Re: I miss the Lynx on insurgency maps
Posted: 2011-03-20 17:00
Please note that it was decreased for a reason dtacs. Rudd said that he is unaware of any changes that would allow clients to handle longer view distances. That means that when this map had longer VD, the clients could not handle it. Since nothing has changed, if it were to change back, the same problems would be there, and we would have one more insurgency map that nobody could play.dtacs wrote:There is no harm in trying it out with the testing team to see if clients can handle it, IIRC its not that resource intensive as other maps atm.
In comparison to Dragon Fly for example, which has about the same amount of statics but 10x the flora.
Gameplay wise, the two indefensible cache spawn locations (the one far north by the river in the two story building by itself and the one in the one in the two story building north of the city in the desert again by itself) and the vast amount of open ground are the biggest problem with the map. When caches spawn anywhere besides in the city (the two indefensible caches notwithstanding) if the British have their armor assets up in any semblance of an intelligent overwatch setup, it is difficult, if not impossible to reinforce outlying cache locations. Infantry and vehicles are slaughtered as they attempt to cross the desert, in effect removing all insurgent pickup kits and vehicle assets from cache defense, other than the four kits that spawn on that cache.[R-DEV]Rudd wrote:If the clients could handle it, I would increse VD remove 1-2 warriors and add a lynx or merlin, but I'm unaware if there have been any changes that will allow the clients to handle a longer VD on this map since the VD was decreased for a reason.
In order to combat this problem, this map needs an adjustment of cache spawn locations and could use a bit more cover in the vast parking lot surrounding the city. I understand that this is a lot of work for the devs, and I do not make this suggestion lightly. To lighten the client side load, it might help to remove some of the destructible structures and go to indestructible statics. The destructible statics are really cool, but often cause more problems than they solve, such as caches being buried in rubble and becoming invisible.
On a separate note, I believe that the British Rifleman Specialist kit needs to be looked at as well. In its current configuration, the shotgun slugs can accurately and lethally engage infantry at ranges of 100-150 meters. Additionally, shotgun slugs are counting as arrests instead of kills, allowing an exploit of the arrest system. I understand the devs' intent that shotguns be allowed to arrest at range, and agree with that sentiment. Without that capability, collaborators would be unbalanced. All other Blufor shotguns that are used for this purpose have an approximate arrest range under 50 meters however. On this map, with this specific weapon system, the British Rifleman Specialist is able to "sniper arrest" insurgents giving the Blufor team an unfair advantage in intelligence points, and putting Insurgent players at a disadvantage in terms of spawn times. I propose that either the shotgun slug system be changed over to not count as an arrest, or the Rifleman Specialist be given an assault rifle as a primary with a shotgun as a secondary, as is the case with every other Blufor Rifleman Specialist kit on every other insurgency map.
