[Official] Map Feedback - Black Gold
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
[Official] Map Feedback - Black Gold
Please post any feedback of Black Gold in this thread.
Do not forget to post the layer your feedback is targeted at.
Do not forget to post the layer your feedback is targeted at.

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M.Hart
- Posts: 48
- Joined: 2011-06-01 08:10
Re: Map Feedback - Black Gold
Had a bad luck like 2 times today. When spawning on the Chinesse Main Base, I respawned outside of the Hesco (so I had to run all around the base, pretty annoying). Might be a nice thing, if it didn't happen to anyone again. Cheers
"Let's get serious." - Serious Sam
"War does not determine who is right - only who is left." - Bertrand Russell
"A journey of a thousand miles begins with a single step." - Confucius
"War does not determine who is right - only who is left." - Bertrand Russell
"A journey of a thousand miles begins with a single step." - Confucius
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MrTomRobs
- Posts: 258
- Joined: 2010-08-30 15:39
Re: Map Feedback - Black Gold
Initially posted in the general feedback, but so it doesn't get missed, i'll put it here as well.
In (i think) the standard AAS layer, there were reports of the chinese team spawning in with no weapon models, no character models or geoms, and having an M4 available in the inventory. This was on the US server and it crashed about 10 mins in.
In (i think) the standard AAS layer, there were reports of the chinese team spawning in with no weapon models, no character models or geoms, and having an M4 available in the inventory. This was on the US server and it crashed about 10 mins in.
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camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
Re: Map Feedback - Black Gold
yes the whole chinese team spawned with m4's that were invisible and without sound, also everyone was invisible. Everyone just went beserk and killed each other.
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Leut.dweed
- Posts: 104
- Joined: 2009-05-13 18:12
Re: Map Feedback - Black Gold
After 1 lag and bug free round on the Eu Server with 98 players at all time (Black Gold insurgency) i can say that its amazing.
The gameplay on the insurgency version is more then just awesome its perfect! It was a feeling like i never had it before on Pr, feeled way more realistic and so on.
The inf version is just ****(sry but thats not only my opinion, heard it sometimes on mumble when it worked). Its very hard for the chinese to get into the city because the russian have a faster and easier way to get inside the city and start hiding at nice camping positions, before the chinese can get inside the city.
The gameplay on the insurgency version is more then just awesome its perfect! It was a feeling like i never had it before on Pr, feeled way more realistic and so on.
The inf version is just ****(sry but thats not only my opinion, heard it sometimes on mumble when it worked). Its very hard for the chinese to get into the city because the russian have a faster and easier way to get inside the city and start hiding at nice camping positions, before the chinese can get inside the city.
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: Map Feedback - Black Gold
so far was only able to play the inf version and i hate the fog/sandstorm. It feels like karkand all over again.Leut.dweed wrote: The inf version is just ****(sry but thats not only my opinion, heard it sometimes on mumble when it worked). Its very hard for the chinese to get into the city because the russian have a faster and easier way to get inside the city and start hiding at nice camping positions, before the chinese can get inside the city.

Mineral: TIL that Wire-guided missiles actually use wire
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[FSA]IrRahman
- Posts: 205
- Joined: 2013-03-23 23:08
Re: Map Feedback - Black Gold
I really like that fog, it keeps players from asset whoring and makes gameplay more suitable for infantry.

"This is a great game to play if you want to masturbate and still accomplish something" - viirusiiseli
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pr|Zer0
- Posts: 300
- Joined: 2008-06-30 12:10
Re: Map Feedback - Black Gold
As chinese, when waiting for spawn, PLA Firebase has an available spawn, but when countdown timer reaches 0, spawn dissapears and you have to select one of the main base spawn points. Was on AAS jets layout

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Leut.dweed
- Posts: 104
- Joined: 2009-05-13 18:12
Re: Map Feedback - Black Gold
Same for russianspr|Zer0 wrote:As chinese, when waiting for spawn, PLA Firebase has an available spawn, but when countdown timer reaches 0, spawn dissapears and you have to select one of the main base spawn points. Was on AAS jets layout
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: Map Feedback - Black Gold
That's too orange, guys. I don't believe that could be realistic.
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Leut.dweed
- Posts: 104
- Joined: 2009-05-13 18:12
Re: Map Feedback - Black Gold
But finally it felt like skirmish with trucks :/.Delfer wrote:The INF layer, city fighting had fantastic game play.
Inf had to fight block to block in close quarters + armor support was able to survive in the city due to the sandstorm limiting visibility for both sides.
Sandstorm is great for:
-Protecting Infantry from Armor
-Protecting Armor from being raped by TOW's across the map
-Forcing Armor to get close to engage(I.E - Get close to friendly infantry)
Multiple small flags in city is great for:
-Immersive city fighting
-Tactical block to block fighting with friendly squads just around the corner
-It was just fucking awesome
I think it would be great to have those inner city flags in every PR city, especially Muttrah but that is just my opinion.
Not to compare with the Muttrah Inf version f.e.
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Viperelite
- Posts: 110
- Joined: 2009-08-25 18:57
Re: Map Feedback - Black Gold
The AAS layer is kind of annoying at the moment. There is either too many flags in the city or too many flags which can be capped at once.
Seems any time we make any progress its pulled out from behind by squads of enemies just sneaking onto a flag and hiding there.
If there was like 3 city flags with 1 to attack/defend at any time it would be a lot better game play wise imo.
Seems any time we make any progress its pulled out from behind by squads of enemies just sneaking onto a flag and hiding there.
If there was like 3 city flags with 1 to attack/defend at any time it would be a lot better game play wise imo.
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Cavazos
- Posts: 454
- Joined: 2007-06-20 05:01
Re: Map Feedback - Black Gold
I like the infantry layout with the sandstorm. Having multiple flags was also cool and the three mid ones seemed good.
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Map Feedback - Black Gold
I had some really bad lag on the infantry layer mainly in parts of the city, like under the southern bridge for some reason when looking toward the city. And my friend who usually had a constant 90fps dropped down to about 40 there too.
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Chefmoto1
- Posts: 247
- Joined: 2006-09-16 04:17
Re: Map Feedback - Black Gold
Same thing happened to me. Normally have around 90 frames, dropped to 40ish around there.Conman51 wrote:I had some really bad lag on the infantry layer mainly in parts of the city, like under the southern bridge for some reason when looking toward the city. And my friend who usually had a constant 90fps dropped down to about 40 there too.
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F33bz
- Posts: 63
- Joined: 2013-03-02 06:05
Re: Map Feedback - Black Gold
around the more open areas of the map on AAS I seem to have framerate problems, especially when gunning for a vehicle. Never had that before until beta.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: Map Feedback - Black Gold
Do you remember what layer you were on (i.e. AAS Standard, Alternate, etc.)?F33bz wrote:around the more open areas of the map on AAS I seem to have framerate problems, especially when gunning for a vehicle. Never had that before until beta.



