Maps that DO NOT fit with this mod!
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Sgt. Jarvis
- Posts: 188
- Joined: 2005-12-19 02:22
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dawdler
- Posts: 604
- Joined: 2005-11-13 14:45
Real cities require real models. That's the problem. They'd basicly have to remake a city from scratch... And that's ALOT of work.Sgt. Jarvis wrote:I think PR needs real locations, real cities...Using google earth and such to make highmaps and locations that would be significant to occupying in war, not just random towns etc.
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Malum
- Posts: 157
- Joined: 2006-02-07 02:38
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
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da.SPAWN
- Posts: 276
- Joined: 2005-12-18 11:54
i don´t understand what is everybodys problem with TANKs & APCs.
the AT class is verry effective against them, problem is that the AT is to weak to protect himself against the rest of classes.
now comes the point why we all play prmm, it is more based on TEAMPLAY.
go set up a good balanced squad and the armored vehicles are breakable like the rest.
i don´t wont to be rude but you guys hating the armor maybe better play CS:S
the AT class is verry effective against them, problem is that the AT is to weak to protect himself against the rest of classes.
now comes the point why we all play prmm, it is more based on TEAMPLAY.
go set up a good balanced squad and the armored vehicles are breakable like the rest.
i don´t wont to be rude but you guys hating the armor maybe better play CS:S
P5WDG2-WS Pro; 2x 7900GTX SLI; Audigy 2ZS; Core 2 Duo @ 3,6 GHz; XP32 SP2 & latest Autopatcher


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Saobh
- Retired PR Developer
- Posts: 8124
- Joined: 2006-01-21 11:55
I dont think its really about the armor in itslef. But as whe tend to get a proper teamwork in play on infantry maps ( well its been a bit hard this last week with all the new vanilla guys who need teaching in basic tactical whatever ) because your FORCED to run whith your fellow grunts.
But when Armor get here its finished, the armor doesnt stay with its squad, the squad doens't adapt to support the armor, no engys to mine against flanking or to help fix armor ... etc etc etc
It all goes to hell because no real tactical planning is in place, so it becomes everyman for himself , doing his best ... and mostly blowing up.
An other thing is when there is amor, you need the armor or else the other team pounds you to a pulp. so you basicly run for waht armor is around, usually
pretty far from your squad (prety hard to spawn on your squad whith your armor is it ...) hard to have teamwork like that when squads are so streached over the map.
I dont know, maybe need to have an armor squad ? only they can use the armor ? (but as i've read its seems near impossible to put into place) but at least the armor guys would work as a team.
I only see 2 maps were armor works well. El Alamein and Stell Thunder , because its armor oriented with soo much armor at your disposal (even tho squads do tend to break up all over the map here too )
I'd be in favor to put all other maps in an pure infantry mode (at least for now i'm shure kubra dam [yes i know Dedmon you hate this map
] could be nice with only infantry ) and see how people react to them.
and in the end see if we can have a 1-2 armor on each side on the 64 version s.
This would help with all the frustration I see on all those non Karkand and Mashtur maps, and would give a bit of a breather from them.
I love those 2 maps but playing all day on them gets a bit dull with time, and it would be a waste to not use all those other maps as i think they also have good potential.
Other example Zatar Wetland can be great both ways, in pure infantry we've had great combat on it. And is a good layout for a nice armor combat, which doens't happen because there is still too few armor at disposition.
lol god I'm really writing away today.
But when Armor get here its finished, the armor doesnt stay with its squad, the squad doens't adapt to support the armor, no engys to mine against flanking or to help fix armor ... etc etc etc
It all goes to hell because no real tactical planning is in place, so it becomes everyman for himself , doing his best ... and mostly blowing up.
An other thing is when there is amor, you need the armor or else the other team pounds you to a pulp. so you basicly run for waht armor is around, usually
pretty far from your squad (prety hard to spawn on your squad whith your armor is it ...) hard to have teamwork like that when squads are so streached over the map.
I dont know, maybe need to have an armor squad ? only they can use the armor ? (but as i've read its seems near impossible to put into place) but at least the armor guys would work as a team.
I only see 2 maps were armor works well. El Alamein and Stell Thunder , because its armor oriented with soo much armor at your disposal (even tho squads do tend to break up all over the map here too )
I'd be in favor to put all other maps in an pure infantry mode (at least for now i'm shure kubra dam [yes i know Dedmon you hate this map
and in the end see if we can have a 1-2 armor on each side on the 64 version s.
This would help with all the frustration I see on all those non Karkand and Mashtur maps, and would give a bit of a breather from them.
I love those 2 maps but playing all day on them gets a bit dull with time, and it would be a waste to not use all those other maps as i think they also have good potential.
Other example Zatar Wetland can be great both ways, in pure infantry we've had great combat on it. And is a good layout for a nice armor combat, which doens't happen because there is still too few armor at disposition.
lol god I'm really writing away today.
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beta
- Posts: 274
- Joined: 2005-12-26 05:50
There are some problems with the AT kit.
First off, when you're a good little AT soldier and ambush a MBT and hit it in the side/behind, you are rewarded with a disbale/destroyed MBT. BUT with the ALMIGHTY APC, you hit it ANYWHERE, and it still has enough "health" to drive away or shoot you because it saw your "rocket trail".
Which brings me to my last point, the AT rockets are INCREDIBLY slowover long (300-400m) distances. While playtesting Road to Kyongan'Ni on Saturday, at least five times it was commented on how the enemy tanks could see my AT rocket coming towards them and had 3-5 seconds to avoid them!
This is a little bit ridiculous.
My suggestions to make the AT kit worth while:
-APCs health must go DOWN, 1 hit from a dedicated AT rocket, they are disable/destroyed ... same goes for APFSDS rounds
-AT rocket speed must go UP, give the AT soldier a chance at ranged engagements (unless this is the real speed of the rocket)
First off, when you're a good little AT soldier and ambush a MBT and hit it in the side/behind, you are rewarded with a disbale/destroyed MBT. BUT with the ALMIGHTY APC, you hit it ANYWHERE, and it still has enough "health" to drive away or shoot you because it saw your "rocket trail".
Which brings me to my last point, the AT rockets are INCREDIBLY slowover long (300-400m) distances. While playtesting Road to Kyongan'Ni on Saturday, at least five times it was commented on how the enemy tanks could see my AT rocket coming towards them and had 3-5 seconds to avoid them!
This is a little bit ridiculous.
My suggestions to make the AT kit worth while:
-APCs health must go DOWN, 1 hit from a dedicated AT rocket, they are disable/destroyed ... same goes for APFSDS rounds
-AT rocket speed must go UP, give the AT soldier a chance at ranged engagements (unless this is the real speed of the rocket)
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
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Wraith
- Retired PR Developer
- Posts: 1929
- Joined: 2006-02-11 00:10
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RazersEdge
- Posts: 26
- Joined: 2006-02-05 23:44
Personally I think that we do need to tweak armor a LOT before it will be proper. The AT can't seem to touch the APC because it is as many people have said in servers "Superman in a can" Nothing can kill it except kryptonite which unfortuneatly we are in very short supply of. But a map I think should be played more is Zatar Wetlands, keep the planes in though because it is incredibly hard to use them effectively anyways and if you get a good Forward Air Controller who can quickly and accurately describe target locations you can VERY easily knock out enemy armor because you had half the map to line it up. Fu She as well can be the same way if you play it right its not a problem! In real life there would be many times where massive amounts of armor would be used by both sides and only small groups of supporting infantry would be used. What I want to see though... is an Afghanistan Map, USA bombing the hell out of the Tora Bora, while Canadian JTF2 teams move in and clear out the snipers ect so that US divisions can move in




