Sbeneh Outskirts

waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Sbeneh Outskirts

Post by waldov »

Beautiful map I have to say and may possibly be one of the most well laid out Urban maps in PR history. My only gripe was the AAS layer which had too much of the feel of being mostly a straight forward conventional battle between the two sides instead of a more unique type of battle like those happening in Syria at the moment. Personally I felt the MEC (or SAA as it will eventually become) should have a Cow and a Hind to give them a better chance as the attacking team not to mention it will be balanced out by the presence of the ZSU-23-2 techie and SA-7s/RPGs. All in all its an amazing map and when the SAA finally gets on the scene it will be even better.
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Sbeneh Outskirts

Post by viirusiiseli »

Really a good map, MEC has OK armor that's countered by good cover all over the map and good AT capabilities for FSA. We need more like these.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Sbeneh Outskirts

Post by Roque_THE_GAMER »

cool map i really enjoy it, also i like to play as T-62 in this map i feel like i'm playing as real Rebel tank.

also why rebels don't have a Repair truck? the van don't load field repair at least give to the rebels some repair van only because if the T-62 get the tracks broked he is dead and have to be abandoned the hole map.
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Sbeneh Outskirts

Post by M42 Zwilling »

Roque_THE_GAMER wrote:also why rebels don't have a Repair truck? the van don't load field repair at least give to the rebels some repair van only because if the T-62 get the tracks broked he is dead and have to be abandoned the hole map.
This is to represent that the tank has been captured and thus the rebels have no access to spare parts.
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Sbeneh Outskirts

Post by Roque_THE_GAMER »

[R-CON]M42 Zwilling wrote:This is to represent that the tank has been captured and thus the rebels have no access to spare parts.
well so they cant also repair at main right? they at least have to get some other scrap fron other tanks maybe the enemy tank.

edit: why the rebels cold stole the MEC supply trucks? they could use the repair ability of the truck.
Last edited by Roque_THE_GAMER on 2014-03-18 16:36, edited 1 time in total.
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

New Map Permapoints

Post by Vicious302 »

On this new map there are 3 spawn points for the rebels that never go away. 1. Never seen that before unless it is a mini dod like mosques in Ramiel. 2. Never seen those on flagzones. The current route runs through the FOB and there is a spawn point and a flag which seems to possibly be a mistake. 3. Even when MEC forces are directly across the street east of the flag within 100m with 4 guys, the spawn point remains. I just want to make sure this is not a bug before I report feedback.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Sbeneh Outskirts

Post by 40mmrain »

I really do like this map by I have a couple issues with Balance.

1. There are a number of permanent RAlly points and crates that the Syrian rebels have in D9, F6 and J5. This completely destroys the balance of PR. The entire game of AAS is predicated on FOB control and usage, these spawn points act as free FOBs and are just another thing the MEC must control giving the Syrian revels a large advantage.

2. Tickets bleed from the MEC unless two flags are taken. In my experience having played a number of rounds on both sides this is incredibly broken. The Rebels have won by 300 or 400 tickets every time. The Syrian and MEC armour are nearly on par, and the Syrians have an AAV to counter the Hind. AS for infantry kits the MEC have an advantage in body armour, and scopes, however the scopes are a hindrance at close ranges in the city. Fully automatic fire with the G3's scope is not viable so many players elect the REd dot for their G3 and as such the MEC advantage is only small and not enough to make up for this massive bleed they have to deal with.

The MEC tactical advantage needs to increase greatly (better assets) to compensate for the gigantic Syrian strategic advantage (Free ticket bleed thats hard to stop and free spawn points in valuable locations) or, holding one flag for the MEC needs to be changed into no bleed and no permanent spawn points (rallies that last a minute on game start are common and FINE but permanent ones are stupid imo).

As for bugs the Hind gunner seat does not work, it gives the error message that implies you need a pilot to use that seat, regardless if there is a pilot in your squad in it or not.

Other than that this map is really detailed, and has unique sections. Very good.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Sbeneh Outskirts

Post by Rabbit »

Strange the rallys are doing that, as they are listed as temp rallies and should only last 5 minutes.

Ticket bleed will be adjusted, it will stop at the 2nd flag instead of the 3rd. Armor is changing, all armor will respawn for mec, but things like the tank will take 25 minutes. BMPs will also be given ATGMs, which should be on par with the t-62 (both can 1 shot kill the other). AAV and hind really are not balanced, it takes quite a lot of fire from it to kill a hind. I also understand that the city route can be much MUCH harder for MEC than the outskirts, I'm currently working on a plan to give MEC a bit more armor if that route comes up so dont worry.

Just bear with me, its my first bf2 level I have ever released, not to mention I went into assets with the knowledge of of screwed ins usually are, so that's why you see these heavy mods to it.
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AfSoccer "I just don't see the natural talent."
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Sbeneh Outskirts

Post by Psyrus »

Please don't overly nerf the Rebels or buff the MEC, it's so nice to have another map where playing as the redfor doesn't feel like an endless spawn-die-spawn-die grind. [Korengal being the other one right now, but it's too harsh on the US team IMO... Sbeneh has a good balance]
Dude_Nukem
Posts: 131
Joined: 2010-07-25 19:20

Re: Sbeneh Outskirts

Post by Dude_Nukem »

I really really like the map and faction. But I think the ticket bleed for MEC is a bit too much/long. Not really sure, about all the layers and their ticket bleed.

I say this, because I just played the INF layout (which is awesome btw, with APC's and tanks), but we couldn't get the first flag as MEC.

I know this depends on the teams and stuff, bla bla :) . But the ticket bleed is a pain in the *** :) .
The dude: Yeah, well, you know.. that's just like, uh.. your opinion man.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Sbeneh Outskirts

Post by Rabbit »

Dude_Nukem wrote:I really really like the map and faction. But I think the ticket bleed for MEC is a bit too much/long. Not really sure, about all the layers and their ticket bleed.

I say this, because I just played the INF layout (which is awesome btw, with APC's and tanks), but we couldn't get the first flag as MEC.

I know this depends on the teams and stuff, bla bla :) . But the ticket bleed is a pain in the *** :) .
Ticket bleed will be adjusted to AAS64 and AAS128
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AfSoccer "I just don't see the natural talent."
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Dude_Nukem
Posts: 131
Joined: 2010-07-25 19:20

Re: Sbeneh Outskirts

Post by Dude_Nukem »

[R-CON]Rabbit wrote:Ticket bleed will be adjusted to AAS64 and AAS128
Good to hear. Thank you very much.

But not for the skirmish layout? I think the ticket bleed is also tough on this layout. Was on MEC side, leading sqd, made two fobs (very fast, with 8 guys) before moving into the first flag, but couldn't get the flag, because FSA was already settled. Game ended up, FSA 384 - MEC 0. Didn't really depend on the team, but we didn't rush the first flag, went for FOBs.

So that means MEC have got to rush the first flag in order to be first and to cap it on the INF layout, so they don't get ticket bleed? Because they got two spawnpoints very close to the first flag in the battlefield, no matter the layout (and I'm aware there are two different layouts for the INF layout, result is same). BTW for how long the ticket bleed lasts (how many flags) on all these layouts right now and for how many flags its going to be changed?

EDIT: Because they got two spawnpoints very close to the first flag in the battlefield, no matter the layout
Last edited by Dude_Nukem on 2014-03-21 22:11, edited 2 times in total.
The dude: Yeah, well, you know.. that's just like, uh.. your opinion man.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Sbeneh Outskirts

Post by Rabbit »

I take it you mean aas16? This is the first public feedback I have gotten for that layer, hopefully map stats will show what needs to be fixed on that layer when the time comes.
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AfSoccer "I just don't see the natural talent."
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Hurricane
Posts: 167
Joined: 2008-04-27 11:31

Re: Sbeneh Outskirts

Post by Hurricane »

In H5 K7 is a building that one can look through if you approach the corner while crouching.

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Overall I'm really satisfied with the map. You really feel it is modeled after a real world location because the transitions from urban terrain towards open fields seem so natural. So far I'd say this is the very best semi-urban map in the entire PR map pool, a map that plays out differently every round.

The ticket bleed has already been mentioned, yesterday I played a round as MEC where the FSA got stomped really hard, yet won the round with ~80 tickets. Other than that the balancing seems fine so far, judging by the few rounds I could play since the update.
HIROhd
Posts: 52
Joined: 2011-01-27 14:30

Re: Sbeneh Outskirts

Post by HIROhd »

The map is fantastic! Congratulations! The land, the gaps, the alleys, the streets uphill, backyards, textures, plants, etc.. A huge sense of immersion that I did not think would be possible in PR! Phenomenal!
KneeHiGh
Posts: 72
Joined: 2009-07-20 07:07

Re: Sbeneh Outskirts

Post by KneeHiGh »

This map really is brilliant what a city map should look like! Playing muttrah after this I was like "where is all the cover??" Would love to see some of the cleaner older maps get a bit of an overhaul to keep them interesting. Muttrah and Kashan is so predictable these days zzz
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Sbeneh Outskirts

Post by fatalsushi83 »

KneeHiGh wrote:This map really is brilliant what a city map should look like! Playing muttrah after this I was like "where is all the cover??" Would love to see some of the cleaner older maps get a bit of an overhaul to keep them interesting. Muttrah and Kashan is so predictable these days zzz
Yeah, it's as though PR has evolved because of this amazing new map that feels like a real place and offers so many tactical possibilities. Can't wait for the next Syrian map to come out! The screenshots look great.
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Daniel
Posts: 2225
Joined: 2010-04-15 16:28
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Re: Sbeneh Outskirts

Post by Daniel »

It would be nice to know the temporary Sbeneh-test-server-password, so people can help you, Rabbit, in whatever you were doing there last night!!! ;) 8)
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Sbeneh Outskirts

Post by Rabbit »

Lol, I was just screwing around on it, dropping commander artillery.

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AfSoccer "I just don't see the natural talent."
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: Sbeneh Outskirts

Post by PlaynCool »

Tank seems to get stuck in the terrain quite often.
Forgive my bad English... :?
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