Page 2 of 3

Re: Please go back to the good old times !!!

Posted: 2012-12-28 08:32
by metal
First
binoculars one can use to tell the machine gun up or down, right to left when the enemy is far far far away. when everyone reaches for binoculars that is a bad squad!
the squad leader has also build other tasks such as FOB and enemies on the map marker and armor lazen for cas
Second
the minimods are old, but still many of the same bugs.
I know that there were bugs in PR, but in any case it is better team play like the minimods

well, no problem.
you like the minimods and I think it sucks.
they feel like a kid arcade game.

I would not attack here, that's my opinion and not yours

So have fun, I come back to later when the hype is over ...

perhaps it is better to close the thread, so here not to pay even more misunderstandings.
I'm going to keep my mouth, you know my opinion.

over and out :-o

Re: Please go back to the good old times !!!

Posted: 2012-12-28 08:47
by Rhino
metal wrote:First
binoculars one can use to tell the machine gun up or down, right to left when the enemy is far far far away. when everyone reaches for binoculars that is a bad squad!
The fact is, less bincos is realistic, both for old and modern warfare. You haven't given any good reasons why we shouldn't implement it, what your saying even suggests even more that we should do it.
metal wrote:the minimods are old, but still many of the same bugs.
PR:F was released only just under 3 months ago. I would love to hear your "bug list" for it as I'm only aware of a few minor bugs since its last patch (which was included in v0.98 ).

The others are also not very old either, when you look that the main PR has been in the works for 7 years now and these minimods have only been being developed by small teams of devs and the community for the most part.


I'm sorry you keep on saying "they are buggy" but without backing up your claims, its like me saying your a transsexual. Do I have anything to back it up with? No but since I've said it here on the internet it must be true!!!

Its also a matter of fact without you helping to report these "issues" they may never get fixed or changed and since this is the direction normal PR is going too you might want to try and do a little more about it other than kicking and screaming.

Re: Please go back to the good old times !!!

Posted: 2012-12-28 09:23
by AfterDune
I'm not going to bother with this anymore, if you (metal) refuse to provide proper feedback. Saying "I think it sucks" is your opinion - and that's fine, but it's not feedback at all, which is what we've been asking you for.

Next time you get in a discussion like this, back up your claims, show what bugs you mean, come up with ideas on how to make it better.

If you really don't care to make things better and keep on posting like this, don't bother posting at all as nobody will listen.

Re: Please go back to the good old times !!!

Posted: 2012-12-28 13:52
by a3dboy1
Can't talk about all three minimods but Goose Green map is "jet and sniper fun fest". I am sorry but even for free I will not play it unless I know how to fly jets. The map suits for Air Combat a lot and may it be rotated on JetVsJet servers and don't empty normal servers for the game where the core gameplay is Modern Infantry Combat.
Regarding PR:Vietnam - not everyone is hyped about hidding in the bushes. That simple.

Re: Please go back to the good old times !!!

Posted: 2012-12-28 14:01
by Mineral
a3dboy1 wrote:Can't talk about all three minimods but Goose Green map is "jet and sniper fun fest". I am sorry but even for free I will not play it unless I know how to fly jets. The map suits for Air Combat a lot and may it be rotated on JetVsJet servers and don't empty normal servers for the game where the core gameplay is Modern Infantry Combat.
think you are mistaken here? 'Goose Green' is a 2k infantry-based map. There is only a sky-raider/pacura jet. If you mean the really big map with all the jets then that one is called 'the Falklands'. Where Falklands offers great combined warfare, goose green focused on infantry fighting so I'm pretty sure you are mistaken :)

http://www.ancientdev.com/mapgallery/im ... _cq_32.jpg
--> goose green

http://www.ancientdev.com/mapgallery/im ... _cq_64.jpg
--> the falklands

Re: Please go back to the good old times !!!

Posted: 2012-12-28 14:54
by a3dboy1
GP_MineralWouter wrote:think you are mistaken here? 'Goose Green' is a 2k infantry-based map. There is only a sky-raider/pacura jet. If you mean the really big map with all the jets then that one is called 'the Falklands'. Where Falklands offers great combined warfare, goose green focused on infantry fighting so I'm pretty sure you are mistaken :)

http://www.ancientdev.com/mapgallery/im ... _cq_32.jpg
--> goose green

http://www.ancientdev.com/mapgallery/im ... _cq_64.jpg
--> the falklands
Damn you are right. My mistake.

I remember I was hyped about Goose Green map after The Falklands as new deviation, new weapon animations impressed me but empty map felt awkward comparing to the polished PR maps.

Re: Please go back to the good old times !!!

Posted: 2012-12-28 15:03
by Arc_Shielder
The OP seems to be trolling (or has the argumentative structure of a 8 year old) and the other doesn't know what map he played on.

It's only normal that some minimods will take more time to be polished than others - no need to point out why. It comes down to the community to help out. To disregard this and go for the "feel" or flaws of said minimod(s) it's a statement of how much of an ungrateful you are. If you don't like them, it's perfectly understandable, but not at the expense of other's people fun. It's the same thing in core PR, some people dislike x maps.

When people go on destructive mode with an obvious lack of intelligence in their argumentation (or an attempt of such), then there's no reason for anyone to change their minds. There's nothing to talk about, just don't take them seriously.

Re: Please go back to the good old times !!!

Posted: 2012-12-28 15:23
by Rhino
a3dboy1 wrote:Can't talk about all three minimods but The Falklands map is "jet and sniper fun fest". I am sorry but even for free I will not play it unless I know how to fly jets. The map suits for Air Combat a lot and may it be rotated on JetVsJet servers and don't empty normal servers for the game where the core gameplay is Modern Infantry Combat.
Regarding PR:Vietnam - not everyone is hyped about hidding in the bushes. That simple.
While yes, jets play a much bigger role in the Falklands than in any other map, it is hardly just about "jets and snipers". Most of both teams are actually infantry, as posted here a couple of days ago: https://www.realitymod.com/forum/f10-pr ... ost1847226
[quote=""'[R-DEV"]Rhino;1847226']
tankninja1" wrote:From my experience more than 1/2 the team on Falklands 8k map use the assets making for weak pitiful infantry fights.
Funny how just because the map has a lot more jets than any other map everyone seems to think this...

This thread here lists all the assets for every game mode and layer: https://www.realitymod.com/forum/f196-p ... lands.html

Now taking The Falklands AAS 64 (AAS Standard Layer) here is what we have:
Spoiler for Assets:
GBHMS Invincible4x Sea Harrier FRS1 (Fighter) [5min Delayed Spawn]
1x Harrier GR3 (A - Ground Attack - 2x 500lb Bombs) [5min Spawn]
1x Harrier GR3 (C - Ground Attack - 2x 36, 2" (50mm) Rocket Pods, 72 Total) [5min Spawn]
1x Harrier GR3 (B -Ground Attack - 2x 1000lb LGB) [20min Delayed Spawn]
1x Wessex Helicopters [5min Spawn, max of 2]
- ATC, Radar & AA Defences
Atlantic Conveyor (Destroyable)1x Chinook CH1 [10min Delayed Spawn, max of 3]San Carlos / Bomb Alley2x Logi Trucks [10min Delayed Spawn]
1x Landrover Support [10min Delayed Spawn]
1x Scorpion [30min Delayed Spawn]
- Bunch of AA Defences
Goose Green1x RHIB [10min Delayed Spawn]
ArgentinaArgentina2x Mirage IIIEA (Fighter) [5min Spawn]
1x IAI Dagger (Fighter Bomber) [5min Delayed Spawn]
2x A-4C Skyhawk (Ground Attack) [5min Spawn]
1x Mirage IIIEA AS (Anti-Shipping) [10min Delayed Spawn]
- ATC, Radar & AA Defences
Pebble Island1x A-1H Skyraider (Ground Attack) [5min Spawn]
- Bunch of AA Defences
Stanley3x Logi Trucks [5min Spawn]
2x Transport Trucks [5min Spawn]
1x UH-1H Iroquois [10min Spawn, Max of 2]
1x Hippie Van (Support Jeep) [5min Spawn]
- Bunch of AA Defences
Goose Green1x RP [No Respawn]
1x ZPU-4 AAA
Mt. Tumbledown1x RP [No Respawn]
Basically to summarise, out of 64 players (32 a side):
Brits will commonly have around 7 players in vehicles, with a max, assuming that all assets have spawned, none have been shot down and the Atlantic Convey has spawned and spawned all of its 3 Chinooks which takes 40mins to do so at the very min assuming that each Chinook was taken off the spawn directly after it spawned, a max of 14 players in vehicles. (excluding passengers, jeeps and trucks, AA guns etc)
Argies will also commonly have around 7 players in vehicles, with a max, assuming that all the assets have spawned and none destroyed a max of 9 players in vehicles (excluding passengers, jeeps and trucks, AA guns etc)


Now lets take Kashan, a standard 4k map I think everyone would agree where many people will claim its good for infantry combat due to the bunkers in the middle of the map.
Spoiler for Assets:
USUS Main4x us_tnk_m1a2 [No Re-Spawn]
2x us_ifv_m2a2 [No Re-Spawn]
3x us_tnk_m1a2 [20min Delayed Spawn]
3x us_ifv_m2a2 [20min Delayed Spawn]
3x us_aav_avenger [10min Delayed Spawn]
2x us_the_uh60 [10min Spawn]
1x us_ahe_kiowa_alt2 [20min Delayed Spawn]
1x us_jet_f16 [20min Delayed Spawn]
1x us_jet_a10a [20min Delayed Spawn]
MECMEC Main4x mec_tnk_t72 [No Re-Spawn]
2x mec_tnk_bmp3 [No Re-Spawn]
3x mec_tnk_t72 [20min Delayed Spawn]
2x mec_ifv_bmp3 [20min Delayed Spawn]
3x mec_aav_gopher [10min Delayed Spawn]
1x mec_tow_shturm [20min Delayed Spawn]
2x mec_the_mi17 [10min Spawn]
1x mec_ahe_sa341h [20min Delayed Spawn]
1x mec_jet_mig29 [20min Delayed Spawn]
1x mec_jet_su25a [20min Delayed Spawn]
Note: this is also not bothering to list any of the trucks, jeeps, aa etc in the map like I did with the Falklands...

Basically to summarise, out of 64 players (32 a side):
The US will commonly have around 14 players in vehicles, with a max, assuming that all assets have spawned, none have been destroyed, with a max of 32 players in vehicles. (excluding passengers, jeeps and trucks, AA guns etc)
The MEC will also commonly have around 14 players in vehicles, with a max, assuming that all the assets have spawned and none destroyed, with a max of also 32 players in vehicles (excluding passengers, jeeps and trucks, AA guns etc)


Now so to compare, common amount of players in vehicles:
Falklands GB: 7
Falklands Arg: 7
Kashan US: 14
Kashan MEC: 14

Max amount of players in vehicles (excluding passengers, jeeps, trucks etc):
Falklands GB: 14
Falklands Arg: 9
Kashan US: 32
Kashan MEC: 32

Kashan has double the amount of common players in vehicles, in fact, 1/2 of the server and in its max, waaay over double the amount that the Falklands has, in fact, a slot for every single player in the server as a driver/gunner/pilot...
And basically any other 4km map in PR is pretty much the same story...


Also before anyone comes out with the argument of "The Falklands being 8kms means that the ground combat is waay more spread out", the ground combat is focused into a 3km by 2km area, which is basically the same as a normal 4km map.
Here is the Falklands minimap, with the Kashan minimap overlayed over the NE Falklands where all the ground combat is, and as you can see, and you can see, really nothing different in terms of ground combat area...
Image
[/QUOTE]


Just because it has a much higher VD than any other map, and hardly any of the kits have a scope, also doesn't mean that its a sniper haven. Forgetting the fact that in the latest version, sniper deviation is bugged that actually the Marksman rifle is more accurate, only two snipers per side max and that is hardly a problem, + loads of counters for snipers out there so you can easily avoid them or deal with them, if you happen to come across one, even if it didn't have bugged deviation so he could actually hit you beyond 500m.


I think you just need to try the map more, yes its different but that is really the whole point :p

Re: Please go back to the good old times !!!

Posted: 2012-12-28 17:37
by lgm
The Falklands view distance and iron sights are great for me, since I have a DPI +/- button on my mouse. It gives me a massive advantage over enemies.

Re: Please go back to the good old times !!!

Posted: 2012-12-28 17:46
by Rhino
Most gamers these days have adjustable dpi on their mice btw :p

Re: Please go back to the good old times !!!

Posted: 2012-12-31 14:29
by MADsqirrel
I really enjoy the minimods. All of them are special somehow, like falkland has the awesome 8 km map with lots of planes, cool airbases and the FN-mag, (and the VW version is really fun)
Vietnam has jungle fights with mostly inf only. I prefer combined arms maps but i still enjoy them when they are played.
And Normandy is, while still not 100% polished, a lot of fun. I love the Overlord night map, its the first normandy map where destroying or takeing AA guns really helps you instead it beeing just a mission objective (as American).

To be honest i am glad the "good old times" evolved in the current PR.

Re: Please go back to the good old times !!!

Posted: 2012-12-31 18:14
by PLODDITHANLEY
Agree with Madsqirrel's words totally.

PRV are great lieing on the bushes stuff
Goose is great
Falklands will be great with 100
Normandy night is great, although the day version I find a bit hard for the US to get the coordination going to attack at one point with everything

Re: Please go back to the good old times !!!

Posted: 2012-12-31 18:26
by Rhino
PLODDITHANLEY wrote:Falklands will be great with 100
And why do you say that?

As per post #28: https://www.realitymod.com/forum/f252-p ... ost1848084

on a full 64p server, you have between 50 and 36 Infantry players on the map, assuming all vehicles spawned are being used, which compared to most other 4km maps, even many 2km maps, is far more infantry, like Kashan has between 36 and 0 Infantry players with the same rules applied...

The ground combat is also focused into a 3km by 2km area, which is pretty much the same as a normal 4km map:
Image
The only seriously significant difference between the Falklands and any other PR map in terms of ground combat, is far less ground transport vehicles, relying on choppers that are often not used, and when used get shot down since IMO, players haven't fully learnt how to use them yet and "aa jet" pilots are far more worried about survival/big wings than providing CAP for choppers and ground forces.

IMO, this is the real issue most people have with the map which they think is due to player numbers, but I believe its actually due to lack of transport (simulating the real war) and teams not knowing how to use the transport they have effectively.

Re: Please go back to the good old times !!!

Posted: 2012-12-31 18:52
by MADsqirrel
[R-DEV]Rhino wrote:
The only seriously significant difference between the Falklands and any other PR map in terms of ground combat, is far less ground transport vehicles, relying on choppers that are often not used, and when used get shot down since IMO, players haven't fully learnt how to use them yet and "aa jet" pilots are far more worried about survival/big wings than providing CAP for choppers and ground forces.

IMO, this is the real issue most people have with the map which they think is due to player numbers, but I believe its actually due to lack of transport (simulating the real war) and teams not knowing how to use the transport they have effectively.
Dont forget that people arent used to have no binocs and no scopes. On Kashan you often see US in the hills east of the bunker fireing at the MEC hiding in the bunkers with small arms, MGs and HATs .
That isnt effective but they can SEE the enemy and try to kill them.
On Falklands you have no binocs or scopes most of the time, meaning you cant see the enemy and that often leads to headless charges into the cap zone, to see the enemy and to kill him.
Thats also a reson why snipers (and Marksman) are even more hated at falklands because they can see and kill you from far away while you cant spot them, because the SL is the only one with the binoc. And that annoys a lot of normal PR players. Everyone is used to be able to see everything. Its always possible to see a sniper because of the BF 2 engine, if you watch carefully enough on a normal PR map.

My point is, people dont know how to use transport effectively, thats true. But the biggest problem is they are used to another style of Gunfights. The long range firefight, sometimes with the "binoc-to-weapon-switch-and-shot" exploit to raise theiry chances.
On maps like Falklands a inter squad communication is crucial, while on Muttrah for example a single squad can play on its own without bigger problems.

I hope everyone can understand what i mean here (wrote a bit more that i intended)

Re: Please go back to the good old times !!!

Posted: 2012-12-31 19:11
by Rhino
Ye, I agree with that, but that doesn't really explain why people think Falklands is bad because (according to them) 1 "Too many players are in jets/assets and not any infantry on the ground on a full 64p server" (which isn't correct as I've explained, they just see many jets and think 90% of the team is in them) or 2, "will be good when it has 100p" which yes while I agree, it will be better with more players, like most other maps in PR, but I don't think it requires 100p for you to have a good game on it on the ground as a foot solider.

Quite a few players seem to have a problem with the Falklands and while I can see they do because it is very different from the normal PR, the reasons given to why "its bad" and what would improve it for the most part are IMO, not accurate so if there is more of an underlying problem than just "needing to get use to it" (which some players may never do) then I'm trying to look for it.

Re: Please go back to the good old times !!!

Posted: 2013-01-01 20:05
by cawac
Rhino,

please let me try to explain it. If you fight on a regular map, you have plenty of transportation possibilities: APCs, choppers (not one, but at least two so if it gets shot down you have another), or even if you are completely on your own: jeeps and trucks. On Falklands, you have one transport chopper, maybe an APC (but it can't transport shit), and that's it. No jeeps, no trucks (transport or supply), nothing - so, you have to walk several hundred meters with no cover at all (ok, maybe 1 big bush), without any possibility of seeing the marksman who will kill your entire squad, with almost no ammo, and no supplies at all.
It is not only flustrating for anyone not sitting in an asset, but makes teamwork nearly impossible: you can't coordinate with other squads because they can not be there on time. So almost every time you see your own squad, noone else at all - because they are wondering somewhere on the island and you can not even find a truck to drive to them.
I find this lack of assets not only disturbing, but extremely unrealistic. I don't mean we need 50 Challangers on both sides, but seriously: Argentina invaded an island and is prepared to fight off the Brits, but they could not spare 5 jeeps for their troops? And the UK sent several high-end jets to help the invasion, but when it came to supply their ground forces, they ran out of Land Rovers?
I don't really care what type of vehicles you give to the ground forces: may it be a bike, a roller or a Star Wars galactic battlecruiser: just give me something to transport my lads, let them spawn near the houses, and after that we can have 10 vs 10 infantry fights on the flags, and nobody would feel the map so empty anymore.

My 2 Cents
Cawac

Re: Please go back to the good old times !!!

Posted: 2013-01-01 22:58
by Rhino
Funny how right after I'm the first one to mention that the only fundamental difference between a normal 4km map and The Falklands in terms of ground combat is there is much less transport, someone says that's the biggest problem with the map when before that its "too big" and "all the players are in assets"...
cawac wrote:On Falklands, you have one transport chopper, maybe an APC (but it can't transport shit), and that's it. No jeeps, no trucks (transport or supply), nothing
You might want to get your facts right first before you try to "explain" something I already stated was the biggest difference :p

Falklands AAS standard vehicles:
Now taking The Falklands AAS 64 (AAS Standard Layer) here is what we have:
Spoiler for Assets:
GBHMS Invincible4x Sea Harrier FRS1 (Fighter) [5min Delayed Spawn]
1x Harrier GR3 (A - Ground Attack - 2x 500lb Bombs) [5min Spawn]
1x Harrier GR3 (C - Ground Attack - 2x 36, 2" (50mm) Rocket Pods, 72 Total) [5min Spawn]
1x Harrier GR3 (B -Ground Attack - 2x 1000lb LGB) [20min Delayed Spawn]
1x Wessex Helicopters [5min Spawn, max of 2]
- ATC, Radar & AA Defences
Atlantic Conveyor (Destroyable)1x Chinook CH1 [10min Delayed Spawn, max of 3]San Carlos / Bomb Alley2x Logi Trucks [10min Delayed Spawn]
1x Landrover Support [10min Delayed Spawn]
1x Scorpion [30min Delayed Spawn]
- Bunch of AA Defences
Goose Green1x RHIB [10min Delayed Spawn]
ArgentinaArgentina2x Mirage IIIEA (Fighter) [5min Spawn]
1x IAI Dagger (Fighter Bomber) [5min Delayed Spawn]
2x A-4C Skyhawk (Ground Attack) [5min Spawn]
1x Mirage IIIEA AS (Anti-Shipping) [10min Delayed Spawn]
- ATC, Radar & AA Defences
Pebble Island1x A-1H Skyraider (Ground Attack) [5min Spawn]
- Bunch of AA Defences
Stanley3x Logi Trucks [5min Spawn]
2x Transport Trucks [5min Spawn]
1x UH-1H Iroquois [10min Spawn, Max of 2]
1x Hippie Van (Support Jeep) [5min Spawn]
- Bunch of AA Defences
Goose Green1x RP [No Respawn]
1x ZPU-4 AAA
Mt. Tumbledown1x RP [No Respawn]
Now in terms of transport that is, for the Brits:
1x Wessex (max of 2)
1x Chinook (max of 3)
1x Landrover (support jeep, ie, no weapons)

And Argie Transport:
1x UH-1H Iroquois (max of 2)
2x Transport Trucks
1x VW Type 2 (aka Hippie Van, support jeep)

So there isn't just one transport chopper and there are jeeps and for the Argies, transport trucks too.

cawac wrote:I find this lack of assets not only disturbing, but extremely unrealistic. I don't mean we need 50 Challangers on both sides, but seriously: Argentina invaded an island and is prepared to fight off the Brits, but they could not spare 5 jeeps for their troops? And the UK sent several high-end jets to help the invasion, but when it came to supply their ground forces, they ran out of Land Rovers?
You may think the lack of assets is "extremely unrealistic" but the lack of assets is based on what assets they had available in the 1982 Falklands War.

Both the British and Argentine forces didn't take with them or use many ground vehicles because the Falklands terrain was so bad for them. That is why the British planned on relying on their helicopters to transport their troops across the Falklands, until the Atlantic Conveyor was sunk and along with it, a load of Helicopters on board (mainly Chinooks) that they where relying on to fly the troops across the island. But instead, they had to match across them (and it was a far bigger march in r/l than ingame, in fact around 30 times bigger since the map is 1:30 scale). And the Jets where critical to the mission, in order to gain air superiority. TBH its much easier to ship a load of jets 8000 miles across the globe on the deck of two (3 if you include the AC) carriers than to ship jeeps across, especially in terms of a rushed logistical effort since the jets can fly to the carriers and load themselves on even if they are not on the carrier when they embarked.

You might want to watch this documentary if you don't believe me on these matters, it isn't 100% correct and it doesn't go into anywhere near all the details but it dose go over the basic outline pretty well :)


I'm not disagreeing with you that transport is a big gameplay problem for the ground troops, I knew when I put so much limited transport on the map, but I'm trying to strike a good balance between historical accuracy, realism and gameplay.

My hope was that players may learn to cope with the new challenges the map brings with lack of transport and having to manage their transport much more than normal maps but if this is a significant problem that players simply can't overcome then I'll have to look into it, but I'm still hoping they can they can adapt and overcome, which I've seen some players doing already :D

Re: Please go back to the good old times !!!

Posted: 2013-01-02 00:47
by MADsqirrel
[R-DEV]Rhino wrote:My hope was that players may learn to cope with the new challenges the map brings with lack of transport and having to manage their transport much more than normal maps but if this is a significant problem that players simply can't overcome then I'll have to look into it, but I'm still hoping they can they can adapt and overcome, which I've seen some players doing already :D
I am pretty sure players will learn it. But that need time until everyone knows what to do on this map. And i mean playtime, i played the falklands night and normal 6 times, while i played muttrah at last 100 times.

And adding lots of jeeps wont really help, maybe more helicopters would help and would not be unrealistic.
(on wikipedia i see both sides lost more than 20 choppers and they had like 36 jets on ARG side. I couldnt find out how many choppers where on the GBR side but i bet Rhino knows.)

Re: Please go back to the good old times !!!

Posted: 2013-01-02 00:51
by cawac
Rhino, let's go into details, shall we?

UK:

Yes, they do have 1 Trans chopper spawning in at the begining - and that's about it. With clear Argentinian air superiority (2+3 vs 2 initially), we have 1 chopper. So, historicaly, the officers said:

"Yeah folks, we did now that the Argentinians will try to retake the island by force, but who cares? You got your rifle!"

Well, 10 minutes later spawns (Excuse me?) a Chinook, 1 Land Rover transport and 2 Logi Truck. No real chance of any stable defences (HMGs and stuff) before (remember, 1 - if any - chopper). And even after that, the logistic lines are so thin, that you will need to walk around the shores of the island (if not, you will be almost instantly defected by a sniper/CAS, and may God have mercy on your soul) - which makes a 500m distance between two flags an at least 1 km march.

ARG:

Yes, they are a bit more advanced when it comes to mobility, but they still need an increment. The initial deployment can be pretty much done with 2 or 3 rounds of the chopper, if taking all other vehicles aswell - but after that, they are sitting ducks just as the Brits (parked vehicles get destroyed by enemy CAS in 5 minutes atmost, so you drop the crates, drive away, park it, build the FOB, and go to another location - maybe 1 of the 3 will not get noticed).

Overall:

And as I have already come to the term "ducks": Each and every infantry unit on Falklands is nothing but a target for snipers and CAS, awaiting destruction. I know, we should cooperate, "Combined Ops", and so on - but with who should I cooperate? The other infantry squad which is 400 meters off from my location, can't move and low on ammo just as I am? Or the lonewolf 1337 sniper next to me? Those jets spawn every 5 minutes, and there are 7 of them! I may get an AA guy in my squad, he shoots - maybe even hits - but it will take at least 15 minutes to get supplies. At which time, we will be laying on the ground with 500 lbs bombs in our back.
Well yes, I could try to drive my squad (respawn on the base, drive to the squad, pick them up, drive to the destination, well, just a walk in the park) - and outmanouver the CAS jets, if I would have any kind of AA support (that one little Scimitar is almost as useful against CAS as a snail against a BTR). After that we could even try to attack - and after winning the engagement, beg for ammo.

Short version of infantry for Falklands:
- Too long to go on foot
- Too dangerous to take a ride
- If you stay where you are the CAS will bomb you (ever tried to hide in bushes from bombs?)
- Don't even try to shoot long distance, you never get rearmed

I know this sounds extremely pessimistic, maybe even rude - Rhino, I do admire you and your work, I can not even imagine how much time and effort is in this map - but in order to make it enjoyable for the guys not sitting in a jet/having a sniper rifle the assets need to be reviewed.

Some suggestions:

- Immediate spawning transport trucks and jeeps
- Some bikes around captured flags (so I can send a guy back to base to get me a truck and I am not forced to shoot a friendly soldier in the head - reality ftw)
- Boats, boats and boats (they may not took jeeps with them but sure as hell they did not swim to the island)
- AA emplacaments (Rheinmetall 20 mm Twin Anti-Aircraft Cannons, they had 15 of those on the island) spawning at captured flags
- Panhard AML for ARG
- Artillery guns and other small arms emplacaments spawning on flags after being captured
- Please make some cover (rocks, dead sheeps, destroyed vehicles, gigantic Hello Kitty balloons) for infantry - basements of houses, anything, constantly being raped by huge bombs is not my idea of a defensive position

And if you plan do make maps this size without a _lot_ of transport: Please don't. If I want to run around for kms I go out and play airsoft (I am a combat medic there, so I know what running around means).

And what I would love in Falklands, to show the flyboys they _can_be_shot_down_ from the ground aswell. Because right now, as a born infantryman, I feel like a turtle crossing the highway - even more than on Kashan. I am admin for more than 2 years now, but so far, I never ever started a vote involving Kashan - you may guess my relationship with that map.

P.S.: I know that time is scarce, if you can not make the modell of some weapons in time - just make a placeholder for it, even in a final version. If it's a Vierling from WW2 - I don't care, as long as it does it's job.

Yours,
Cawac

Re: Please go back to the good old times !!!

Posted: 2013-01-02 02:09
by Rhino
cawac wrote:UK:

Yes, they do have 1 Trans chopper spawning in at the begining - and that's about it. With clear Argentinian air superiority (2+3 vs 2 initially), we have 1 chopper. So, historicaly, the officers said:

"Yeah folks, we did now that the Argentinians will try to retake the island by force, but who cares? You got your rifle!"

Well, 10 minutes later spawns (Excuse me?) a Chinook, 1 Land Rover transport and 2 Logi Truck. No real chance of any stable defences (HMGs and stuff) before (remember, 1 - if any - chopper). And even after that, the logistic lines are so thin, that you will need to walk around the shores of the island (if not, you will be almost instantly defected by a sniper/CAS, and may God have mercy on your soul) - which makes a 500m distance between two flags an at least 1 km march.
You really should watch that documentary I posted.... On the 2nd of April, 1982, the Argentines did retake the Falklands by surprise, catching the Brits totally off guard: 1982 invasion of the Falkland Islands - Wikipedia, the free encyclopedia

It took the Brits almost two months to gather up a task force, sail it to the Falklands and land troops on the islands:
Falklands War - Wikipedia, the free encyclopedia

Anyways when the Brits landed, they had nothing at their disposal and all the choppers where busy unloading the ships in San Carlos, which is why there is a delay spawn for the Logi trucks etc. 2 Para marched to Goose Green with no support other than from a few choppers (the single Wessex that spawns at the start, not to mention 5mins later another one spawns once the first one has gone).

And 10mins in you will if your lucky just have captured and secured your first two flags, so timing is really just about right. Also its more like 7 mins btw since the 3min warmup time before you spawn in also counts down the spawn time.

And I never have such problems with snipers or CAS myself... If anything there is never enough CAS for when you want to pound it on the enemy.

cawac wrote:ARG:

Yes, they are a bit more advanced when it comes to mobility, but they still need an increment. The initial deployment can be pretty much done with 2 or 3 rounds of the chopper, if taking all other vehicles aswell - but after that, they are sitting ducks just as the Brits (parked vehicles get destroyed by enemy CAS in 5 minutes atmost, so you drop the crates, drive away, park it, build the FOB, and go to another location - maybe 1 of the 3 will not get noticed).
Image

all those argie crates where from its UH-1H and Goose Green is by far the most open and hostile place to fly a chopper on the map.

cawac wrote:Those jets spawn every 5 minutes, and there are 7 of them!
Most of them don't have any bombs and the ones that do don't have any AA missiles, other than one.
cawac wrote:I may get an AA guy in my squad, he shoots - maybe even hits - but it will take at least 15 minutes to get supplies. At which time, we will be laying on the ground with 500 lbs bombs in our back.
I'm getting lots of reports from pilots and even ground troops of how over powered the handheld AA is :p
https://www.realitymod.com/forum/f562-p ... inger.html

I myself don't have any problems taking out jets from the ground either.
cawac wrote:(that one little Scimitar is almost as useful against CAS as a snail against a BTR).
That Scimitar is now a Scorpion as per here: https://www.realitymod.com/forum/f196-p ... eased.html
and neither are meant for AA...
cawac wrote:After that we could even try to attack - and after winning the engagement, beg for ammo.
You keep on mentioning this but I've never had that big of an ammo problem on this map, no more compared to any other. Sounds like your teams logistics is just really poor... As Brits, you've got two logi trucks, a max of 5 choppers, 3 of them heavy lift ones carrying two crates each (Chinooks) + the landrover also carriers ammo drops and the Argies don't have much of a different story either other than no heavy lift choppers, but transport trucks which carry ammo drops too.
cawac wrote:- Too dangerous to take a ride
I never have a problem in a vehicle, in fact with the very poor AT on this map, hardly any counters other than CAS which is most of the time, not ready to bomb especially if their is a proper CAP overhead, and even then, you really need to be spotted by ground troops and them to call you in as a target for you to get bombed...
cawac wrote:- If you stay where you are the CAS will bomb you (ever tried to hide in bushes from bombs?)
The buildings right now actually protect you from bombs... Funny video somewhere of a guy in a building, you watch a 1000lb LGB drop on the roof and the guy comes walking out perfectly fine, but can't find it :p

There are also plenty of rocks, epically in the hills...
cawac wrote:- Don't even try to shoot long distance, you never get rearmed
Rifles are pretty accurate, especially with the new deviation, I can hit things from quite far away (with a normal L1A1 / FM FAL or FN MAG / GPMG) and as I've said, ammo hasn't been a problem for me...
cawac wrote:- Immediate spawning transport trucks and jeeps
Feedback I've had from people who understand the conflict like this and they "love the yomp to goose green" and I don't see a massive need to change this, at least not yet... Initial yomp is the least of the problems anyways.
cawac wrote:- Some bikes around captured flags (so I can send a guy back to base to get me a truck and I am not forced to shoot a friendly soldier in the head - reality ftw)
Would be very out of line with normal PR to have vehicles spawning on capped flags... Not to mention not realistic... Also bikes where not used, at least not commonly in the Falklands War. Got a pic of an Argie on a Bike in Stanley however :p
cawac wrote:- Boats, boats and boats (they may not took jeeps with them but sure as hell they did not swim to the island)
No, the beach landing was at San Carlos, where you spawn:
Image
Image
Image
Image

This is to simulate the landing already started when you spawn and still going on while you spawn (they where unloading the ships for days).

And no, these landing ships and their LCUs didn't venture out of San Carlos, other than they did try to unload more troops at Fitzroy which I simulate by spawning a RHIB at Goose Green 10mins after the Brits cap it but thinking of extending it more than 10mins, not to mention in r/l that landing was a disaster.
cawac wrote:- AA emplacaments (Rheinmetall 20 mm Twin Anti-Aircraft Cannons, they had 15 of those on the island) spawning at captured flags
15 in the scale we are doing PR are not a lot, but yes I have plenty of AA guns around if you haven't noticed, but only where they had them in r/l and where the players are (although put some at Pebble Island without knowing for sure if any where there but need them to protect it). The main AA defences where at Port Stanley, which is where the bulk of them are ingame too, but I do have a ZPU-4 at Goose Green too. The other flags the Argies didn't dig into in r/l.

This is also not to mention you should be deploying AA where you need it, which players do and I've seen many a firebase go up fine before you say lack of logistics...

cawac wrote:- Panhard AML for ARG
Its in the plans: https://www.realitymod.com/forum/f388-p ... tasks.html

cawac wrote:- Artillery guns and other small arms emplacaments spawning on flags after being captured
You can deploy mortars and HMGs... This is as close as your going to get to Arty Guns.

cawac wrote:- Please make some cover (rocks, dead sheeps, destroyed vehicles, gigantic Hello Kitty balloons) for infantry - basements of houses, anything, constantly being raped by huge bombs is not my idea of a defensive position
Image

The real landscape doesn't offer much in the way of cover...

But yes, some more dose need to be added, just don't have the time to do it myself.
cawac wrote:And what I would love in Falklands, to show the flyboys they _can_be_shot_down_ from the ground aswell. Because right now, as a born infantryman, I feel like a turtle crossing the highway - even more than on Kashan.
I see a lot of jets getting shot down from ground AA. Way more than other maps where they can dive in and out of the view distance before the AA has time to react.

cawac wrote:P.S.: I know that time is scarce, if you can not make the modell of some weapons in time - just make a placeholder for it, even in a final version. If it's a Vierling from WW2 - I don't care, as long as it does it's job.
The mod has plenty of place holders in it already, I do know what they are... :roll:



Anyways cawac, you've made your points and I've noted them, but tbh I do believe most of them are unfounded from what I've experienced and what most other people have been telling me. If you believe this to be incorrect please back up these statements with some evidence.

Cheers.