transpilot wrote:It doesnt make sense to discuss with simple people but Ill give it 1 more try.
LoL. What does not make sense is to discuss whit guy that does not understand point of this thread. This is not one more thread about 2km vs 4km maps and which is better. This is thread about 2km, how to fix issues they clearly have and improve them, so they appeal to
larger player base, because it is clear from how people vote during map votes, they prefer to play same 2km maps, when 4km does not win vote, again not counting INS maps that are separate story for themselves. But you are constantly pushing into other way, because apparently to you, all 2km maps are greatest thing PR offers and that playerbase is just bunch of noobs that are not able to acknowledge there greatest and they just want to play same well known maps because noobs... No, I shared similar opinion for long time, but I shake it off as it is deeply wrong. Reason 2km maps are not played as they should is result of main design and not proper asset balance, which result in much worse gameplay that 2km maps support. And they all have great potential, but they need main redesigns and new asset balance to make them appealing again.
transpilot wrote:Having played this game for a decade public, tournaments, events, scrims,..... I can tell you as one of the few proper INF SLs that I avoid playing INF on most 4km maps and open assets squads.
Your loss. Not my problem that it is hard for you to play as infantry on 4km because of some issue that great squad leader as you claim should be able to deal whit.
transpilot wrote:On 2km maps you also have asset layouts but you are facing 1-2 heavy assets.
And that is why pretty much all 2km maps are best tank maps we have in game. Because you just need to kill tank, preferably by camping enemy main whit HAT or combat engineer whit mines and you can put your brain on autopilot farming infantry around map whit no counters.
transpilot wrote:Since your teams also has some you can always avoid them.
Only way to avoid tank on 2km map is to destroy it. And 2km do not offer enough assets to do that, except camping enemy main.
transpilot wrote:Most 2km maps have also much better terrain for INF (forests, cities, hill formations)
transpilot wrote:Most 2km maps have also much better terrain for INF (forests, cities, hill formations)
Can not agree whit that. Map design is same, only difference is distance that you need to go from A to B flag.
transpilot wrote:On 4km maps you mostly have 1-3 big compounds where all the INF squads fight surrounded by hills with open area all around.
And you are still pushing same desert 4km maps, like we do not have other 4km maps, that are really good for all parties. And even on those "3 compound maps" you can still pull flank.
transpilot wrote:Furthermore you have 5-10 heavy assets spread around the map that will easily spot and shoot any transport asset.
You are talking like two completely different games are playing in same time on same map, when both INF and assets are playing for objectives, and they will concentrate around two active flags. And If you have good information about enemy positions and good plan you will be able to flank enemy whit trans, jeep or any other vehicle that can hold passengers. But If you do not have good information, I do not see what is problem in getting ambushed, as long as it is not in front or near main.
transpilot wrote:FOBs getting long range camped and so on.
So when enemy MG gunner is long range camping FOB that is good, but when asset is doing that that is bad? Nice double standards.
transpilot wrote:I have never heard any other proper INF player saying: 4km maps are so much better to play INF.
And I am not claiming that. I am claiming that 4km maps offer better and more balanced gameplay for all roles that PR supports, as long as we suppose that we are talking about two balanced teams.
transpilot wrote:And yes a very skilled asset squad can carry a team.
Only if enemy team is heavily unbalanced in favor of friendly team. If we have two balanced teams ability of asset squad to carry is much smaller.
Rabbit wrote:I simply think the thing we should focus on is that a lot of main bases suck in 2km maps and need addressing.
I do not think that is only issue whit them. Some 2km maps need some changes in asset balance.