7 Gates USED to be my Fav

General discussion of the Project Reality: BF2 modification.
Colfax
Posts: 98
Joined: 2007-02-15 19:51

Post by Colfax »

Outlawz wrote:I think, only Outpost should not be recapped.



And to correct the OP; 7 Gates was not in 0.5, you probably meant 0.6 beta.
Yes sry :o ops:. I played beta as soon as it came out and never went back... :-P

And agree OP no cap back RF yes seems more balanced. Keeps the battle from soley being at the fortress. Then PLA has a chance of spreading the British out a lttile more and not have them just concentrated on court yard and citadel
Warmagi
Posts: 299
Joined: 2007-09-17 12:14

Post by Warmagi »

Before most of the battles were at River Fort. Sometimes we were fighting at Fortress. Maybe its not a bad idea making those two flags unrecapable. But PLA should have little more time for diggin in at RF to set the defences, and defend it to the last drop of their blood. And other thing... isn't fortress a FORTRESS??? So why oh why there are trees all around it? Ok, its an old fortress, so the trees just grown there for years, ok. But as soon as the fights began, and PLA new they gonna be fightin there they should get rid of the trees in the vicinity. You should remove the trees in 50 or 70 meters from the walls of the Fortress. Plow the ground araund it. So its a Fortress, hard to get into unspotted, easier to defend... like a... what was the word.... FORTRESS.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Yeah but it's old like you said. You don't have moats and boiling hot oil in 21st century warfare. It's just a fortress that will have been used as a temporary base. The reason forts arn't used anymore is cos they'd get bombed to shit by the airforce and modern artillery. Therefore they would have time for all those 10th century style shenanigans.
Colfax wrote:HAHA cuz your BCST and now BCST has a guarantee win in C6 on 7 Gates.

You know as well as I that British can cap outpost before PLA can even get there. After that its a losing battle. Only reason we won was because we attacked outpost and defended it without mercy.
You really think people are so petty that they'd want an unbalanced map to want to win ONE map on a tournament? Grow up man. Plus we have alot more maps to play still so we might not even get round to it.
Colfax
Posts: 98
Joined: 2007-02-15 19:51

Post by Colfax »

AnRK wrote: You really think people are so petty that they'd want an unbalanced map to want to win ONE map on a tournament? Grow up man. Plus we have alot more maps to play still so we might not even get round to it.
Guess u didn't see the 'HAHA' as in joking, kidding, poking fun.

:confused: :shock: Not very classy AnRK for an ex teammate and squad mate...with the insults. :shock: :confused:

_______________

Back on topic i don't want a lock
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Post by Harrod200 »

It's been said before and will be said again; sarcasm just does not work on forums, unless you really know the person.

I read that as serious too.
404: Signature not found
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Post by Saobh »

I'll never stop saying it, use smiley's to assert the tone of your post.
They're not just there to kill some egg yolk ;)

and boiling hot oil is in fact a good idea, but I think BF2P reserved for a future release :mrgreen:
The only acceptable 'Lone Wolf' you'll be allowed to play : http://www.projectaon.org/en/Main/Home

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Colfax
Posts: 98
Joined: 2007-02-15 19:51

Post by Colfax »

I fixed it. :-P

Topic.....i really don't want a lock.
Reddish Red
Posts: 545
Joined: 2007-08-02 10:56

Post by Reddish Red »

I haven't played the new Seven Gates yet, I dislike River Fort not being uncappable.. but i suppose you can get it to white flag and stop bleeding.
para_hjs
Posts: 263
Joined: 2005-01-19 11:46

Post by para_hjs »

Improvise, Adapt and Overcome
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

This is suppose to be a defensive style map for the PLA.

It was playing out that all the fighting took place at Riverfort/Outpost and the only time the citadel would come into play was when someone finally capped riverfort and there was a squad waiting underneath to cap it out.

Think of it more of a 'push' style map. You loose the riverfort, its gone, now pull back!

I have played this map 3 times on v0.61 and every time have won as the PLA. Because my team was organised and they actually DEFENDED for once, not just tard rushed the outpost. If we kept outpost/riverfort as capturable, that is exactly what the PLA would do, just tard rush those flags.

As for outpost, Bob marley is right its simply there to delay the british forces a bit and give china some time to setup their defeneses at River Fort.

Please play the map a couple more times before passing judgement on it...
1ad7
Posts: 12
Joined: 2007-08-04 22:02

Post by 1ad7 »

I like the way the new map plays out. It has a realistic feel to it, atleast as a rec style of play for a tournament it might not be too friendly then yet again it might work fine, maybe just avoid it for tournaments.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

This isnt my type of map (maybe I will like it more with the changes, like fuzz said it will need more playtime) but APC dont need HAT to take them out, they arent that strong really & you can sneak up on them also.

I dont think APC are that great an advantage on the last two flags. I was trying last night to get a decent firepoint overlooking but I couldnt find one..
Colfax
Posts: 98
Joined: 2007-02-15 19:51

Post by Colfax »

[R-DEV]fuzzhead wrote:This is suppose to be a defensive style map for the PLA.

It was playing out that all the fighting took place at Riverfort/Outpost and the only time the citadel would come into play was when someone finally capped riverfort and there was a squad waiting underneath to cap it out.

Think of it more of a 'push' style map. You loose the riverfort, its gone, now pull back!

I have played this map 3 times on v0.61 and every time have won as the PLA. Because my team was organised and they actually DEFENDED for once, not just tard rushed the outpost. If we kept outpost/riverfort as capturable, that is exactly what the PLA would do, just tard rush those flags.

As for outpost, Bob marley is right its simply there to delay the british forces a bit and give china some time to setup their defeneses at River Fort.

Please play the map a couple more times before passing judgement on it...
I love 7 Gates. I just have never had a team on PLA play a good defense excpet for on TG or in the Tournament. So maybe i will just stick to there. Good explanation. We'll see how it plays out. I think i was more caught off guard by the change. Thx for the comments

Im gonna miss the fire fights on those islands and the west side of the river though.
Warmagi
Posts: 299
Joined: 2007-09-17 12:14

Post by Warmagi »

I still think its a lost battle for PLA. According to my experience this map can be won by PLA only if the PLA team is lot better than Brits and PLA need to hold the river fort for as long as they can. Prority is to destroy APC's and take down Enemy HAT. If not RF will fall very fast. And then its a fight in the Fortress. And its a very hard fight.

BUT... overall in MY OPINION changes made to that map are good. The map is a lot better now than it was before with fight in the outpost and at RF. GOOD JOB.
blud
Posts: 1246
Joined: 2006-09-04 22:22

Post by blud »

[R-DEV]fuzzhead wrote:If we kept outpost/riverfort as capturable, that is exactly what the PLA would do, just tard rush those flags.
Tard rush? In 0.6 you'd be a tard NOT to rush Outpost. My successful squad strategy that I always used in 0.6 was to spawn at the west-most side of Fortress, run down the steep hillside, (and have any special kit guys spawn too), and have the rest of my guys jump-spawn on me once I'm over the wall and safely going down the steep hill. Then we'd rush as FAST as possible to set an RP in the forest near Outpost (well as far from outpost as we could while still being in the forest).

Then we'd either stop the brits from capping Outpost, or we'd recap it if they capped it (before they get to river fort). Then I'd run all around, being a mobile spawn point, and when the enemy finally killed my RP people would spawn on me and we'd set another one at an opposite location, and then we'd just keep being a thorn in the brit's side until they cap River Fort, which is hopefully never as long as we can keep greying (or capping) outpost every time the brits move out to cap river fort. Nothing tard about that, in fact it's genius and the best possible thing you can do. (Having said that, I got bored of the gameplay on this map because of how it was like that.)

Now it would be retarded if the *whole team* went there, because in fact when my squad is doing this rushing tactic we are depending on the rest of the team to defend river fort, which they would - although they'd usually be pretty slow to getting their asses over there - because if there's one thing you can depend on, it's pubbies being slow off the start.

*Now* in 0.61, it wouldn't make sense to rush outpost anymore, and I'd call *that* a tard rush because it would be a waste of guys, because honestly they couldn't slow down the brits enough, the chances are just sooo poor that they could slow them down.
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