired PR Developer
Posts: 662
Joined: 2007-02-02 07:19

Re: Burning Sand v2 feedback

Post by Sabre-Oz »

Still have never played Burning Sands, always CTD after the map has finished loading. Sad face.
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markdh1
Posts: 144
Joined: 2009-04-18 06:38

Re: Burning Sand v2 feedback

Post by markdh1 »

Image
:lol:
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