Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

camo
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by camo »

[R-DEV]AFsoccer wrote:Of course you wanted to shoot infantry with it... and thus why we had to limit its angle. It's an AA gun!
But that's no fair! :mrgreen: It would have been awesome to use against infantry. Its downsides is that its incredibly slow and easy to flank, plus you can easily get shot off it. Now its just kinda useless. I don't think it would be overpowered at all if it were possible to aim the gun down.
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K4on
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by K4on »

We are going to fix it. ATM it can't shoot down because it would glitch through the truck side planks.
camo
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by camo »

[R-DEV]K4on wrote:We are going to fix it. ATM it can't shoot down because it would glitch through the truck side planks.
oh ok then i'm a happy chappy. :mrgreen:
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xact
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by xact »

Excellent map, very realistic.

FSA faction feels minimalist, just like an insurgency faction should. I like the weapon skinning and - most of all - the medic having the FAL. The two sides feel more or less balanced but I think the FSA should have more tickets.

I would like to see more improvised assets/kits for the FSA. For example:
- a rocket pod techie
- bomb cars
- IED kit
- marksman pickup kit

Some more on my wishlist for the FSA:
- destructable building walls/doors so the FSA can break their way through. IRL this is their main way of movement through built-up areas.
- tanks and APCs of the SAA that can be captured, repaired and used by the FSA. Is it even possible to have vehicles that can be used by either side? That would add an interesting dimension to the map ...
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Mineral
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Mineral »

Thanks for the feedback so far guys :) Keep it coming!
ghostfool84 wrote:You cant request Kits at the BMP (AAS)
I'm pretty sure that IFV never allow to that?
xact wrote:Excellent map, very realistic.

FSA faction feels minimalist, just like an insurgency faction should. I like the weapon skinning and - most of all - the medic having the FAL. The two sides feel more or less balanced but I think the FSA should have more tickets.

I would like to see more improvised assets/kits for the FSA. For example:
- a rocket pod techie
- bomb cars
- IED kit
- marksman pickup kit

Some more on my wishlist for the FSA:
- destructable building walls/doors so the FSA can break their way through. IRL this is their main way of movement through built-up areas.
- tanks and APCs of the SAA that can be captured, repaired and used by the FSA. Is it even possible to have vehicles that can be used by either side? That would add an interesting dimension to the map ...
Yeah, tried to make it the minimalist you speak off :) I'm glad it worked out.
A rocket tecnical & bombcar are available on other layers I believe. Rabbit will have to confirm that.
The FSA will not receive pickup kits as they can request kits they need from the crates(as any other faction with limitation of course).

Destructible buildings is hard to put in PR as it increases the networkable load serverside which can cause for more server crashes. So I doubt you'll see more of those on Sbeneh(already a heavy map).

It is possible to make vehicles to be used by both sides yes, but I'm nor sure if it's a good idea. It's also very unlikely to happen as I have never seen crewman in PR simply abandoning their vehicle. They usually die with it :) I can't see it being worth implementing. But good idea!
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ghostfool84
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by ghostfool84 »

My Clanmates reported that there are problems when you drive an APC or Tank and try to get off the road, it seems that there where some invisible sidewalks or something. I will ask them again where they noticed this problems, i think it was the eastern part of the map.
[R-CON]Mineral wrote: I'm pretty sure that IFV never allow to that?
You can request kits at BMP3 and Bradley afaik, it doesnt work with the BRDM and iam not sure about the LAV.

I also had some strange graphic bugs with burning vehicles (will add screenshot later).
Last edited by ghostfool84 on 2014-02-05 11:06, edited 1 time in total.
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Souls Of Mischief
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Souls Of Mischief »

To make the FSA faction more authentic, they shouldn't be allowed to aim down sights - hip fire only.
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
camo
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by camo »

-You can't fire the AA missiles on the Shilka AA, it only zooms in.
-The medic for FSA has the wrong image for the FAL, it shows the wooden stock variant when in game you have the plastic stock and hand guard L1A1 SLR variant.

Xact i like your idea about having holes through all the buildings for moving about. Is it possible to implement the vietnam style tunnels through a few of the buildings that have balconies? Or maybe just have a few of the enter-able buildings next to each other connected by a hole in the wall. Is this possible?
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Mineral
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Mineral »

The HUD on the shilka is a placeholder. The vehicle will not receive AA missiles.
I am aware of the missing FN fal icon. But it's not really a vital fix needed soon :p But thanks for notifying me :)
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Kerryburgerking
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Kerryburgerking »

What layer do MEC/SAA get CAS on?
Mean, green and unseen!
camo
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by camo »

Floating grass in k4 kp7.
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EDIT:Also here.
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Last edited by camo on 2014-02-05 12:55, edited 2 times in total.
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Hunterman0101
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Hunterman0101 »

If this map ll be realeased officialy with an update it ll have a great succes...its a map like fallujah..small one but awesome.

Bugs?A lot of buildings don have ladder..even the hospital.


Good Job Dev's.
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Rabbit
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Rabbit »

camo_jnr_jnr wrote: Xact i like your idea about having holes through all the buildings for moving about. Is it possible to implement the vietnam style tunnels through a few of the buildings that have balconies? Or maybe just have a few of the enter-able buildings next to each other connected by a hole in the wall. Is this possible?
No its not, it would require statics to be editor, or just new statics, which is a lot of work. One reason why PR still doesn't have maybe destroyed or roughed up buildings.
Kerryburgerking wrote:What layer do MEC/SAA get CAS on?
MEC gets 2 trans helicopters in INS64
Hunterman0101 wrote:If this map ll be realeased officialy with an update it ll have a great succes...its a map like fallujah..small one but awesome.

Bugs?A lot of buildings don have ladder..even the hospital.


Good Job Dev's.
The lack of ladders was intentional. I suggest you try and get one of the spotter kits in your squad, or have someone get a specialist.
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AfSoccer "I just don't see the natural talent."
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Jacksonez__
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Jacksonez__ »

Broken flag name, AAS 32
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Edit: Also, the MEC AA-Shilka is in ALT AAS 32, and why do they have that vehicle anyways, eh? It is Anti-Air after all, and afaik Syrian Rebels don't have aircrafts, heh.


Bug(s) in MEC Shilka AA:

You can operate it without the crewman kit
HUD shows 0 SAM, shows 4 after re-entering
you cannot fire the SAM, if you right click, it zooms in. (doesn't zoom by pressing X)
Last edited by Jacksonez__ on 2014-02-05 18:37, edited 4 times in total.
Rabbit
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Rabbit »

Jacksonez__ wrote:Broken flag name, AAS 32
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Edit: Also, the MEC AA-Shilka is in ALT AAS 32, and why do they have that vehicle anyways, eh? It is Anti-Air after all, and afaik Syrian Rebels don't have aircrafts, heh.


Bug(s) in MEC Shilka AA:

You can operate it without the crewman kit
HUD shows 0 SAM, shows 4 after re-entering
you cannot fire the SAM, if you right click, it zooms in. (doesn't zoom by pressing X)
Yeah, localization needs some work as several flags are like that. As for the Shilka, its used by the SAF on soft targets, and was apparently used in the actually clearing of Sbeneh.

Issues regarding the Shilka are know, and being worked on.
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AfSoccer "I just don't see the natural talent."
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Jacksonez__
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Jacksonez__ »

[R-CON]Rabbit wrote:Yeah, localization needs some work as several flags are like that. As for the Shilka, its used by the SAF on soft targets, and was apparently used in the actually clearing of Sbeneh.

Issues regarding the Shilka are know, and being worked on.
I've to admit that the cannon is one beast.. :-) But, yeah. I was wondering if you could "extend" the view, or the "turning radius" in the insurgency ZPU-truck. In its current state, you can't really do anything with it. You got to be lucky to get COW down with it .. and the COW must be flying damn slow. You have better chances killing the COW with 50cal techie than this ZPU-truck. I understand the fact that the truck requires teamplay and communication between the gunner and the driver.

What I've notice from Syrialeaks videos is that the insurgents use ZPU mounted on jeep or pick-ups, not on heavy trucks Jeeps are more rapid in movements and they can aim lower and almost 360 degrees around - the cabin is not limiting the view.

Basically this:

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I don't see any reason why would they ever put such a valuable "asset" in very, very "ergonomically poor" position/vehicle in real life. ZPU-truck just doesn't just make sense for me.
Last edited by Jacksonez__ on 2014-02-05 19:51, edited 2 times in total.
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Mineral
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Mineral »

the ZPU is too big for the technicals in PR. So that's not going to happen. And they do use them on trucks, just in lesser numbers.

A few posts back it was already mentioned that the wooden side panels will be removed of the truck to give the gun a wider rotation circle and make it able to shoot lower as well. It was limited as otherwise the barrels would clip threw the sides.

Thanks for feedback!
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Nugiman
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Nugiman »

[R-CON]Rabbit wrote: MEC gets 2 trans helicopters in INS64
No CAS heli at all?
In real life, the government troops have massive air power/superiority! They take a high advantage and high use of this.

A HIND would be perfect to simulate this.
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
Rabbit
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Rabbit »

Nugiman wrote:No CAS heli at all?
In real life, the government troops have massive air power/superiority! They take a high advantage and high use of this.

A HIND would be perfect to simulate this.
Yes it would, and it was my original intention; however, the fog ends are 475M which makes it really hard to use an attack heli, not to mention the VD might need to be lowered even more to hopefully boost players fps.
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AfSoccer "I just don't see the natural talent."
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Jacksonez__
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Re: Sbeneh Outskirts - 2nd Beta Event - Map/Gameplay Feedback

Post by Jacksonez__ »

[R-CON]Rabbit wrote:Yes it would, and it was my original intention; however, the fog ends are 475M which makes it really hard to use an attack heli, not to mention the VD might need to be lowered even more to hopefully boost players fps.
Well, if Hind was added (imo it is easy to control and slow so guess that fog isn't that big a problem), there would be some really good use for that ZPU-truck.

In real life government would be dropping bombs from jet and destroying that city with armor - but yeah.
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