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Re: Goose Green (PR:F) feedback

Posted: 2013-02-10 15:29
by pedrooo14
I dont know what you saw Felix but i see a lot of charges, attacs, retreats. This is not an urban map where you can wipe out a squad in 5 sec (or get wiped out) and the battles are decided by who has less ping or who has better aiming. You need to be smart, think, and slowly advance with superior fire power, you can use rockets and granade launchers to destroy heavy positions. If the enemy is stucked in a static position you must flow and maneuver, be flexible. There is a lot of little elevations to get cover so advancing under the enemy fire is not a problem. You just need to use your brain and imagination.


I think all the problems related with the non-advance posibilitys and the MG/MORTAR vs MG/MORTAR battles are related with the day, when the sun come out in the battle (the real one) the brittish advance stuck, and a brittish testimony says took 45 minuts to retreat crowling and popping smoke. A night version of the map will be good. But personally, i really like the actual version. This is what i want to see, a lot of rockets, mortars, CAS, mg?s and rifles deployed in mountaints and open field in a very high density combat, not that call of duty urban shit.

Salute.

Re: Goose Green (PR:F) feedback

Posted: 2013-02-10 16:34
by Microwaife
A little bit of cover from the first british flag to the third one would be good, like a little line of bushes or small hills. Just so that advancing is a little bit easier.

Re: Goose Green (PR:F) feedback

Posted: 2013-02-26 21:21
by Mikemonster
I was really looking forward to this, I have to be honest though (for me personally) whilst I think it represents the average lot for a soldier in the war I didn't really enjoy the lack of scopes and the pixel shooting.

Tonight we built a FOB and took turns shoveling and smoking a TOW that we built on it. On my go on the TOW the main thing I could see were the Argentinian side camping on hills and firing at us (from outside of the range of normal weapons).. Aside from that I only saw the enemy once. That said I did play Medic.. But I only would have had the chance to shoot two enemy players if I had the SLR. There were a lot of players 'pixel shooting' - and the one-eyed man (snipers and marksmen) were king, with everyone else basically supporting them, and the AR guys pretending to do something but actually hitting nothing.

There is indeed a lot more firing, which adds very well to the 'battlefield' feeling, however it's always possible to revive due to the cover (which i'd moan about if it wasn't present!) and it seemed very 'bogged down' as a battle, with only snipers, mortars and AT emplacements doing the fighing.

I think the grass looks nice, but does it render for the enemy when they look at you from accross the map? I found it frustrating to lie in although it's not as bad as usual PR grass for obscuring your view (I presume it's a compromise and it's good to see a lot of thought went into it).

I think overall the map represents the battlefield very well compared to the more modern engagements we fight in PR maps (with scopes, binos etc), and I think it's a success, but unfortunately I don't really enjoy playing that sort of game.

Re: Goose Green (PR:F) feedback

Posted: 2013-02-27 08:16
by Moszeusz6Pl
I don't know why are you attacking targets from long distance when you don't like it.

I love fighting in close distances and find this map very easy to make good flanking maneuvers and killing enemies from short distance. Of course if you are dumb and are going straight at enemy MG you will be killed very fast, but if you use terrain correctly you will surly wipe most of enemy squad in first few seconds of engagement.

Re: Goose Green (PR:F) feedback

Posted: 2013-02-27 18:55
by Mikemonster
I'll squad lead next time. One thing that struck me is how nice it would be to have a small (only small) amount of zoom when you sight in the weapon, it's the first time I've really wanted that.

Re: Goose Green (PR:F) feedback

Posted: 2013-03-18 17:54
by Pronck
You want feedback?

First of all, the airplane that get's mortared right when it spawns. People are waiting for it, the Argentines have no chance of getting it in the sky and if they somehow manage to do it it get's shot down when rearming.

Then the map design, it is a field with some grass, hills and some houses which result in a big cluster-fuck due to the weapons each team gets. At some areas, especially the area west of the British main it results in some kind of trench-warfare where people do suicide rushes into the next trench/valley.

Then just the general atmosphere, when people play this map they go crazy and start playing like complete idiots. It results in a skirmish like map where people just don't care and keep on playing as complete retards.

Maybe it is just me, actually I know that there are many other that share the same opinion, but the Falklands mini mod is not the best. If you want to make a map, and you want to get played on public servers in the future, make one for the "normal" PR. Since only 50% of the community seems to like the whole Falklands era. People don't want to play on a field with some grass and rocks, we have passed that station a long time ago. It is not for a reason that these Falklands map don't get played a lot.

I hope this clears something up. Use your experience that you have gained while making this map to make a map for normal PR.

Re: Goose Green (PR:F) feedback

Posted: 2013-03-18 18:30
by Moszeusz6Pl
I also think that you should add some defense to plane spawn. Some shelter over spawnpoint and few sandbags should improve it's survivability drastically.

Re: Goose Green (PR:F) feedback

Posted: 2013-03-18 18:50
by Mineral
thanks pronk, that's more useful ;) But stop with the spoiled attitude you had in the other post. Nobody gets better from that.

At this point I've made quite a lot of sacrifices towards gameplay and away from what actually happened that day. that's why I'm not waiting for more changes like what you suggest moszeus. I was never a fan of the plane in the first place, but players always say to keep it so I listen. So if the plane keeps getting raped in the next tests then it will probably get removed all together.

Pronk, my map is far from a field with grass. I don't know if you noticed but my map is far from a flat plane. And quite a few big 4k maps (Kashan,Black gold, ...) are more flat and empty of cover then mine. So it's weird that you say people don't want to play on a field of grass and rocks. So I think it's better if you would say that my map is just a different environment from a urban or forest map. But please don't call it a field of grass :D

The only difference in mine and what you seem to miss(but is indeed the cause of the cluster fuck you speak off) is the fact that the playable area serves as a bottleneck. It's only a small piece of land that people can fight on. This wouldn't work on a normal PR map with different weapons. So that's why it works quite well in falklands and why I made this map in the first place. To make a different style of infantry map. Now it's reasonable that you don't like that, but that's not something I can change in mapdesign.

I could have easily made a 'normal pr map'. But the reason why I made this, and why the minimods were developed in the first place is because the players and devs wanted to play/make something different. And that's what the minimods will offer when they get their full release. As all minimods are far from finished.(except 'nam IMO).

If the map was unliked or badly made then it wouldn't have been put in the previous release by the devs I guess, and if I would have seen all servers get ragequited on Goose Green then I would have easily pressed delete on my map. But since the general feedback was positive I moved forward to make the map more balanced and enjoyable for both teams. So it would be appreciated if you would give the next version a try. With the changes in layout(towards more balance), a nightlayer (which makes it harder and played at a slower pace) and a additional realism layer (which is played completely different) it might play out totally different.

In all you seem to make up excuses and seek reasons where there are none simply because you don't like (which is a reason I respect) the different style of playing that the minimods offer. I will work more on the plane and general bottleneck problem but on the other points you speak of there is not much I can do :)

until next time,
Mineral

Re: Goose Green (PR:F) feedback

Posted: 2013-03-19 11:47
by SamEEE
Disregard; see that it has been fixed.

Re: Goose Green (PR:F) feedback

Posted: 2013-03-23 21:30
by SuperArmy
Played V2 tonight.

Personally I cant see much difference.

Its almost impossible for the Brits to cap anything after the first 2 flags due to where the Argentines spawn. Like many people have said they can just set up a FOB and HMGs and then the Brits have no chance.

One thing that happened to me and I wish I had recorded it but i was behind 2 enemy about 1 meter from them and let rip ... took 6-8 rounds to put them down when I was pretty much point blank.

Really dont like the map still :(

Re: Goose Green (PR:F) feedback

Posted: 2013-03-24 16:07
by desolator
We've played tonight the PRTA Event with a three man squad.

After some technically problems caused by joing bug,(Discription in Bug-Section https://www.realitymod.com/forum/f26-pr-bf2-bugs/119005-prta-goose-green-connecting-bug.html#post1877979) we had some really funny firefights at Boca House ;)

At least we had only ~14 Players left on the server, we dug us in close to the hills at Boca house and fortified the whole area with HMG's an mortars (we played as Argies). After some firefights on really long distances, combinated with "pixelsearching" we felt ourselves like WW1 combatants. It was a massive static warfare. As massive it could be with 14 playes, but still funny :)

Suddenly a Landrover flanked our defenses and a whole Brit Squad rushed into the Boca House. Our reaction was like,"Fuck! What was that? How is this possible?" We finally surrounded the house and wiped out the Brits....very intense.

My thoughts about the map:

It is not so bad balanced as the other commentaries might say. Every side got good chances to flank and maneuver. Except on the school...a terrible bottleneck, but also possible to solve with good barrage fire and support.

To avoid the eye killing pixel shooting, a reduced distance of sight would be great.

I hope the Falklands will be more played in the future. It has a lot of potential.
Please work on it to make it more enjoyable for non-minimod user. Thank you guys.

Re: Goose Green (PR:F) feedback

Posted: 2013-03-24 21:06
by DoomKillsU
Hello guys, this is my first post on the PR forums despite playing for many years. The last time I played this skirmish map, (which was a week ago) I really enjoyed it, but there are an issue that needs to be resolved. When I was on this British side, the crate at main did not work, no kit was allowed to be requested from it, despite several attempt from numerous people in different squads. This was frustrating because whilst the Argentinians were grabbing marksman kits and grenadier kits, we only had the kits in the spawn menu. When we were at a stalemate where our team was held up at the barn, we could only rely on the normal kits, whilst the Argentinians could shell our positions with the grenadier kit and accurately pick of our men with marksman shots. This enevidably caused us to lose the round which was frustrating because I know we could have put up a reasonable fight if we were given access to the rest of the kits.

Re: Goose Green (PR:F) feedback

Posted: 2013-03-24 21:15
by Mineral
this was fixed quite a while ago :) But thanks for the report.

Re: Goose Green (PR:F) feedback

Posted: 2013-03-25 02:02
by DoomKillsU
It was? Thats weird because this crate issue happened to me quite recently, about a week ago so I'm not sure if it was entirely fixed. Was this issue resolved after the recent patch?

Re: Goose Green (PR:F) feedback

Posted: 2013-03-25 09:11
by Rhino
It was fixed in the latest version which hasn't fully been released yet other than for some small testing in an event but your still playing with the old current release version :p

Re: Goose Green (PR:F) feedback

Posted: 2013-03-25 14:32
by DoomKillsU
Thank you for the reply, I can finally put this issue to rest :)

Re: Goose Green (PR:F) feedback

Posted: 2013-05-01 23:29
by Blackburn92xBHD
i dont know why but argentinians seem to win 80% of the games... maybe because they got better positions on their side of the map... i really dont know but it seems to me that the brits get raped almost everytime

Re: Goose Green (PR:F) feedback

Posted: 2013-05-02 02:57
by Darman1138
Blackburn92xBHD wrote:i dont know why but argentinians seem to win 80% of the games... maybe because they got better positions on their side of the map... i really dont know but it seems to me that the brits get raped almost everytime
Probably has something to do with this.
DoomKillsU wrote:When I was on this British side, the crate at main did not work, no kit was allowed to be requested from it, despite several attempt from numerous people in different squads.

Re: Goose Green (PR:F) feedback

Posted: 2013-05-02 02:59
by Rhino
crates don't work on the Skirmish layer only, as stated quite a few times before.

Re: Goose Green (PR:F) feedback

Posted: 2013-05-02 08:25
by Moszeusz6Pl
I think that this map is good, but Arg forces have both weapon, terrain and defensive advantage.
Wen I was playing as Arg SL I was flanking enemies whole time using terrain to cover, when I was playing as British, I found it very hard to flank enemy, and if you success, you still need to deal with their advantage with weapons(auto fire).