Pavlovsk Bay .973 Map Feedback

Rudd
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rudd »

good points Chris, I've added a vehicle depot to the carrier, put teh AAV in the vehicle bay and it repairs
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Shovel
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Shovel »

And here I was thinking Rudd was AFK and retired.

He always comes crawling back to us.
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Rudd
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rudd »

just for the next week or so :) after that I'm back on duty in the hospital, writing another essay, having a safemedicate exam and then practicing for my external practical exams :P just relaxing with some modding and PRSP until then :P
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Navo
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Navo »

Rudd wrote:I wish there was an alternative, my ideal situation would be an objectspawner that effectively destroys all the USMC tickets once the Russians hold the base under their control for 30minutes or so, but we don't have one.
The only problem was that the bleed was a tad too fast, and that the Russians could spawn on the bleedflag. If that is changed it should be fine.
chrisweb89
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by chrisweb89 »

Having the russians spawn near, but not on the flag will delay the bleed, and should make it easier to capture since when the US flies in the russians are walking in, not setting up defence.
Rudd
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rudd »

I don't like that idea personally, the only advantage the Russians have is their defensive position, the US have enough cards, if the US are attacking at the same time as a bunch of Russian infantry are attacking with unguided HATs, and a maximum of 2 SA7's as their defence....they'll get mashed up.

there are two options as far as I'm concerned

1) Russians don't get to spawn on the first tier of flags, or near them, those flags now give US bleed if captured by Russia, however the US can easily beat them there. Alla Jabal

2) Russians get to spawn on their first flags with a crate so that they can easily reach the fortified positions before the US arrive, the flags do not give bleed.
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chrisweb89
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by chrisweb89 »

Give them the choice? Have spawns at the rear flags, and one spawn off in the woods on the first neutral flag, with a crate. If the russians want to fight and slow the US cap, or attempt to ambush them as they land, give them that chance. If they just want to setup defence as the rear flags and push to cap out normally, then they can do that too. As I understand your 2 plans force a plan of action on the russian team, either full on defence of the beach or you lose 30 tickets, even when your logistics are 4km away, or just defending your second flag and slowly pushing from there.

A spawn nearby the first flag with a crate would allow a maximum of 12 people to be instantly in the area of the bleed flag, who says they have to rush onto it and get slaughtered? They can wait out in the woods and stop the US from getting backup FBs off the beach, or move in and attack after cap.

This gives the russians an advantage of the US not knowing where they are going to be. They need to decide do we only want to send one squad to the beach, even though there may be 2 russian squads waiting nearby, or do they want to send the whole team and secure the bleed flag, without rushing other flags.

Your option two will most likely have the russians constantly losing, a defence of a crate, and infantry against an airborn attack isn't going to hold when the trans chopper is delayed spawn and trucks take 5+ minutes to get nearby(this is assuming the current build that isn't impossible or nearly as difficult to attack as the airtower on barracuda). That means if the russians give the defence everything they have, unless the US takes too long and lets russians get FBs up, or they do an awesome job defending, they will most likely be pushed of the flag and lose way more tickets than they take, because of the 30 ticket loss. If they decide that the flag is too isolated and hard to defend with no reinforcements, thats an instant 30 ticket loss because they start with it capped. In the end, there is no advantage to holding that first flag, other than keeping 30 tickets, and you have no choice about losing the 30 tickets by capping the flag.
Last edited by chrisweb89 on 2012-01-24 20:32, edited 1 time in total.
Xander[nl]
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Xander[nl] »

Carrier should be moved closer. Reloading crates and rockets takes ages because it takes five minutes just to get to the carrier. The distance on other maps like Jabal is fine.
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Rhino
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rhino »

'Xander[nl wrote:;1733626']Carrier should be moved closer. Reloading crates and rockets takes ages because it takes five minutes just to get to the carrier. The distance on other maps like Jabal is fine.
Maybe we should also make the supply point on the carrier and runways/helipads super fast and add back the reloading while flying over the runway from BF2 while we are at it?
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xambone
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by xambone »

Rhino has received an infraction for his hurtful comment.

Its like Valentines Day made you angry...
Xander[nl]
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Xander[nl] »

[R-DEV]Rhino wrote:Maybe we should also make the supply point on the carrier and runways/helipads super fast and add back the reloading while flying over the runway from BF2 while we are at it?
To what on earth do I owe this useless sarcasm?

The carrier is over a kilometer off shore for reasons unknown to me while it could easily be much closer. The rare times the USMC actually have a good team, a team of two Hueys won't be able to keep up with supplies and trans because it takes literally five minutes to reach the carrier each time. If there is no apparent reason for it I don't see why it couldn't be moved closer so the pilots aren't looking at an ocean for two thirds of their flight time.
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Rhino
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rhino »

As it should be.

Carriers and Assault ships in r/l don't sail right up to the shore before commencing there attack, they stay beyond the horizon of the beach if not more then launch their attack from there.

Put it this way, you have one of the most powerful vehicles ingame, an attack chopper which can turn the tide of a battle if used in the right way very easily. It is only right it should take you some time to rearm after depleting your munitions which also means pilots should value the munitions they have more, and not using up a hellfire on a one lone guy etc...
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Rudd
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rudd »

Why was the carrier so far off land?

1) in case I wanted to increase view distance

2) to ensure it would stay out of combat completely

3) because it was more realistic imo, its not like you can call up a carrier and immediately get resupplied - 5 minutes is actually quite generous imo. Especially given the amount of time for CAS to return and reload.

4) because of the possibility of harrier jets, wanted lots of room to land without being molested

I have moved the carrier 200m closer iirc for next update, that is as close as it will get and will save you some time.

In future I'd want to have a different spawning mechanic for the AAVPA1s so they don't have as far to go, but until a mechanic is created for that then this is how it will be.

Other changes have been made, thanks to this thread such as bleed settings, removal of some AAA, tweaks to how flags pop up (to get fighting to the sub pen more common) etc etc. But you'll all see that next update.
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Ratface
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Ratface »

I've only played the map once or twice online, but I did play a local round to try out the choppers on the map, and I kind of agree with Xander a bit, to an extent, but I agree more for Grober's reason, that although the huey is a beefy asset, the amount of AA concentrated on the northern part of the map is crazy.

However, because you said that in the next update you've taken out some of that AA, I think thatll help nicely, at least along the coast where cas and trans hueys will be used the most. As far as rearming goes I think it just makes the cas hueys have to pick their targets more wisely and not waste their time trying to take out a btr and missing ;)

Love the map, excited to see future updates for it <3
Psyko
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Psyko »

is it just me or is this an awesome map that's not getting the attention it deserves???
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Mineral
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Mineral »

Agreed psyko. Same with vadso and marlin. The map pack is really underplayed without reason. We played pavolesk and vadso yesterday and it was so much fun!

rudd: to get fighting to the sub pen more common. My english kinda blows but this mean the focus will be more on in-land combat? This setup of this map is very good. But the fighting is to much focused on the water sides. Some more interesting POI inland may help, and well yes, the map should have some balancing to make the landing maybe a bit easier. But please, do not move the carrier. I love the fact that it's so far away.
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Psyko
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Psyko »

I think if it was laid out like Muttrah's flags it would be better with the subpen town being the main focus of the map. This map deserves a hotfix imo.
FuzzySquirrel
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by FuzzySquirrel »

Psyko wrote:is it just me or is this an awesome map that's not getting the attention it deserves???
Personally I love this map, unfortunately it always ends the same since the flag and spawn setup is a bit fubar atm.

I think it will be a much more popular map when 1.0 comes and all the problems are resolved.
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Murphy
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Murphy »

90% of the time US cannot get a foothold on land and the match plays out with a few failed chopper assaults, a few failed aavp assaults and the rest is waiting around for the defenders. The concept was borked from the get go, a very simple fix would be not allowing Russia to spawn on the first flag. The teams would rush to establish dominance on the first flag, and this will give the US time to actually do something besides get raped.

Generally the map is Russians sitting on the flag waiting for something to happen while the US try to "sneak" past them and build a fob. Problem is you cannot sneak anywhere with choppers, and without them you cannot get supplies to build a fob. This forces the US to spawn at the carrier each failed assault. It's very boring for both teams and that's why it's not played often.

The other maps in the map pack are played quite often, Marlin, Black Gold, and Vadso are very popular and balanced maps. If you believe otherwise you may need to consider hopping onto different servers.
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