Fields of Kassel feedback and bugs.

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Ason
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Fields of Kassel feedback and bugs.

Post by Ason »

Please post feedback here.
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PeppeJ
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Re: Fields of Kassel feedback and bugs.

Post by PeppeJ »

LRG Version:

Since all US trans is in main it's problematic to navigate if you airdrop on the northern flags. Losing your rear flags means the best course of action would be to just suicide the entire squad and airdrop again, since walking back will take way too long. My squad ended up doing this 2 or 3 times in one game. This is especially reinforced by the fact that airdrop is available for what looks like the entire game? The only other alternative is to sit on the now non-cappable enemy flag and just hope that your team manages to retake the one you just lost, being up to 8 men short.

As an example the distance between K4kp8 flag to I9kp1 is about 1.7km (this is what my squad had in play yesterday). Do note that there are flags that are even further away. I think having LRG flag layout be more similar to ALT in the sense that there are more flags with short distances between them would result in a more enjoyable experience.
Last edited by PeppeJ on 2022-01-02 16:37, edited 1 time in total.
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VTRaptor
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Re: Fields of Kassel feedback and bugs.

Post by VTRaptor »

Spawn time on assets need to be decreased, because 20 minutes + 4km of travel with these clumsy tanks is too much. Deployable AT emplacements would be welcome too. I'd also remove/replace M10 tank destroyers, as americans already have huge advantage with their bazooka.

Also, this map is huge. What about adding transport aircraft? They could drop supplies and maybe even land to pickup and deploy troops, as there's alot of open fields.
InfantryGamer42
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Re: Fields of Kassel feedback and bugs.

Post by InfantryGamer42 »

VTRaptor wrote:Spawn time on assets need to be decreased, because 20 minutes + 4km of travel with these clumsy tanks is too much.
15 minutes should be more then enough for medium tanks (10 for lights if we ever get Stuarts). Only heavy tanks should have 20 minute spawn time.
Coalz101
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Re: Fields of Kassel feedback and bugs.

Post by Coalz101 »

Bug: Stuka can't rearm MG 17.

Feedback: 20 mins respawn is alot for any ww2 asset, I suggest bringing it down to 10-15 mins especially on a 4km map like that.
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dcm
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Re: Fields of Kassel feedback and bugs.

Post by dcm »

I've only played kassel a few times and I'm already sick of it. It's just too large. There are too many assets that are easily wasted and/or underutilized. It's always a bad sign when a map has more assets than a single squad can handle. 4+ tanks, 4+ Apcs, Etc. It's almost impossible to coordinate mech inf. The map is too large and too spread out for infantry play. Vehicle warfare which I thought would be fun, isn't. The flag layout makes no sense. One minute you gotta defend manor on the right side of the map, then you gotta cap village on the left side of the map. Too much back and forth. No way to build momentum or defend flags properly.
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Mats391
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Re: Fields of Kassel feedback and bugs.

Post by Mats391 »

We are going to re-evaluate ww2 vehicle speeds in a future patch. Further we are working on a fix to finally solve all the easy to flip tanks. This is no trivial work, so it probably wont be in short term update and more likely 1.7.1 or later
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Mineral: TIL that Wire-guided missiles actually use wire
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Ason
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Re: Fields of Kassel feedback and bugs.

Post by Ason »

Thanks for the feedback! I will try to make some bigger changes in the future especially related to long distances for infantry, will see if i can reduce distances between flags so moving on foot won't be such a pain.

For the next patch these are the changes I made:

AAS64: Too easy for germans to defend the town at start, rounds should be ~20min shorter, too many assets - not enough infantry.

-reduce tickets for both teams by 100.
-make US rally a permanent spawnpoint.(the one east of the town)
-Remove panzer III from town.
-Reduce both teams respawnable tanks from 4 to 2.(reduce respawn time to 15 from 20)
-Reduce both teams aav's from 2 to 1.

AAS128: Fix route to only have 2 active flags at start, after those it should be 1 active.

-removed depot flag, artillery flag last flag.
-2 active flags at start only.

AAS32: No feedback or info on this layer but i guess too many assets and tickets.

-reduce tickets for both teams by 100.
-reduce tanks from 4 to 2(reduce respawn time to 15 from 20)
-reduce aav's from 2 to 1
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sweedensniiperr
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Re: Fields of Kassel feedback and bugs.

Post by sweedensniiperr »

LRG

The planes need to be looked closer on:
- they started to spawn just as the round began? seems unnecessary to have the go during the briefing, and you could instantly spawn on them once the round started. the germans barely had time to set up. maybe a further spawn delay to give the germans some time to prepare?
- Wasn't the actual Normandy airdrops quite chaotic once they got over land? These planes fly in perfect order? Is it possible to make it more random? Or somewhat less predictable of where you're gonna land? It could make for some great moments in the beginning when every squad is trying get together.
- The planes kept going throughout the round it seemed? It would be cooler if later in the round it was something the commander could call in or something along those lines. But I know that the possibilities are limited.
- I felt it cheap that you could spawn on the planes almost up across the whole map. At several points i simply gave up and dropped in on the same flag over and over, while the germans of course had to run from their FOB when they died. It would make more sense to just have the spawn point at the bottom of the map and then it would disappear. Couple this if you don't know the route you're plane is going to take it will give the airplanes a bit of nerf.

other:
- yes the flags/routes needs to be looked over
- yes without choppers trecking across the map is boring(but it IS a 4k after all)
- having CAS is fucking cool
- i can't see much during the night - which is of course cool. but as with all night maps some people can see better which is annoying. i see no solution to this except the bane of night maps.
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Ason
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Re: Fields of Kassel feedback and bugs.

Post by Ason »

Thanks for your input,

The fighter planes on LRG should have 5 minutes delay at start, i guess it could be increased to 10 minutes.

Unfortunately paradrop planes can only move in a straight line.

Having ability to call in paradrops at later times would be a cool feature but I'm not the person to say if that would be possible or not.

I will look into changing the duration of paradrops, although I think they are pretty awesome I do agree with your point about it being weird to just drop over and over. It removes the value of each soldiers life and turns the game into a brainless rush to flags.

Will probably make it so paradrops stops when assets start spawning for US (either after 5 minutes or 10 minutes).

Will also see if i can brighten the map a bit, but brightness depends alot on your personal computer/graphics and screen setup, so it's hard to please everyone in this area by modifying lighting of the map.


Btw I hope admins will give AAS Alt some plays, I'm really interested to know how the routes with alot of flags plays out.
Last edited by Ason on 2022-01-03 19:09, edited 1 time in total.
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Risiko94
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Re: Fields of Kassel feedback and bugs.

Post by Risiko94 »

I am pretty sure i had a soundbug on Kassel ALT yesterday, constant enginenoises from a place 5m away, next to a burning tankwreck.

Is it possible to make the jericho trumpets on the stukas toggable?

The massive size in combination with no aircraft transport makes fobs essential for an enjoyable game. Maybe Logis&Trans deconstruct after not being used for 20min, to make sure abandoned (edit1 :) don't (/edit) vehicles handicap the game (especially since they are invisible on the map when too far away)
robert357
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Re: Fields of Kassel feedback and bugs.

Post by robert357 »

Vehicle Warfare should have AA near airports and maybe one or two mobile ones.

For all AAS there should be less armour at the begging of the map and half less overall with more support vehicles like SdKfzs and Greyhounds than tanks. There are plenty of AT guns, AT kits and planes to deal with them. Speaking of planes. Any plans for adding P-47? I know P-51 is iconic but majority of ground attacks were done by P-47 that could get bigger payload. US don't have plane that can carry bombs right now. Also I think there should be at least one plane on every side without any payload with slightly better performance to deal with enemy planes. However I don't know if this would make any significant changes to the gameplay other than less option to wipe infantry.
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Grump/Gump.45
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Re: Fields of Kassel feedback and bugs.

Post by Grump/Gump.45 »

dcm wrote:I've only played kassel a few times and I'm already sick of it. It's just too large. There are too many assets that are easily wasted and/or underutilized. It's always a bad sign when a map has more assets than a single squad can handle. 4+ tanks, 4+ Apcs, Etc. It's almost impossible to coordinate mech inf. The map is too large and too spread out for infantry play. Vehicle warfare which I thought would be fun, isn't. Too much back and forth.
Many bad points that have nothing to do with the map but its the players. Only thing I could agree with is "back and forth" between flags. Take care of your vehicles.

Its easy math for how to win, who has more of what laying more pain down. For the USA on Kassel we have 4 half tracks, 2 Shermans with 43 HE rounds each, 2 jeeps, 2 anti-air half tracks which all can be used for suppression aimed at the height of a man. Just copy all the shooting you see here in this videos objective into your current Project Reality flags. Its why we get lots of vehicles.

https://www.youtube.com/watch?v=o2-BFJEO-EU&t=2s



10 effects of bullets on a spectrum between Kill and Fear. Starts far then ends with close combat as you see here. Assert Psychological Dominance.

On that layout where we come out of main for that first objective Germans spawn at, it is just applying the Project Reality Objective Movie to the map with 14 vehicles for 28 players at "worst".

The 4 Half track can be one manned just to make noise, lead the way in view of tanks, drop smoke screens with the unlimited kits. Logis seed crates on map for super FOBs inching up out of main. Max out vehicles in view of enemy so they can't decide which one to hit first along with just having that much overwhelming security

Goal is to shoot a lot making a beautiful experience of giving the enemy hell, inspire the fire.

I have seen USA lose when its just one flag to attack. Its sad because that is the players not using teamwork, moving in one squad at a time, one vehicle at at time dying. What happens on Omaha if a lone boat moves up with nobody else in a boat or on the beach getting shot also at as a distraction?

When you can have up to 14 vehicles, 6 of them half tracks covering the sounds of 4 tanks you can have epic play every time. Its time to sponsor some of these skill videos for players along with the manual of functions.

This is as the Americans. Plus 4 logistic trucks to repair it all AND you don't have to defend the flags after you cap. What more can you want? Great map, love that there is 2 castles and one of them is new. Love the furniture.

DCM makes nothing but complaints and few good points while placing blame of bad players on maps. Keep up the good work DEVs.
Last edited by Grump/Gump.45 on 2022-01-07 03:04, edited 4 times in total.
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Ason
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Re: Fields of Kassel feedback and bugs.

Post by Ason »

The flags on AAS standard and Large(night layer) should not be recappable by Germany, this will be fixed in next patch. The bad looking grass will also be fixed.
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InfantryGamer42
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Re: Fields of Kassel feedback and bugs.

Post by InfantryGamer42 »

So, after playing solid amount of rounds on this map, I must say that this is really good map (in all perspectives) and currently best WW2 map.

While, they are few more possible improvements you can make (flag layer improvements and faster transportation), I think that any possible future improvements are out of your hand now:

1.) Addition of AA gun, AT gun and mortars emplacements is actually needed. Already placed emplacements can be useful, but they are now mostly well know and easy targets for other side to counter. This leaves infantry without any direct counter to CAS and medium to long range counters to armor (which can actually play long range game now, compared to smaller maps). Mortars are just in general really useful, specially in invasion layers like Std and Lrg.

2.) transport plane would also be great addition to map and easy way to improve logistical (and possible transportation) side of gameplay on this large map

3.) addition of new assets (like SdKfz 222, SdKfz 250, Tiger tank and M5 Stuart) or new versions of current assets (like this video on SdKfz 251 in CB shows) could open further options for balancing and gameplay on map, specially considering that all mostly all models are already availably thanks to BG42. For example, addition of M4A3 105 would be perfect for Std layer as "counter" to Stug III.

4.) WW2 pontoon bridges (specially for around Town) area pretty much self-explanatory.
Ason wrote:Having ability to call in paradrops at later times would be a cool feature but I'm not the person to say if that would be possible or not.
Is there ability to connect parachute spawns to captured flags? For example, when US captures flag, they would for next 5-10 minutes get new parachute spawns around next flag.
robert357 wrote:For all AAS there should be less armour at the begging of the map and half less overall with more support vehicles like SdKfzs and Greyhounds than tanks.
Don't agree with this. Amount of "heavy" assets is perfect. Maybe few (unrespawneble) jeeps here and there, but for what we have currently in game, this is perfect.
robert357 wrote:Also I think there should be at least one plane on every side without any payload with slightly better performance to deal with enemy planes.
Support this. Giving each side a fighter only plane with shorter respawn time (10-15 minutes) would work perfectly for WW2 air combat and give each side strong CAS counter, at least until (and if) we get AA emplacements.
WingWalker
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Re: Fields of Kassel feedback and bugs.

Post by WingWalker »

First:

I think the U.S. needs increased Trans ability (more jeeps than trucks), and maybe the flags more spread out, or with larger capping areas so the fighting is not as concentrated and might move the Germans more from their dug in positions.

I don't remember the aircraft being much of a factor either way.


_________________________

Can't tell which layer it was, but the whole set of flags was on the East side only, and they were not re-cappable by the US. Started with one flag grey in the North with U.S. having the South set of flags, and the Germans a few in the North.

What I observed playing on the U.S. side:

We advanced fairly well on the first flag to fight over, had a very good set up of 4 FOBs around supporting the first flag

After we lost the 1st flag everything started to fall apart, the Germans were advancing too fast and were already in the next objectives while half the team was progressing too slowly on foot to that flag.

Before any numbers could accumulate there the Germans capped the flag and already had a few in the next.

This repeated itself all the way to the last flag.

Not sure the assets the Germans had, but their Trans ability was better, maybe more organized.

It was a total steam roll, the Germans were a little more organized, but the U.S. couldn't move fast enough to back up to the next flag to defend it in time.

The whole time I was trying to get my squad there, but we just couldn't move fast enough on foot. Before we got to the next flag, they capped it. Was constantly trying to redirect players to the next.

I spawned at the main once and noticed all of the U.S. assets were sitting not getting used. Tanks, trans trucks. I myself didn't really think there would be vehicles available there later in the game. No one else seemed to think so either, the Tank sat there until after I told everyone it was there.

Most people were stuck in the North on foot trying to move South. Not many spawned at the main, I assume since it was so far away and they were trying to move "faster".
Last edited by WingWalker on 2022-03-27 17:56, edited 1 time in total.
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