If you really want to know...
Dr2B Rudd wrote:1) Placement of flags
AASv2 vs AASv3
I like both AASv2 and AASv3, it really depends on the map itself. Some maps are good with both game mods some maps are good only with one of them. The only thing I don't like is some "tactically useless" flags in AASv3... I like to capture something that looks tactically important TBH. For me it's a huge difference between capturing oil production facility or bunker complex then just some random hill with nothing but grass and trees on it
Cap zones radii.
IMO, cap zone radius should represent the actual area of captured objective. If it's a single flag in the small city or a flag representing a part of the bigger city then I'm fine with large cap radius even up to 150-200m per flag... but if it's a some kind of storage bunker in the middle of forest then it should be relatively smaller and the cap radius should represent the area of that structure/complex without large part of the surrounding forest.
Why? Because if your objective is to capture enemy building (and by capture I mean going in to that structure, kill defenders and set defence on the perimeter) then you shouldn't consider yourself as someone who capture it while standing 200m away from that building in the middle of the forest doing nothing, right?

Another thing... players limit. You can have only 32 players (at most) per team.... 32 players max. With huge cap zone your forces are overstretched and you also need couple squads to attack so you can't have all 32 players to defend objective. There are 2 objectives on mestia and it's even worse there... 16 chechen players per objective within 380m (or 360m?) cap zone.... too few IMO to defend that area
I prefer smaller cap radius like 75-100m max. and exactly defined objectives in AAS, even if it means more control points on the map. It makes the fire fights more intense and on the larger scale within players view distance because there is higher "density" of players in the flag area. That's why maps with smaller cap zones have more so called "epic fights". There is a huge difference between
fighting side by side with two other squads in the same area within visual contact with each other and
the same fire fight with two other squads without visual contact somewhere within 300m cap zone.
If you had some epic fire fights before then you know what I'm talking about, it gives you that feeling of you being a part of the bigger war machine
BTW. The small cap zone doesn't mean you can't defend or attack from whatever direction or position you want. The difference is that you can't capture the objective without eliminating the enemy resistance first and the enemy can't block you with instantly spawned reinforcements on a rally point or FOB build inside the cap radius.... which is more realistic then capturing the objective without eliminating enemy first just because you've got more players inside the cap zone then the enemy has.
Dr2B Rudd wrote:2) Order of Capping
Some more variety on capping order would be nice... instead of standard:
A + B + C + D = Win!
Maybe something like:
A + B&C + D = Win!
or
A + B&C + D&E + F = Win!
or
A + B&C + D + E&F + G = Win!
or
A + B&C + D + E + F&G + H = Win! (old Qwai river layout

)
or
A&B + C + D = Win!
or
A&B&C + D&E + F = Win! (yeah I know, "whack a mole" but worth to try

)
In other words a little more variety then simple linear capturing order for both AAS2 & and AAS3 would be nice
Dr2B Rudd wrote:3) Uses of bleed
Bleed effect could be used on double assault maps more often (two main bases + neutral flags). Because bleed effect is forcing people to increase their efforts in fight to win the round....Slight bleed should start if the enemy team has more flags captured then your team have and the bleed would increase if the difference between captured flags is growing.
On beach assault map the bleed for assaulting team would be in effect until the first flag is captured, the next flag in capturing order would be without bleeding but the third one if captured by assaulting team would start a bleed effect for the defending team (to motivate them to repel the assault).
There is also a down side of the bleed effect... exactly the opposite reaction of players if the enemy has majority of flags because there is no chance for counter attack with the chance to win the round, so some players would simply give up...
snooggums wrote:AoM is a control area map now, not a location specific flag type.
Area control could be an another game mode or at least an alternative layer. You could have one huge cap zone in the middle of the map and two main bases without possibility to capture them if you really want to have a real area control map

IMHO (and not only mine) previous AoM was almost perfect map... I'm not a big fan of the current flag layout TBH and old Mestia was one of my favourite maps before PR 0.8.
That's all for now
