Ejod and armor

Suggestions from our community members for PR:BF2. Read the stickies before posting.

Armor on Ejod?

2 APCs, no tanks
18
21%
1 tank, 2 APCs
11
13%
3 APCs, no tanks
5
6%
Keep current
53
61%
 
Total votes: 87

Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Ejod and armor

Post by Outlawz7 »

I played Ejod quite a lot and what really bothers me, are the super tanks, which dont really fit in and are just kill whoring machines.

Most of the time, the tanks go around the city and rape the infantry. Most notorious is the hill west of West city, where they have a nice spot to rape all the way south and north of the city.

Therefore Im suggesting the following:
1.) 2 APCs, no tanks

2.) 1 tank and 2 APCs (like Sunset City)

3.) 3 APCs, no tanks

4.) Keep current setting

And of course, expanding the city is needed

Thoughts?
Last edited by Outlawz7 on 2007-08-22 05:46, edited 1 time in total.
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DeePsix
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Joined: 2007-07-29 19:22

Post by DeePsix »

I think it's fine how it is. In fact it's one of my preferred maps
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GeZe
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Posts: 3450
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Post by GeZe »

I think the problem is the current EJOD was not designed to have it's combat area that large. Tanks and such were never meant to go in those hills. Hopefully we'll get a map update in .7, with and expanded city etc. and those things taken into consideration.

edit:
But, I think EJOD was meant as a tank/city map and should stay that way.
Last edited by GeZe on 2007-08-22 05:49, edited 1 time in total.
Outlawz7
Retired PR Developer
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Post by Outlawz7 »

I still think, that tanks are overkill now
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

I think that if there are tanks then there should be a more effective means of destroying them. Just in general, the amount of tanks encountered by ground forces has been dramatically reduced over the last decade.
MisterX
Posts: 61
Joined: 2006-11-11 19:42

Post by MisterX »

I would be fine if they they weren´t able to get up this hills...
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Yeah the hills need to be tank free, that's all that messes it up. Hopefully if we get deployable TOWs and a-likes that'll even the score a bit too.
*spacecadett*
Posts: 337
Joined: 2006-11-23 16:50

Post by *spacecadett* »

i think that by expanding west and east city flag into respective hills, and placing 1 flag in the center of the city the game play of the map would chamge alot.
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[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

Post by [DVB] Avalon.ca »

what about increasing the avalibility of H A T? might that even the playing feild a little?
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Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Post by Hfett »

The major problem, is when some dudes grab the Heavy at and dont use it against the tank

When im with the Heavy at the map is fine =)

there is currently no layout on the 32players layer

Could be a mirror of the 64 but without the tank's

That way people would run on their servers the version they like better

I actualy like it with tanks
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Aljen
Posts: 399
Joined: 2006-11-14 14:48

Post by Aljen »

I agree with OP. But I do not think that it should be a tankless map.
I believe that biggest problem is that HAT is very weak and that tank are not fearing them much. If they take one hit they simply fall back beyond visibility and repair themselves.
There is nothing which would be a significant danger even to lonetankers on open maps (dual HAT players shooting simultaneously are very sparse) like EJOD and Kufrah. If there would be a much higher chance of detracking tanks with HATs it would be completely different (1 HAT hit as it was in some previous release = destroyed tank is too drastic). removing crewmans spanners (and hopefully removing engineers ability to repair tanks in the field too) would probably make the difference - I hope we will see it in beta.
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Berry[13thmeu]
Posts: 68
Joined: 2007-08-03 06:47

Post by Berry[13thmeu] »

I perfer no tanks and just a couple of apc's but then again im an infantry type of guy
ALPHA-WOLF
Posts: 62
Joined: 2007-08-21 14:07

Post by ALPHA-WOLF »

Yeah it was my initial thoughts when playing this map 2 or 3 APC's sounds good ;)
indigo|blade
Posts: 118
Joined: 2007-03-25 12:24

Post by indigo|blade »

I love the map the way it is now. It's my favorite tank map so far. Kashan is great, but it's too hard to keep that damn Frogfoot/A10 in check.

In my opinion, opening up the map allowed the tanks to be used realistically. Tanks aren't meant to be driving down main street with enemy infantry in the area. Unless you don't want the tank alive very long.

I didn't like tanks on the map before the DEVs opened up Ejod, but now I love it.

Outlawz it sounds like your problem can be solved by applying a different tactic, Ejod doesn't need a map design change.

Oh and the fact that the tanks don't spawn immediately makes this thread even more laughable. You have what, 20 minutes without tanks on the map at the outset of the game?
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M.J.Patterson
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Post by M.J.Patterson »

City needs some expanding but still one of my favorite maps as is..
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Long Bow
Posts: 1100
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Post by Long Bow »

I think as others have already said that the tanks now have such a large area to flank and manouver outsid the city. If the hills had some more vegetation and boulders, not as easy for tanks to move around more area for soldiers to seek cover/concealment. I do like the mix that EJOD offers and don't want it nerfed. Part of the problem is that squads go running off into the hills to hunt the tanks. Which is fine but you end up dedicating a lot of people to chasing tanks instead of capping flags which bogs your team down. I think the desire to take down a tank hunting in the hills is to strong for some squads and they run around for a good deal of time doing that. As long as the city offers plenty of cover and the tanks can't roll into the city from every angle then the map works.
Eyre
Posts: 47
Joined: 2007-02-27 21:02

Post by Eyre »

I've wanted to make a thread like this for a long time, but always felt I was in the minority so I didn't bother. I despise the way EJOD plays now and disconnect from a server when I see it loading. The actual area of interest on the map is far too small for the current way tanks are designed (don't get me wrong, I love the new tanks). The 0.5 version was literally my favorite map of that release, but of all the times I have played the new version it always degenerates into a bunch of idiots running around in the dunes for no real reason. I agree with the earlier posts - if the armor stays, the map needs a major redesign to increase the size of the city or add points of contention in the empty areas of the map. Personally, I long for a return to the old play dynamic, where the map boundaries are smaller, tanks are removed because they are overkill in such a small area, and the players actually focus on the city instead of wasting time in the sand, flanking from ridiculous directions. I disagree that the new EJOD is one of the best armor maps - I groan in disappointment whenever I see a server rotate to it. Kashan is much better for tankers, especially the 32 player version where the A10/Frogfoot is a non-issue.

That rant aside, I mean no offense to the map's designer - the new boundary is obviously trying to accommodate the new tanks by opening up the map. While I laud the fact that the new tank mechanics were recognized as posing a problem on a smaller EJOD, I think the better solution would have been to leave the map size alone and remove the heavy armor support, especially if there was not time to create new areas of interest in the now expanded desert regions.

I realize my opinion doesn't count for much, but I still refuse to play this badly redesigned favorite. That being said, I have high hopes that something will be done one way or another in a future version as the Dev team is awesome and rarely disappoints. The new EJOD is probably the only thing I have ever been disheartened by in this mod.
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Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

These maps were not originally meant for the power and range that tanks have today. This is simply a mismatch, not a map or vehicle flaw. Remember that .6 is a pre-release version of PR. Everything is still in development and is being done in stages.

Just the same, far too many people engage tanks like it's another infantryman. I use tanks almost exclusively, and it amazes me how many people fire on me with an assault riffle, then complain when they get shot... or how many run out in the open because it's the shortest distance between two points instead of staying behind cover.

Tanks are not the masters of the universe, but they are masters of long-range, wide-open spaces. This is their sole purpose. Do not engage them there. Lure them into cover, go around them, or stay away altogether. Let another tank or HAT disrupt their field of fire. Be smart.
LeadMagnet
Retired PR Developer
Posts: 1372
Joined: 2007-02-09 20:11

Post by LeadMagnet »

Voted to keep current. You'd be surprised what you can do with a vodnik, an engie kit and/or a H/AT kit on that map ;)

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ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

Wolfe wrote: Just the same, far too many people engage tanks like it's another infantryman. I use tanks almost exclusively, and it amazes me how many people fire on me with an assault riffle, then complain when they get shot... or how many run out in the open because it's the shortest distance between two points instead of staying behind cover.

Tanks are not the masters of the universe, but they are masters of long-range, wide-open spaces. This is their sole purpose. Do not engage them there. Lure them into cover, go around them, or stay away altogether. Let another tank or HAT disrupt their field of fire. Be smart.
I agree, too many people try to engage armor head on or don't use enough smoke/cover to conceal their movement. Yes it may take longer but hell if it keeps you alive, than so be it! Last night, on TG, I witnessed people leaving APC's out in the open and spawning on them and watching them get massacred by our T-90. Also, large amounts of people running from gas station to ruins, taken down by coax gunfire because they were out in the open.

Additionally you are given ample oppertunities to take out the enemies tanks, HAT, your own tanks, C4/Mine combo. If those assets get taken out first, then it's not the other team's fault that their armor can take advantage of your loss. I voted keep it as current. Rather than making it "easier" for the masses. Another compromise would be like what R-PUB]Hfett was suggesting, similar to Kashan, where the 32 version of the map would only have APCs while the 64 has tanks and APCs.
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