Posted: 2008-03-07 11:05
I want a mixed of both. In to days warfare most battles are both. Not like in WW2 when there was mostly QCB.
Bimbu channel! Good timesOutlawz wrote:Yeah the map size in JO was unlimited as far as I remember and the largest map had a span over 64 Km...Kashan can hide.![]()
Eh? On fools road I've had some of the most well thought out games I've ever played other then perhaps on Jabal or Qwai. It can get really messy but there's [;enty of room for you to think your way out of things, unless your been pinned from every way possible at the bridge/village as British.milobr wrote:I hate dense jungle maps (Mestia, Ghost Train, Fool's Road) because they remind me of Counter-Strike. Really, it's just pure chaotic. My best games are usually in desert maps like Ejod, Kashan, etc where you can employ a lot of infantry tactics and the game is much more like real war.
Agreed, EJOD has remained one of my favorites, I like the funneling which happens through the city.Outlawz wrote: IMO, Ejod 16p plays very good with 64 players as the city is spaced out enough and everyone is forced to go through a certain street instead of "flanking around".
Soucy, little buddy, you need to go hit those history books a little harder. While there was plenty of CQB in WWII, especially in the Pacific theater there were also some fantastic open plain tank battles including the entire North Africa campaing (like the famous Battle of El Alamein, yes its more than just a BF42 map), the eastern front between USSR and Germany was mostly fought on open plains (exceptions being the big seiges of cities), and the Battle of the Bulge.LtSoucy wrote:I want a mixed of both. In to days warfare most battles are both. Not like in WW2 when there was mostly QCB.
That is the root of the problem here. You cannot have a massive battle with just 32 people per side. Some day there will be a game platform which can have hundreds per side, then Project Reality can reach its full potential. Until that happens, there are just certian bits of realism which we must sacrifice for game play (like crewed arty, large scale air support, supply trains, etc.,).DkMick wrote: but the reality is that BF2 makes this less than possible.
Don't have to think too hard...[R-MOD]Masaq wrote:If you're not getting any CQB, think about why it is.
Agreed, but for a different reason... it take 2 players to crew an APC/Tank/Chopper, on a map like Kashan if you crew all the vehicles there's no one left for infantry. We had a big decistion to make in the last tourny about the wisdom of only taking half the armor, and keeping more infantry, which worked out but took a lot of discipline, the sort not found on pub servers.Wolfe wrote:[*]There are too many vehicle toys to distract players.
Could not disagree with you more, the weapons are more realistic. This does make it much easier to defend a flag than cap it, but combat almost always favors the defenders IRL.Weapons are (still) too accurate.
I don't think they are super powerful. Unfortunatly the game engine does not allow for sharpnel, just blast area. IRL you might be the closest person to a nade and live, by diving down or just by luck, or you might be a hundred feet away and get a fatal wound from it. As for the game play issue, that's not unrealistic either. If you are in true unlimited CQB you're gonna toss a nade every time you round a corner, enter a room, or had enemy close enough to hit them.Infinite, super-powerful grenades ruin the fun.
Agreed, but if we ever want new people to join the game we have to live with the newbsheep. Besides, I like it, makes being a SL a little more fun when they do mostly what I ask them to because they don't know what else to do.[*]Too many lemmings who don't understand strategy.
While I agree with the first part, I totally disagree with the second. Weapons are about perfect, with the exception of sniper accuracy right now.remove the distractions and adjust the weaponry so they're forced closer together
Yeah I agree; the map setups need tinkering in some cases. Chopper on OGT I coud live without; APC is actually pretty important to how that map plays. The team that keeps the other APC/IFV dead is usually the team that wins; the armoured units can keep the bridge wrapped up.Wolfe wrote:Don't have to think too hard...
There are too many vehicle toys to distract players.
Choppers, apc's, jeeps, tanks, planes, command trucks... Nearly every map has at least three of these vehicles. While the assortment of weapons seems fun, they're all just another distraction to keep players driving around, shooting from afar, or flying around in circles when they could be ground-pounding that flag. Example: Why are APC's and choppers on OGT? Makes no sense.
Simply wrong. What're you're missing is firstly that weapons are that accurate. If my weapon is zeroed to 300m in real life, in PR I should be able to hit targets at 300m out.Wolfe wrote:Weapons are (still) too accurate.
Bottom line, if players can accurately kill you from a distance using single shot (whether they can head shot you on the run via .6 or lay prone via .7), they will avoid CQB and sit on that hill away from the flag. This includes all scoped rifles, LAT, and grenadier.
Sorry, but you do need to explain. Why is being killed with a rifle more fun than being killed with a grenade? Why is killing someone with a rifle more fun than with a grenade? To my mind what's fun is rolling into a flag and holding it until my teammates have taken the next flag, then moving on. I don't particularly care if we do it via grenade, rifle, tank, pistols, knives or the holy-hand grenade of antioch. Nor do I care when I get killed which method it's by - I'm still just as dead.Wolfe wrote:Infinite, super-powerful grenades ruin the fun
Does this really need an explanation? Just listen near any would-be CQB situation and all you hear is... boom. boom. boom..... boom. Pull pin. Toss. Repeat. No skill necessary. Realism be damned... nade spam ruins the fun of CQB.
So play on well-admin'd servers that don't allow people to camp in bases. T&T for example only allow spec ops and the odd engineer in; usually 2-4 guys at most. Everyone else gets a couple of warnings, then kicked. Repeat offenders are banned.Wolfe wrote:Too many people basecamping
I see this more and more. One or sometimes 2 entire squads devote themselves to camping the enemy main; laying mines, destroying assets, etc. This tactic is counter-productive because it nullifies an entire squad from the game. It's useless because they'll build more assets anyway. Meanwhile, the rest of your team is getting overrun on flags that matter.
So be a squad leader and lead your own squad in a useful way. At the very least you then ensure that you have a good round, and that five others get one too.Wolfe wrote:Too many lemmings who don't understand strategy
So they follow their squad leader, who follows another squad leader, and next thing you there's 3 squads in the middle of nowhere doing nothing. Happens all.. the.. time.
That about sums it up.
And so, if you want more CQB, get your *** in gear, stop fighting over useless ground and make sure you're in a flag zone either defending or attacking.Wolfe wrote: AND SO... You put this all together get a typical night of PR, punctuated by the occasional clan or squad whose well-organized strategy and execution completely steamrolls the other team while you look at your map, smack your head, and wonder what your team is doing.
If you want more CQB, remove the distractions and adjust the weaponry so they're forced closer together. Simple.
for a second time.......Top_Cat_AxJnAt wrote:*rolls eyes*
AND..............(EDITED for clarity)
If you want to affect player tactics, adjust/change the MAPS, GAME MODES, NUMBER
This is the very reason i have started creating a map that in parts forces players into all ranges of combat, including close quarter and long/medium range combat. READ CAREFULLY the following examples:
(1) The only way to cross a river is at 1 bridge, however there is a village very very close on each side. Therefore forcing players in to house to house combat - happy now Wolfe?
(2) There will also be a 1 km long ridge with 250m deep of fields on both sides of it. Therefore forcing players to combined simultaneously focused suppressing fire with good smoke cover.
Solutions to reduce the difficulty of entering flags capture zones due to nade spam, that dont involve decreasing the number or power of nades:Wolfe wrote:
Nade spam:
For those who think nades and guns are equals, then I can't offer any further explanation that would change your mind other than to say the sheer volume of exploding nades around an objective makes it very difficult to enter CQB with rifles. And yes, rifles are more fun. It takes more skill and strategy than hand-held nukes.