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Posted: 2008-02-14 12:06
by Outlawz7
Excluding the finally dead Street, 16p maps are fine with 64 players, sure it's nade spam and sniping, but it's the same on 64 sizes, so why are you complaining about it here?

Most 16p are big or diverse enough to stop head on spam attacks and you can still flank. Granted, you can't go 2 km around them, but it's still possible.

To be honest, the 64 players on 16p maps proves that we need more 32p player map sizes.

Posted: 2008-02-14 12:18
by Onil
I think it depends on the map but i really like to play on some 16 player maps with no more then 40 players. It gives you a infantry only type of gameplay that is usually fun .

For example, playing Jabal and Ejod 16p is usually fun, other maps might not be.

Posted: 2008-03-07 04:30
by Cyrax-Sektor
I find 64 on a 16 map adds the intensity of PR in a shorter time period. The nadespam is a bugger, but it's inevitable, and I must admit, those things are effective.

Posted: 2008-03-07 05:56
by Razick
16p maps with a full server does recreate better the numbers in an area more realistically as Kravixion said. It should also be played way better but once again the general public knowledge of tactics is horrendous and it turns into the tard rush we all love and hate.

The reason I like playing them is because this way the team that avoids dying ACTUALLY wins the round instead of this bleed ****. There's so little tickets to pass around to 64 players that you cant afford to die. Another flaw of the general public is that most of the maps are MOUT maps and once again their only experience in that type of enviroment is Karkand.

We need some kind of training video of at least the very basic techniques in proper tactics and post them on this site. I would make a video myself but my video editing skills are......lets just say Im better off drawing in MS paint. Im sure somebody has made something like this out there so why not post those kind of videos on some specialized thread.

Posted: 2008-03-07 06:10
by DarthDisco
16 player maps have their place like anything else. As previously mentioned, they help seed servers after a crash or reset. It gives players something to do. Rather than wait through 40 minutes of Mestia (or another large map) for players to join, you can get into the action right away. Then, by the time the round is over, you are ready to start a large map with a full server that is warmed up and ready for combat.

Peronsally, while I would not choose to play on a server with only 16 player maps, I think they can also be used to break up long map rotations. After a 4 hour tour of duty on Kashan, Qinling, or Fool's Road, it can be nice to just be able to kick back for 30 min and get your frag on.

Bottom line: love 'em or hate 'em, 16 player maps are only 100 tickets, so you don't have to do either for very long.

Posted: 2008-03-07 08:54
by Zybon
This is a bit misleading... if the map is being used to seed the server, then more than likely there will NOT be 64 players in the game. And if a lot of players ARE on, the map ends up being over quite quickly due to the high rate of ticket loss.
So do I agree with having 16 player maps on 64p servers? Yes. But that's much different than asking if I enjoy 16 player maps with 64 people.

Posted: 2008-03-07 09:17
by Waaah_Wah
It can be fun sometimes, like if you have the SAW on EJOD its pretty fun to find yourself a nice street to defend and mow down everyone who tries to cross it

Posted: 2008-03-07 09:31
by Chuffy
They can be alright however I prefer 32 player maps with 64 players. There's just less emphasis on armour and air assets and the infantry game ends up being a lot more fun. Basrah .5 exemplified this perfectly, 64 version was horrible, 32 was kickass.

Posted: 2008-03-07 10:17
by Ablack77
Nope sorry, I find it too spammy, no time/room to gather your thoughts or plan anything, it's just run and gun.

I don't really enjoy most of the 16p maps as they have too few approaches and too few possible ways of attacking or defending and they're too restrictive.

Why do 16p maps only ever have 3-4 flags?

Why are they so restrictive in approaches and size?

Why are the flag radius's always so small?

Why can't they be big maps with soft skin vehicles only?

Why can you request (and get) Heavy AT on maps that have no vehicles?

Posted: 2008-03-07 10:34
by Bob_Marley
Wolfe wrote:Do you enjoy playing on a 16 player map when 64 people are on the server?

Some servers use 16 player maps as the first map in the rotation to help seed the server when player population is low, but there are far better choices such as Mestia which play well with 4 or 64 people. 16 player maps play out like sniper/frag fests, all bum rushing 1 flag, winner take all. With only 100 tickets, it's over before it begins. Is this fun?

Why do servers run these maps?
If thats the case, and I get to set my weapon to full auto and scream "DAKKADAKKADAKKA!" down the mic for a few moments and relive the old days of PR that are sometimes fondly remembered. And it doesn't last long, so whats the problem.

Sure, perhaps its not what we'd want to play all the time in PR, but, firstly we dont play it all the time, and it breaks up the monotony of big old maps that give this mod its nickname of "Project Long Walk".

Of course this mod is mostly about full combined arms operations, but sometimes I just don't feel like humping across the desert for 15 minutes to see my entire squad cut to pieces by a tank on the very edge of our view range.

Posted: 2008-03-07 12:44
by Kaffi Java
Emnyron wrote:NOOOO
Ive got COD4 if i want a mindless fragfest.
Agreed, same here

Posted: 2008-03-07 22:42
by DeadboyUSMC
Negative. No combined arms or support. No standardized armed force goes anywhere without support.

Bah I say!

Posted: 2008-03-08 05:21
by youm0nt
I say have 16 players on a 64 player map, haha.

Posted: 2008-03-08 07:15
by SpecialBlend
I love it! :D Let the frag fest begin!

Posted: 2008-03-08 07:23
by Wolfe
:roll:

Posted: 2008-03-08 08:44
by Brummy
No. 25 is the limit for 16 player maps IMO. More and it'll become a fragfest.

Posted: 2008-03-08 13:03
by LekyIRL
Having 64 players on a 16 player map is just insane and goes against everyting PR has tried to do to get away from VBF2.

Posted: 2008-03-09 18:41
by BloodBane611
16 player maps like quinling can work with 64 players, as long as you don't have any rally points. Otherwise, mindless fragfest.

Posted: 2008-03-09 23:32
by Hfett
Wolfe wrote:Do you enjoy playing on a 16 player map when 64 people are on the server?

Some servers use 16 player maps as the first map in the rotation to help seed the server when player population is low, but there are far better choices such as Mestia which play well with 4 or 64 people. 16 player maps play out like sniper/frag fests, all bum rushing 1 flag, winner take all. With only 100 tickets, it's over before it begins. Is this fun?

Why do servers run these maps?
I run those maps on the beginnig of my server rotation, while i personaly do not like then, most of our regular players enjoy

But i do love Fools road 16, would like to see more mapsize's 16 with flags far away from each other instead of one small map with 5 flags

Posted: 2008-03-10 01:12
by Wolfe
[R-PUB]Hfett wrote:I run those maps on the beginnig of my server rotation, while i personaly do not like then, most of our regular players enjoy
The only problem with starting the map rotation with a 16 player map is that inevitably it will pop back up when the server is full, after which, since most people hate 16 player maps, they will disconnect.

Instead, starting a rotation with Mestia or another similar map that plays well with 4 to 64 people is the best choice. It doesn't require admin monitoring, doesn't cause mass disconnects, and keeps players happy.