Xiangshan

PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Xiangshan

Post by PLODDITHANLEY »

On skirmish as French it got a bit boring always having to jump over the wall wreck to then move through an open area without sprint being available. I think as this skirm is so small with so few routes to flags it becomes a real meat grinder so I ended up having to jump over that wall quite a few times.

Although I like and enjoyed Fools road at night myself and a few others did find it hard to see, but that may have been because we were playing in the daylight which is rare.

Think this skirm may become a staple for low player number seeding it looks like it'll be fun with only a few on.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: Xiangshan

Post by Amok@ndy »

but you know that there are more ways but jumping across the wall and move through the open field?

ill consider adding more rocks for cover once there are more subjects to change

cheers @ndy
Image
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Xiangshan

Post by DesmoLocke »

Needs more tickets imo. The 300 tickets per team in AAS Standard layer is the lowest I've seen for any of the 4 km maps.
Image

Image

PR player since 0.5 (Feb 2007)

Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: Xiangshan

Post by Amok@ndy »

make sure your game is updated. this was fixed in one of the first fixes like a week ago
Image
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Xiangshan

Post by DesmoLocke »

To how many tickets?
1.0.31.0 (2013/08/04)
----------------------------
- Updated Xiangshan
- Fixed issues with control point names and capture times.
That's all it says in the change log and the PR 1.0 Map Gallery hasn't been updated with the updated ticket count.

And I haven't gotten to try it because it hasn't been played a lot on the servers I frequent.
Image

Image

PR player since 0.5 (Feb 2007)

Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Xiangshan

Post by Murphy »

I've played the skirmish once and witnessed the situation described by OP, it is frustrating but with smoke and the option of climbing onto the walls I managed to snag a few kills before it was switched.

Sadly I have only seen this map played that one time, and have yet to play as France. It seems most servers are avoiding this map like a plague.
Image
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Xiangshan

Post by DesmoLocke »

Played it today. 550 tickets. Works much better.
Image

Image

PR player since 0.5 (Feb 2007)

DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Xiangshan

Post by DesmoLocke »

Xiangshan is begging for an Alternate APC version of the map until the French MBT is fixed. :wink:
Image

Image

PR player since 0.5 (Feb 2007)

MuffinMunchies
Posts: 41
Joined: 2013-08-06 21:06

Re: Xiangshan

Post by MuffinMunchies »

Murphy wrote:Sadly I have only seen this map played that one time, and have yet to play as France. It seems most servers are avoiding this map like a plague.
There has been a lot of talk (rumors really) that the map causes server crashes. However, in the 3 full rounds I've played there none crashed, and then I went and did some 1-player testing with the DRK server going to and from Xiangshan several times without issue. I haven't been able to do more testing with a full server as I haven't been on for a few days, but it's on my list. I love the map and it's a damned shame it isn't being used by the servers.

If anyone has an idea of what on the map is allegedly causing these server crashes, please let me know.
Arcturus_Shielder: What PR needs are players willing to learn rather than players not willing to teach.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Xiangshan

Post by ghostfool84 »

The last flag could use a (faster) bleed We pushed the french back to their Outpost Flag an people started to leave the sever. And in that Outpost (somewhere south west of the map) the chinese could reload ammo on the french fixed crate in that outpost.
[KSK]
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Xiangshan

Post by ghostfool84 »

By the way, the french tanks are way too silent. you can also hear the track sounds on longer range than the engine, is that intended?
[KSK]
rough77
Posts: 154
Joined: 2007-06-02 17:26

Re: Xiangshan

Post by rough77 »

Light situation is critical - nearly impossible to see who's friend or faux. It's the best game on the planet but it's still a GAME that should be fun, I'm missing fun on that map - ONLY because it's hard for my eyes.
[img]http://dl.dropbox.com/u/10414675/New%20Era%20Warfare%20Signaturen/rough-signature.png[/img]
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: Xiangshan

Post by Curry »

Xianshan needs more different layers. I don't understand why people don't like it and rarely play or vote it. It offers a great mix between jungle, urban and open terrain warfare for infantry and leaves enough space to maneuver the assets. While there is still enough cover for the infantry. Only issue is that it is fucking hard to identify your targets due to the similar camo of the uniforms and the lighting. I would love to see some more layouts:
- INF: with RIBs for the french too and some light APC?s, maybe a more bright and less cloudy weather.
- ALT: maybe even the same assets but without pre capped flags by PLA to take the fight to other spots of this awesome map. Less heavy assets? Or both sides with a light attack chopper?

Maybe even a CnC layout? I?ve to say great map Andy, sadly underplayed IMO.

cheers,
Curry.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: Xiangshan

Post by Amok@ndy »

Skirmish layer got changed so the French dont have to cross the open field anymore
new AAS32 Layer instead of tanks you got APCs now

also the chinese have to cap more flags from the beginning now and cant just rush to the first flag of the frenchs
Image
Kingy
Posts: 493
Joined: 2009-12-22 14:02

Re: Xiangshan

Post by Kingy »

I found the french CAS Helo spawning right at the start to be a little ridiculous, there needs to be a timer on that thing, in the hands of a good pilot you've ruined any chance for the chinese in the first 10 minutes of a very long map.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: Xiangshan

Post by Amok@ndy »

but in counter of that the Chinese got an AAV which could do even more harm then a good CAS Pilot
Image
Kingy
Posts: 493
Joined: 2009-12-22 14:02

Re: Xiangshan

Post by Kingy »

Hardly, consider the ground an AAV can cover in relation to an attk Helo. Just a 10 minute timer before it spawns at the start would help the chinese be a little better prepared.

Also how has an AAV ever been better than an attk Helo? Their not even comparable as with a good spotter the AAV can be rendered pretty redundant.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Xiangshan

Post by Murphy »

Kingy, I don't know if you've used the Chinese AAV but it is much better at killing inf then the cas chopper. The Tunguska is what they are given if I'm not mistaken, and it has a lot of HEIT rounds and an insane ROF. Any infantry that happen to be in the AAVs line of sight are likely to get shredded.
Image
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Xiangshan

Post by Raklodder »

Xiangshan is the only map I don't wish to play, it's a tactical nightmare, not to mention the horrible looking giant bushes, trees, overall vegetation and I honestly find it hard to believe that Xiangshan actually passed quality assurance.

:26_suicid
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Xiangshan

Post by matty1053 »

I have seen France steamroll the Chinese on this map.

Plus, make the "Castle" or the big compound thingy at the bottom of map more playable. I only seen the flag there ONCE since release.

Would love to see: 50 Tickets added to Chinese. Since their Flag Chinese Firebase gets camped and the choppers are destroyed all the time.... so they lose a lot of tickets there.

French I seen steamroll china on this map about 5 times.

Still my fave map for China.
DETROIT TIGERS
Image
Post Reply

Return to “Maps”