Pavlovsk Bay .973 Map Feedback
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SuperHornet
- Posts: 206
- Joined: 2011-10-01 17:28
Re: Pavlovsk Bay 9.73 Map Feedback
The LAV-25 IRL is not a swimming vehicle. Sure it can cross small rivers but put it into open ocean and it will sink.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: Pavlovsk Bay 9.73 Map Feedback
yeah they have to use LCACs for the thing.
I would certainly be in favour of a couple abrams spawning at either repair station once the first flag is capped if russian armour is too much
I would certainly be in favour of a couple abrams spawning at either repair station once the first flag is capped if russian armour is too much
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Jafar Ironclad
- Retired PR Developer
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- Joined: 2008-11-26 00:45
Re: Pavlovsk Bay 9.73 Map Feedback
Note that the Harrier for this layer will be equipped with Maverick missiles instead of bombs, making anti-armor strikes particularly deadly.
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Moonlight
- Posts: 211
- Joined: 2009-07-04 20:05
Re: Pavlovsk Bay 9.73 Map Feedback
Well, currently using ATGM in jets make you much more exposed than just dropping a bomb. While using missiles you have to dive towards a target, get a lock on it, release the missile and pull up. With a bomb you can just pass over the target (sure, you still need to get a lock, but there's no need to dive on it).[R-CON]Jafar Ironclad wrote:Note that the Harrier for this layer will be equipped with Maverick missiles instead of bombs, making anti-armor strikes particularly deadly.
And the effect is pretty much the same - destroyed armor.
And frankly I share the skepticism about cobra doing escort missions.
No, I'd rather not cover that one-of-five, 5-ticket, 10 min spawning huey using 10-ticket worth, single, 20-min spawning asset that is much more fragile on top of all that.
Well, other than that - can't wait for the map changes!
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Pavlovsk Bay 9.73 Map Feedback
Most people don't seem to know that you can repair the ZPU AA guns with a wrench, by the way, which changes the balance of the map a little bit.
Seems relevant.
Seems relevant.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: Pavlovsk Bay 9.73 Map Feedback
however, bombs are fickle in their guidance ability in that they cant make really sharp turns, take longer to lock, and have a longer minimum range, not to mention mavericks have a much shorter "danger close" distance, that is a bomb from 100m away will kill your squad if youre trying to light up a tank, but a maverick wont.Moonlight wrote:Well, currently using ATGM in jets make you much more exposed than just dropping a bomb. While using missiles you have to dive towards a target, get a lock on it, release the missile and pull up. With a bomb you can just pass over the target (sure, you still need to get a lock, but there's no need to dive on it).
And the effect is pretty much the same - destroyed armor.
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chrisweb89
- Posts: 972
- Joined: 2008-06-16 05:08
Re: Pavlovsk Bay 9.73 Map Feedback
What will the harrier load out be? Guns, 2 mavericks and hydras?
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: Pavlovsk Bay 9.73 Map Feedback
Played PAVLOVSK INF recently as Russian with the RED AAS route.

IMHO needs a bit of tweaking:
1. No trans heli on Russian with unpassable terrain or long roads is a bad combination.
2. Bridge at the Derevnya was destroyed and despite trying to CSB it twice both bridges didn't deploy, or were invisible meaning that it w&as impossible to get any supplies to the other side of the river.
3. When I played on PRTA the US couldn't even get one flag and with the bleed it all ended rather quickly which was actually a godsend.
Russia needs at least one Cow.
Make bridge either undestroyable or make it like Al basrah bridges that can be CSB'ed
Like all versions re think initial Russian spawns 90% of the team was on East beach, although the AA cannons weren't there on this version it was still very very hard (equal teams perhaps impossible) for US to get a foothold.

IMHO needs a bit of tweaking:
1. No trans heli on Russian with unpassable terrain or long roads is a bad combination.
2. Bridge at the Derevnya was destroyed and despite trying to CSB it twice both bridges didn't deploy, or were invisible meaning that it w&as impossible to get any supplies to the other side of the river.
3. When I played on PRTA the US couldn't even get one flag and with the bleed it all ended rather quickly which was actually a godsend.
Russia needs at least one Cow.
Make bridge either undestroyable or make it like Al basrah bridges that can be CSB'ed
Like all versions re think initial Russian spawns 90% of the team was on East beach, although the AA cannons weren't there on this version it was still very very hard (equal teams perhaps impossible) for US to get a foothold.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Pavlovsk Bay 9.73 Map Feedback
I'll check on that thanks for highlighting that issue.2. Bridge at the Derevnya was destroyed and despite trying to CSB it twice both bridges didn't deploy, or were invisible meaning that it w&as impossible to get any supplies to the other side of the river.
Though the GPO is completely different for 1.0
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: Pavlovsk Bay 9.73 Map Feedback
First part of the bridge was destroyed on the Western end, there was a little over a trucks length on the Western bank.
Thanks Rudd.
Thanks Rudd.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: Pavlovsk Bay 9.73 Map Feedback
This map needs a overholing! Ticketbleed especialy. More time for the USA team. More flaggs.
Ah bevore i forgett: I WAnT WANDA SHAN BACK !!!
Ah bevore i forgett: I WAnT WANDA SHAN BACK !!!
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Pavlovsk Bay 9.73 Map Feedback
I really don't know how many times I can say it, GPO for 1.0 is completely different....
if you have nothing constructive to add Challenger...then just don't post.
if you have nothing constructive to add Challenger...then just don't post.
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rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: Pavlovsk Bay 9.73 Map Feedback
Rudd I just want to tell you, fucking good job on this map, I love it, one of my favorites,Rudd wrote:I really don't know how many times I can say it, GPO for 1.0 is completely different....
if you have nothing constructive to add Challenger...then just don't post.
my best public PR round overrall was in Pavlosk as US
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Pavlovsk Bay .973 Map Feedback
Cheers mate coming from a clearly skilled mapper such as yourself, that means alot 
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Professorson
- Posts: 259
- Joined: 2012-05-30 07:05
Re: Pavlovsk Bay .973 Map Feedback
South base is awesome!
i love running thru that massive sub pen reminds me of u-boat pens from some moh or cod map
i love running thru that massive sub pen reminds me of u-boat pens from some moh or cod map
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Pavlovsk Bay .973 Map Feedback
This is for 1.0, but don't want to make a new thread. I hate the white minimap grid on the map, something about it strains my delicate eyes, maybe grey it up a bit?
AfSoccer "I just don't see the natural talent."

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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Pavlovsk Bay .973 Map Feedback
yeah I thought the same when I finally got to play this in public, valid crit imo. I tried it in black but I thought it was too hard to see, I think increasing the transparency might do it. Thanks for the feedback
How did the game go though? my last round as commander was difficult on the USMC side, I need to decide if there's too much armour on the Russian side, or if their BMP2 needs to keep its AGTM
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Pavlovsk Bay .973 Map Feedback
It was fine,I believe you were the CO when I played but I was only a SM and not a squad leader, so I can only speculate as to where it went wrong.[R-DEV]Rudd wrote:yeah I thought the same when I finally got to play this in public, valid crit imo. I tried it in black but I thought it was too hard to see, I think increasing the transparency might do it. Thanks for the feedbackHow did the game go though? my last round as commander was difficult on the USMC side, I need to decide if there's too much armour on the Russian side, or if their BMP2 needs to keep its AGTM
I also think the US stands a very good chance asset wise as they own the sky, So 1 bmp shouldn't throw that balance. However, it might not hurt giving spawned assets on the beach for the US to prevent the Russians from rushing it. Maybe no spawn delay for the US with arty or even a tow that spawns once the US capture the beach?
AfSoccer "I just don't see the natural talent."




