Yamalia - Para Spawn and Rushing

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Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Yamalia - Para Spawn and Rushing

Post by Web_cole »

I've posted about this before in other threads, but I thought I would make a thread devoted to the discussion of the Canadian para spawn and how it makes rushing (by the Russians :p ) an almost game killing tactic.

While the Canadians are engaged in the business of dropping in and capping their 1st flag in order to gain access to their main, the Russians are able to land on the Canadian 2nd flag by chopper with absolutely no resistance. I don't think there is any other map where the enemy can get to your 2nd flag perhaps minutes before you can. (If this flag happens to be Obj. Mike, the bunker flag, thats pretty much game over right there.)

A simple solution: make the para spawn move like the Silent Eagle one and give the Canadians the option of dropping troops on/near the 2nd and maybe 3rd flags.

EDIT: It should be noted this only applies to the Std and Inf versions.
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Deer
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Joined: 2005-03-17 09:31

Re: Yamalia - Para Spawn and Rushing

Post by Deer »

Yes in Alt layer there is no paraspawn anymore, there is also 1 tank per side in Alt layer but i dont know how many server admins are aware of the Alt layer features in all maps in general.

The original idea in yamalia was that russia would have most of the flags at start, but then i figured its more fun for some odd reason if all flags are gray at round start. And then the paraspawn was like a compromise worth a try, all flags are gray at round start but canadians has big disadvantage at round start. But i have been thinking about removing the paratrooper spawn from round start even for standard layer and make the canadians spawn on ground just like russians does. But your idea about moving the paratrooper spawn so that canadians could drop to first AND second flag areas is interesting too.
Last edited by Deer on 2011-05-06 08:31, edited 1 time in total.
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Mats391
PR:BF2 Lead Developer
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Re: Yamalia - Para Spawn and Rushing

Post by Mats391 »

moving paradrops spawn can be bad aswell, i had rounds on silent eagle where the spawnpoint never moved close to the airfield. leading to whole german team in the village w/o a main. maybe you could use 2 paraspawns one for each of the first flags
Web_cole
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Joined: 2010-03-07 09:51

Re: Yamalia - Para Spawn and Rushing

Post by Web_cole »

Mats391 wrote:moving paradrops spawn can be bad aswell, i had rounds on silent eagle where the spawnpoint never moved close to the airfield. leading to whole german team in the village w/o a main. maybe you could use 2 paraspawns one for each of the first flags
Probably a fair point, the flags are so spread out that more than one para spawn might be a good idea, if its doable.
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Smiddey723
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Joined: 2010-03-27 18:59

Re: Yamalia - Para Spawn and Rushing

Post by Smiddey723 »

IMO Para spawns are a bit useless TBH, i have lost count the amount of times the para spawn has been wandering off into the middle of the map, nowhere near the objective its needs to be at. I recall one game on silent eagle (Like Mats) when the para spawn did not go near the airfield the entire time it was up, it was hovering over the lake and village area so people had to wait for the spawn

I would like to see the parachute spawn removed or limited on where it can go on both Silent Eagle and Yamalia to give the BLUFOR team a fair chance of getting to the second objective
ytman
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Joined: 2010-04-22 17:32

Re: Yamalia - Para Spawn and Rushing

Post by ytman »

When it works right the PARA spawn on Silent Eagle is wonderous as it allows fast insertion into any number of mission critical locations. Tie this with the new SL Para Crate that would allow the Germans to get their special kits and yeah... its win. Most of the time though the para drop acts as a sort of force projection into the village while the rest of the team should capture the flags in the rear.

In this sense this actually mirrors reality really well. The paradrop is done to secure an area ahead of the main force! Just... need to get the rally to be more predicatble.

I do not know its purpose on Yamalia... it seems kinda silly in its current version.

Now if you made the paradrop go over the second or third flags it'd really be sweet but would require a rebalancing of the map.
Smiddey723
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Re: Yamalia - Para Spawn and Rushing

Post by Smiddey723 »

ytman wrote:In this sense this actually mirrors reality really well. The paradrop is done to secure an area ahead of the main force! Just... need to get the rally to be more predicatble.
It mirrors reality? paratroopers are trained to land in a very specific area not in bum fucking egypt
.:2p:.Smiddey
AFsoccer
Retired PR Developer
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Re: Yamalia - Para Spawn and Rushing

Post by AFsoccer »

ytman wrote: I do not know its purpose on Yamalia... it seems kinda silly in its current version.
The parachute spawns have been replaced with ground spawns for the next version. This will also give CF troops their incendiary grenades back.
Web_cole
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Joined: 2010-03-07 09:51

Re: Yamalia - Para Spawn and Rushing

Post by Web_cole »

[R-DEV]AFsoccer wrote:The parachute spawns have been replaced with ground spawns for the next version. This will also give CF troops their incendiary grenades back.
Ah, well in that case this thread can probably be closed :)
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ytman
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Re: Yamalia - Para Spawn and Rushing

Post by ytman »

Smiddey723 wrote:It mirrors reality? paratroopers are trained to land in a very specific area not in bum fucking egypt
In Silent Eagle it is very specifically near Central Village... most of the time... Whats your point?
40mmrain
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Joined: 2011-08-17 05:23

Re: Yamalia - Para Spawn and Rushing

Post by 40mmrain »

dont remove the para-spawn. I love it so much.
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