Page 2 of 3

Re: Route E-106 Beta

Posted: 2017-07-17 20:12
by sweedensniiperr
What's the point of having fences and barbed wire that you can crawl under? Is there a specific gameplay reason for this? I only played once and noticed it in Hermit and the flag that was the last one for Russia. Like a checkpoint with car wrecks.

Re: Route E-106 Beta

Posted: 2017-07-28 12:37
by fecht_niko
T90 vs littlebird (minigun) doesnt work at all...

If you want an assymetrical map exchange the T90 with an BMP3

Re: Route E-106 Beta

Posted: 2017-07-28 17:52
by X1 Spriggan
Thank you for all the feedback for the first release of the of the map everyone! I have been listening to as much feedback as possible, including joining servers running the map to listen and read ingame feedback as well as having long game play discussions with friends about the finalized version of this map and how my future maps could be made.

This map is using the really cool PR BETA release cycle, and I have been taking full advantage by experimenting with my own personal changes to the asset list and flag layouts and seeing what the win percentage for teams would be. With the first release, there were no discernible faction that had a clear advantage over the other and the win rates were perceptibly equal. Both sides had equal opportunity to stomp the other, and several rounds I had been apart of ended within 100 tickets of each other. One round that had 2 very capable teams ended with a score of 6-0.

However, an echoing concern had always been the cramped nature of the map due to the asset list and the flag layouts lacking linearity. The map was simply designed for infantry, so the assets and the flag layouts should represent that. The infantry layer had very precise and deliberate game play nearly everyone was happy about. The new standard layer tries to mimic that type of game play while having some heavy assets in the map.

As a final test for the map, the new Standard layout, there are 3 flag routes the game will choose. Two of them are of the regular flag spacing we are all used to and expect and 1 of them tries to retain the large travel distance I feel is possible in 2km maps. Also, while INF is still the focus of the map, I'd still like to experiment with having asymmetrical heavy assets. As for the T-90 vs the BMP-3, the decision boiled down to what would infantry rather fight, a T-90 with no respawn or a BMP-3 with a infantry murder cannon that re-spawns every 20 mins. We will see how the T-90 plays out.

The new Alternate layer is the old Standard layer in case servers want run the death battle royal version of the map.

Re: Route E-106 Beta

Posted: 2017-07-29 10:13
by Heavy Death
Possible variations (of my liking) could also be:

INF - Inf layer like it is now
Alt - Inf + Scout/attack choppers like 2x minigun-hydra LB (or maybe the CAS huey with sideguns, but that is marines) vs 1x Hind, , so you still get infantry, just with added choppers for the epic CAS call-ins and hollywood worthy scenes.
Std - Inf + added APC/IFV and maybe a tank on each side, for that "standard" PR combined arms feel.

CAS+Armor is way too much on an infantry focused map.

Re: Route E-106 Beta

Posted: 2017-07-29 21:03
by Filamu
I like the map, and the LB is cool, but it can't be on the first 10 min. Maybe have it on a 10 min spawn/delay, because strafing full trans trucks is bad. Same with the tank, needs a delay.
Some floating stuff near sand lily.

Re: Route E-106 Beta

Posted: 2017-08-07 20:51
by LiamNL
In the AAS Alt layout Russians get a hind, and a nice circle in the grass where it spawns, the only problem with it is that nobody seems to know where the actual repair/rearm zone is for the Hind. Which is a pretty big problem.

Re: Route E-106 Beta

Posted: 2017-08-07 23:57
by X1 Spriggan
It's on the white circle in the grass.

Re: Route E-106 Beta

Posted: 2017-08-08 03:01
by shifty454
i know im not the only one to experience this by talking to others, but their is alot of black (dark) grass on the map its really hard to see sometimes but other then that i like it not so much the new standard layout but the map in hitself

Re: Route E-106 Beta

Posted: 2017-08-08 04:41
by TBob
shifty454 wrote:i know im not the only one to experience this by talking to others, but their is alot of black (dark) grass on the map its really hard to see sometimes but other then that i like it not so much the new standard layout but the map in hitself
That should be fixed when the lightmaps are finished. Right now the map is using a very low res lightmap.

Re: Route E-106 Beta

Posted: 2017-08-08 11:34
by LiamNL
[R-CON]X1 Spriggan wrote:It's on the white circle in the grass.
I have tested it on the alternative layout of the map and the white circle only shows the spawn location of the Hind, the repair/rearm zone is absent, I have flown around in the Hind in the area at low altitudes and found nothing that would rearm the Hind.

Re: Route E-106 Beta

Posted: 2017-08-10 11:40
by Singh408
Yea definitely the rearm point of hind is missing

Re: Route E-106 Beta

Posted: 2017-08-10 18:14
by chrisweb89
Must have got broken in the latest version, it worked before.

Re: Route E-106 Beta

Posted: 2017-08-11 04:34
by X1 Spriggan
I must have deleted it when messing with new GPOs. It's fixed for next patch. You can expect a much more polished version of the map in the next patch ;)

Re: Route E-106 Beta

Posted: 2017-08-11 13:58
by LEGIYA
[R-CON]X1 Spriggan wrote:I must have deleted it when messing with new GPOs. It's fixed for next patch. You can expect a much more polished version of the map in the next patch ;)
Are there gonna by some cool stuff in the next patch?Some teases?

Re: Route E-106 Beta

Posted: 2017-08-11 16:04
by Mr.VdHeide
Yes, something new for the Russians, something you will certainly like. ;)



D.J.

Re: Route E-106 Beta

Posted: 2017-08-11 19:10
by Rabbit
I just hope its not retwardy

Re: Route E-106 Beta

Posted: 2017-08-14 13:45
by Web_cole
Filamu wrote:I like the map, and the LB is cool, but it can't be on the first 10 min. Maybe have it on a 10 min spawn/delay, because strafing full trans trucks is bad. Same with the tank, needs a delay.
Some floating stuff near sand lily.
I agree the LB should be on delay; it has the potential to be overly disruptive on deployment otherwise.

The terrain and openness of the map does not lend itself to heavy assets imo. Infantry + limited IFVs only would make for a very enjoyable map. Or variations on that.

I also hope that both the US and RU are placeholder factions, as they are currently the 1st and 2nd most used factions in the game and it would be a bizarre decision to keep including maps for them.

Re: Route E-106 Beta

Posted: 2017-08-16 22:19
by Heavy Death
I also fail to see how strafing a full trans truck is bad. If a truck at the start of the game is only to quickly get your squad to some frontline location, the mapper would just put forward spawns there. Choppers can be heard, truck can be stopped, hidden, occupants dismount, hide under trees, a bit aways from the truck wait for the chopper to pass.

OR, this would be totally too much milsim and PR is not milsim, and you gotta get there fast so pls nerf everything i want to just hold W+shift and pewpew the enemies on their headerinos. Topkeksonsens.

Re: Route E-106 Beta

Posted: 2017-10-04 08:02
by mectus11
I was told to put my complaint and salt about this here.

Anyway, here's something better in form of a suggestion on how to possibly solve the map's problems.

AAS Alt

2 routes that cover most of the map apart from the eastern part which is heavy forest which I assume this was meant to be an asset layer judging from the assets.
  • Remove RU CAS, replace it with RU trans chopper.
  • Remove AT Vehicle, won't be needed.
  • Remove RU IFV, RU gets tank instead.
  • Reduce number of APCs to 1 btr-80 and one btr-60pb
  • Remove NL AA will be useless without RU CAS.
  • Give RU T-90 to counter the Leopard 2A6.
  • Give NL Artillery instead of call in mortars.
Image

AAS Std

3 routes that will span the entire map for inf/apc play. You got the western route again which should make it easier for Russia not get pushed back to main that fast with NL not having a first capped flag.

Middle route will have both teams having one cap at the start.

East route will have both teams start with a cap aswell and go from there.
  • Remove RU Tank, replace it with RU trans chopper.
Image

Re: Route E-106 Beta

Posted: 2017-10-13 23:53
by X1 Spriggan
rip std tank 2017-2017

mectus11 thank you for your feedback. I've given it good thought and the way you have your AAS layout for the STD layer is something that I considered before. Unfortunately, some of the map's flags were just not initially planned to be part of a capture sequence so the map has very wonky progression. If I were to utilize your a version of your map layout, the map drastically, drastically shrinks.

The current version with the tank had always been a stretch to see if it could fit on such a small map. After waiting a period of time, its brutally clear that it just isn't working the way I intended. The combination of thermals and lack of adequate counter measures against the monster truck of a tank rampaging through the forest is just game breaking. To add the proper counters would only be a band aid to the problem.

For those interested, I hope you all enjoy the next iteration of the map. For the time being, the ALT layout will stay as is as the deathmatch cluster**** arena it is currently playing as for server admins as an option to run.