I thought it would be nice if we could post some key balancing solutions here as some maps are in dire need of a rethink. Feel free to shoot me down or post your own ideas.
Lashkar Valley (AAS)
-Removal of the German Attack Helicopter
-Addition of several small (Red Car/Black Car) Bombcars, these need to be the faster variety instead of the laboriously slow and loud garry/variant.
Black Gold (INS)
-Removal of Chinese Jet('s)
-Reduce ticket numbers for Chinese by (100-200?) this map drags on for far too long
Operation Barracuda (AAS) - Not Vietnam
Bit controversial here but the incredibly small view distance means CAS rules on this map, if you play safe you're virtually indestructible and you can hit the AA before it can see you because of that god awful view distance.
-Increase view distance by (150-250m?)
-Remove CAS from the map (honestly think this map would be better this way)
-Add 1x Tunguska for China (problem is this is also damn good against infantry)
-Add 1x Chinese Light Helo (Same problem as Tunguska)
-Switch CAS hueys for 1x CAS Kiowa and 1x Blackhawk, the Kiowa can be shot down by too much concentrated small arms fire and the Blackhawk can be used as CAS when needed but also increases the amount of transport available to the US.
-Remove ticket bleed for US on the first flag (Airstrip)
All of the above are mutually exclusive with the exception of view distance and ticket bleed. If CAS were to be nerfed on this map the ticket bleed would have to go.
My problem with the map is it's focus around the Airstrip, the only chance the Chinese really have is holding it and bleeding the Americans of as many tickets as they can. The rest of the map generally turns into a rout for the Chinese if CAS is operating as it should.
Muttrah (AAS)
-Delay the spawning of CAS hueys until ~10 minutes into the game. This forces CAS to do transport for the team and allows the MEC to build up some defences without losing their logi's in the first 5 minutes on the road towards West City Centre.
It might not seem like much but It sets MEC back a lot when they cant get any fobs up in the early game.
Map Balancing
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Map Balancing
With our current code, its not possible to have a delayed spawn, non-respawning object.Kingy wrote:Muttrah (AAS)
-Delay the spawning of CAS hueys until ~10 minutes into the game. This forces CAS to do transport for the team and allows the MEC to build up some defences without losing their logi's in the first 5 minutes on the road towards West City Centre.
It might not seem like much but It sets MEC back a lot when they cant get any fobs up in the early game.
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H.Maverick
- Posts: 716
- Joined: 2010-07-03 12:56
Re: Map Balancing
Disagree.-Remove CAS from the map (honestly think this map would be better this way)
So add a tunguska, which is a Anti Air vehicle for china, but remove cas? what?-Add 1x Tunguska for China (problem is this is also damn good against infantry)
Not to bad, could be fun-Add 1x Chinese Light Helo (Same problem as Tunguska)
No, US Marines bruh, Cas Huey and trans Hueys, might as well put a kiowa and black hawk on Kwai river then.-Switch CAS hueys for 1x CAS Kiowa and 1x Blackhawk, the Kiowa can be shot down by too much concentrated small arms fire and the Blackhawk can be used as CAS when needed but also increases the amount of transport available to the US.
This, could be better, but as Rhino said, the code(which i know nothing of) but maybe have a alternative solution to, make the respawn time of the Cas Huey to be something like 180min(if that is possible), don't think i've ever seen a round on muttrah last for 3 hours in 1.0Muttrah (AAS)
-Delay the spawning of CAS hueys until ~10 minutes into the game. This forces CAS to do transport for the team and allows the MEC to build up some defences without losing their logi's in the first 5 minutes on the road towards West City Centre.
It might not seem like much but It sets MEC back a lot when they cant get any fobs up in the early game.
Its SO evil, it may actually encourage EA to support Modding again - Pantera


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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Map Balancing
Would be better if you post related feedback in the single relevant map threads...
Apart, you don't tell why and based on what facts u want the changes. That would be helpful as well.
Apart, you don't tell why and based on what facts u want the changes. That would be helpful as well.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Map Balancing
Ye I'm not sure why this topic was approved (wasn't me
) but as K4on said, this sorta feedback is best posted in each map's feedback topic 


