Maps vs Kits
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bishos30
- Posts: 7
- Joined: 2007-05-16 10:12
Maps vs Kits
Couldn't see this posted anywhere. Correct me if I'm wrong.
Is there any possibility that the availability of kits (limited and standard) could be determined by map makers? ie, Having certain kits unavailable in certain maps.
The reason I ask is that lately on servers I've found an increasing number of people using Light AT and Heavy AT kits as one hit kill weapons. Don't get me wrong - there have been occasions where I've had to loose off an RPG or two at infantry squads charging me to save my ***. But having your squad sniped by a scoped, splash damage inducing Heavy AT kit just seems wrong. It's never maps with MBT's that this seems to happen on either. Hills of Hamgyong and Operation Pheonix in particular spring to mind. Why do teams have access to these kits when there's no armoured threats? How much do those missiles cost in real life? Alot I'm guessing, for the Heavy AT ones at least. (Yes, Pheonix has an APC but that could be taken out with engineers or Light AT.)
To give an example of how I envision this system to work (Keeping in mind Light AT and Grenadier kits will become limited with v.06)
Take Hills of Hamgyong as the map.
Make available to the different sides:
Chinese - SL, Spec ops, Medic, Rifleman, Support.
British - SL, Spec Ops, Medic, Rifleman, Engineer, Support, Grenadier, Marksman/Sniper.
(Bearing in mind Grenadier and Light AT kits will be limited come v.06)
IMO opinion it would help with balancing issues as well.
The British already have a hard enough time on this map with the terrain and self destructing artillery. Take away the worry of grenadiers, snipers and AT and at least the Chinese would have a decent fight on their hands.
This system obviously wouldn't need to be applied to every map but with new maps it would give makers the opportunity to create decent scenarios. eg, The Chinese in Hamgyong being severely battered after an extended British Campaign. Having used their AT rounds on the surrounding British tanks in the surrounding lowlands they prepare a hurried defense against a fast moving British Strike force.
I'd also like to see the number of limited kits variable. ie, having more support weapons available in infantry maps or extra light At kits in vehicle heavy ones.
I have absolute no idea how viable this idea would be, given that I know jack about computer programming. But after rounds of being seriously pumelled by people using tactics - that while being completely legitimate - aren't really in line with what I see as the spirit of the game, I had to say something.
And yes, I'm completely aware that AT rounds and grenade launchers are a reality in modern combat. But does the army really supply Heavy AT kits with potentially unlimited rounds in every engagement?
Just something to consider.
Is there any possibility that the availability of kits (limited and standard) could be determined by map makers? ie, Having certain kits unavailable in certain maps.
The reason I ask is that lately on servers I've found an increasing number of people using Light AT and Heavy AT kits as one hit kill weapons. Don't get me wrong - there have been occasions where I've had to loose off an RPG or two at infantry squads charging me to save my ***. But having your squad sniped by a scoped, splash damage inducing Heavy AT kit just seems wrong. It's never maps with MBT's that this seems to happen on either. Hills of Hamgyong and Operation Pheonix in particular spring to mind. Why do teams have access to these kits when there's no armoured threats? How much do those missiles cost in real life? Alot I'm guessing, for the Heavy AT ones at least. (Yes, Pheonix has an APC but that could be taken out with engineers or Light AT.)
To give an example of how I envision this system to work (Keeping in mind Light AT and Grenadier kits will become limited with v.06)
Take Hills of Hamgyong as the map.
Make available to the different sides:
Chinese - SL, Spec ops, Medic, Rifleman, Support.
British - SL, Spec Ops, Medic, Rifleman, Engineer, Support, Grenadier, Marksman/Sniper.
(Bearing in mind Grenadier and Light AT kits will be limited come v.06)
IMO opinion it would help with balancing issues as well.
The British already have a hard enough time on this map with the terrain and self destructing artillery. Take away the worry of grenadiers, snipers and AT and at least the Chinese would have a decent fight on their hands.
This system obviously wouldn't need to be applied to every map but with new maps it would give makers the opportunity to create decent scenarios. eg, The Chinese in Hamgyong being severely battered after an extended British Campaign. Having used their AT rounds on the surrounding British tanks in the surrounding lowlands they prepare a hurried defense against a fast moving British Strike force.
I'd also like to see the number of limited kits variable. ie, having more support weapons available in infantry maps or extra light At kits in vehicle heavy ones.
I have absolute no idea how viable this idea would be, given that I know jack about computer programming. But after rounds of being seriously pumelled by people using tactics - that while being completely legitimate - aren't really in line with what I see as the spirit of the game, I had to say something.
And yes, I'm completely aware that AT rounds and grenade launchers are a reality in modern combat. But does the army really supply Heavy AT kits with potentially unlimited rounds in every engagement?
Just something to consider.
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*spacecadett*
- Posts: 337
- Joined: 2006-11-23 16:50
nice, post! i think it might be hard to balance the kit system out for each map though... but the obvius ones we could get rid of loke H-at on inishail forrest hills of hamgoyung ect. i realize H-at and L-at are used for bunker busting but i feel that it seriusly affects gameplay when u have someone shooting these rockets around ever 30 to 5 seconds on the most random troops!

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[:NET:]Boondock Saint
- Posts: 30
- Joined: 2007-03-06 22:52
I played a round of EJOD once where the fighting was focused mainly on the West side of the city. Some knuckle head had a supply crate, or a buddy with ammo, up in the western mountains and a heavy AT kit. All he did is sit up there and snipe troops.....
EJOD is a map with armor so it is reasonable for the AT kit to be there. I don't think there is a way of avoiding this being done. Your just going to have to kill these guys and take their kits so it will be a lost asset for their team. Also I don't see why it would be unreasonable to have an AT kit on a map with just infantry. AT has many uses other than just taking out armor. RPG's are used against Humvees and personal often. The AT kit is a great bunker buster. I think making it a limited kit will eliminate the hordes of guys who just run around with light AT noobing people.
EJOD is a map with armor so it is reasonable for the AT kit to be there. I don't think there is a way of avoiding this being done. Your just going to have to kill these guys and take their kits so it will be a lost asset for their team. Also I don't see why it would be unreasonable to have an AT kit on a map with just infantry. AT has many uses other than just taking out armor. RPG's are used against Humvees and personal often. The AT kit is a great bunker buster. I think making it a limited kit will eliminate the hordes of guys who just run around with light AT noobing people.
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
Hopefully the limited L-AT will reduce this. I have been AT sniped allot and hate it when it happens frequently, once and a while I can accept. Some maps could keep the L-AT but drop the H-AT. I would say that certain kits are not needed on certain maps. The ability to remove certain kits could also be used to set up a scenario as well.
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
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MADTKBOY
- Posts: 76
- Joined: 2007-02-24 22:29
Good thread.
I wonder if its possible for mappers to control the quartermaster system too. That way people that want to make some maps for PR could assign amount and type of weapons that each team can get per game depending on the map/simulation environment/scenario he wants to create for his map.
This suggestion would give very unique atmospheres to maps depending on the armory load out and would be a good first step into making things move even further towards a soldier sim than the "project balance" approach that EA had taken. (Already I'm hoping that with this we'll see special scenario maps such as one poorly equipped but numerically superior force VS one well equipped, smaller taskforce, although ofcourse i doubt it'd be possible to mod autobalance so it purposely tips number of players in one particular team's favor Oo)
I wonder if its possible for mappers to control the quartermaster system too. That way people that want to make some maps for PR could assign amount and type of weapons that each team can get per game depending on the map/simulation environment/scenario he wants to create for his map.
This suggestion would give very unique atmospheres to maps depending on the armory load out and would be a good first step into making things move even further towards a soldier sim than the "project balance" approach that EA had taken. (Already I'm hoping that with this we'll see special scenario maps such as one poorly equipped but numerically superior force VS one well equipped, smaller taskforce, although ofcourse i doubt it'd be possible to mod autobalance so it purposely tips number of players in one particular team's favor Oo)
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workingrobbie
- Posts: 188
- Joined: 2007-02-22 23:45
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77SiCaRiO77
- Retired PR Developer
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Lucid Nightmare
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Expendable Grunt
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