v1.2 Shikotan - Feedback

Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: v1.2 Shikotan - Feedback

Post by Rabbit »

'Ghostwolf[GER wrote:;2010467']General

Alternative
The additional vehicles for russian forces disturb the delicate balance between both forces.
The HIND and BMP2m additional to the BTR80A versus the minimal changed vehicle layout for militia is far too much. That additional AA truck just does not balance out the additional BMP2M and HIND.
Perhaps another T62 or BMP1 could solve that severe unbalance?
The idea was to give Russia slightly better assets as the Militia can rush into the docks and city, then work on the lumbermill where they can start to bleed the Russians. Militia also gets repair stations at main, at the FOB and at the docks.
Militia also get instant access to 2 arty guns over looking the city and AA all on the mountain south of the city.

This is the perfect example of how militia can destroy on AAS ALT


Side note, till a patch comes out I recommend servers only run AAS INF,ALT,and LRG.
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AfSoccer "I just don't see the natural talent."
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Hokunin
Retired PR Developer
Posts: 606
Joined: 2009-11-02 09:23

Re: v1.2 Shikotan - Feedback

Post by Hokunin »

One of the location name on map is wrong spelled. It is really hard to read and pronounce even for the russian speaking people themselves. It is kinda a little bit affects the squad/team coordination communications.

In-game it is written as "KARBORAVODSKOYE"(uncomprehendable):

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Properly, it should be written as: "Krabozavodskoye" (where KRAB translates as "Crab"; and ZAVODSKOYE translates as "Factory", - Crab-o-factory so to say)

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Last edited by Hokunin on 2014-06-01 13:07, edited 2 times in total.
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Daxt2
Posts: 94
Joined: 2014-03-29 01:05

Re: v1.2 Shikotan - Feedback

Post by Daxt2 »

I love it, been waiting for a RUS v Militia map like this for quite a while
heldro
Posts: 85
Joined: 2011-12-20 22:25

Re: v1.2 Shikotan - Feedback

Post by heldro »

harbor gives me huge fps drops.
You dont call retarded people retards, its bad taste. You call your friends retards when they are acting retarded.
Ulysses
Posts: 32
Joined: 2009-12-01 04:25

Re: v1.2 Shikotan - Feedback

Post by Ulysses »

Can we have crossed-out flags indicating mainbases please? Or at least DoDs? Otherwise the differences between the layers are a bit confusing. I accidentaly sent two squadmembers to recon/destroy fobs in enemy main yesterday.

Apart from that, its beautiful and very versatile.
Rabbit
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Joined: 2006-12-17 15:14

Re: v1.2 Shikotan - Feedback

Post by Rabbit »

Yep, next patch will have all of that.
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AfSoccer "I just don't see the natural talent."
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: v1.2 Shikotan - Feedback

Post by Roque_THE_GAMER »

One thing for the militia is the T62 spawn spot in INS he could spawn at they main and not at the tunnel, is kind of awkward he spawn there first because we take a long time to figure-it out were he is and allot of the rallys on the map we suicide 3 time to try to find him on the repairs stations until one squad spawn at hes location and warn us.

and also he is to far to the repair stations he can be easy camped and damaged he have 2 choices if he need to run from hind or infantry camping on the top of the hill: climb the hill (will be a seating duck and will be really slow) or run to the main road but he will go toward the HIND. i also would like if there was some AA defenses on those spawns or maybe move the T62 spawn point.

Also as Russia the BTR and BMP slide to much even if you find a flat place, most of the time i have to stuck my BTR on a tree to try stabilize and that wads on all the map not specific locations.
Last edited by Roque_THE_GAMER on 2014-06-19 11:01, edited 1 time in total.
[align=center]Sorry i cant into English...
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Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Post by Cavazos »

The Russian base is a crab factory?

The map is really good. I think it will be a favorite. Everything seems well balanced.

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Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: v1.2 Shikotan - Feedback

Post by Vicious302 »

Played this for the first time last night and it was going nice and smooth.

I had an infantry squad of 7, we set up a FOB at the first flag with defenses then moved to C5kp5 to set up a defensive FOB for lumber mill. It took awhile to get our 2nd crate (which never arrived) and in the meantime calls came in to help lumber mill. We were only 400-500m away so a TOW, HMG, Sniper, Spotter, Mortars would was going to be my call but we lost the flag before that and I had to start running down a hill to go clear our a barn (because the flag zone is only 300 and does include C5kp5). This is the kind of the shit I hate because it's vanilla, unrealistic, I would never ever risk my life to clear out some arbitrary point when I have a perfectly defensive position.

A. Move lumber mill flag to C5kp5 as that is a true defensive position. OR
B. Increase flag size to 400 or 500 to include C5kp5. OR
C. Add a 100m flagzone that is attached to the lumber mill flag, that both need to be capped to start a bleed and attack the last flag.

ALSO C5kp5 is a dead zone for kits so we lost our limited kits when we went to get shovels. Needless to say our team wasn't happy. A rogue PRWARS squad leader even told a CIA commander to delete our FOB, so just an indication of how mad things got. I was a little heated running back and forth between a flag zone and a defensive position.

Otherwise I really enjoyed the color of the map, but didn't get to go south of lumber mill because we got hung up, maybe 1 more trans.
Rabbit
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Re: v1.2 Shikotan - Feedback

Post by Rabbit »

Are you talking about AAS32?
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TBH, if your team never got you a second crate with 3 trans helis that's a player problem, if you are the only one to realize that a fob there is crucial, then people are not just playing that layer enough to learn yet. Its also not unrealistic, FOBs/COPs then to be made in the open with a few exceptions, that way they have a clear 360 unimpeded view, also this allows for easy movement with helicopters.

The General hope was that people would build an overwatch on that hill, however, attacking that hill is VERY hard for militia, so I didn't want to put the flag there.

Expanding the radius is only going to cause more problems, militia can hid in the woods around the flag already and take it, expanding this would just make it even easier.

What if instead of APC and I had a RU crate spawn there, that way if you get dropped off with a crate, you should be good to go for a full on fob?
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AfSoccer "I just don't see the natural talent."
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tankninja1
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Joined: 2011-05-31 22:22

Re: v1.2 Shikotan - Feedback

Post by tankninja1 »

The Middle section of the map is very laggy, row 7,8 southern 1/2 of 6
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Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: v1.2 Shikotan - Feedback

Post by Vicious302 »

I know it's not the right version of AAS to add connected flags but I don't know how hard it would be to change. That flag should be hard to take as it starts the bleed. I guess 1 chopper did get taken down but even if we had the supplies, to help defend we have to leave this awesome control point and hike down into the woods, thus the militia are taking the flag by hiding in the woods already. If the flags were connected, then the lumber mill flag zone could be reduced to 200.
K4on
Retired PR Developer
Posts: 5055
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Re: v1.2 Shikotan - Feedback

Post by K4on »

We are going to remove Shikotan for the next patch.
I think its just fair to let you know, so the people who like it get the chance to play it a few more times before the removal.

The mapper and we agreed that Shikotan doesn't keep up with the PR standards, thus we are hopefully replacing it with another map.

Cheers,
k4on
camo
PR:BF2 Developer
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Re: v1.2 Shikotan - Feedback

Post by camo »

I like shikotan, its a bit out of date but i think it does ok. I know rabbit hates it but do you have to remove it?
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Barbrady
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Joined: 2013-04-03 12:07

Re: v1.2 Shikotan - Feedback

Post by Barbrady »

It's a good map, it just needs some fixes.
Ranzpirat
Posts: 225
Joined: 2012-11-11 23:54

Re: v1.2 Shikotan - Feedback

Post by Ranzpirat »

Because we started playing it more often now that we know it will be gone, I started to like the aas layouts very much. Especially the city area with the Appartments which are accessable through construction. So much cqc potential <3 Sad to see it go. :( Shikotan retro event, when? ;D
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Daniel
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Re: v1.2 Shikotan - Feedback

Post by Daniel »

Which PR standards does it not keep up with, K4on? The map features awesome assets, routes, and the best is the city at west side of the island!! Awesome city-design!!

And yes, we need the ZPU truck on another map, only Sbeneh isn't enough. Sbeneh barely played lately sadly... :(
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Daniel
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Re: v1.2 Shikotan - Feedback

Post by Daniel »

Oh the light tower is awesome aswell!! This map twice as good as Saaremaa btw.
Rabbit
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Re: v1.2 Shikotan - Feedback

Post by Rabbit »

Hopefully with 1.3 sbeneh will be played more, its gotten a huge update both in gameplay and visuals (click my sig). Shikotan was my first map, it lacks clear routes and because of this militia logistics suffers, to combat this forward repair/rearm stations were placed that really act as locations tanks go to rape the big bowl. Its just not that well done and a replacement map is in the works.
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AfSoccer "I just don't see the natural talent."
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Jacksonez__
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Re: v1.2 Shikotan - Feedback

Post by Jacksonez__ »

[R-DEV]Rabbit wrote:Hopefully with 1.3 sbeneh will be played more, its gotten a huge update both in gameplay and visuals (click my sig). Shikotan was my first map, it lacks clear routes and because of this militia logistics suffers, to combat this forward repair/rearm stations were placed that really act as locations tanks go to rape the big bowl. Its just not that well done and a replacement map is in the works.
Offtopic, you got ENB mods in that picture? :mrgreen: Looks pretty sick. I'm really waiting for the FSA new RPG-29 'Vampir' :D
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