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Posted: 2007-08-23 13:19
by Outlawz7
Sure, its pure ingenuity (whatever its spelled) to park a tank on the same hill every round and rape the other team, eh?
You dont even need to move out of that area, its the perfect raping spot ffs
Gay tactic, if you ask me

Posted: 2007-08-23 14:48
by indigo|blade
Revelation_Space wrote:I think the easiest thing to do to balance out the uber armour on EJOD, is to simply remove their mega-zoom.

Tanks can't effectively sit on the hills miles away from flags, sniping infantry with their guns, if they don't have that zoom.

Infantry usually can't get anywhere near a tank, so I'd also vote to increase the number of HAT kits to 3 or 4 per team on that map. Alternatively, keep it at 2 per team but remove the extra long time before it can be requested again.

It seems pretty obvious to me that something has to be done. I was playing the map last night, and the most kills anybody had by the end of the game was 20, except for the tankers, who had literally like 50 - 100 each.
Outlawz wrote:Sure, its pure ingenuity (whatever its spelled) to park a tank on the same hill every round and rape the other team, eh?
You dont even need to move out of that area, its the perfect raping spot ffs
Gay tactic, if you ask me
Adapt and overcome my friends.

Maybe a thread with instructions on how to deal with an enemy tank are in order?

As a side note, players in PR do occasionally have good days where they just pwn up one side and down the other, usually by being in the right place at the right time for most of the game. DISCLAIMER: You may or may not be on his/her team when it happens.

Posted: 2007-08-23 15:08
by Bonsai
Goblin wrote:(...)i also know that there are modern Anti tank weapon that can take out Tanks preaty easyly, i dont care iff they reduce the amount off them ingame but curently its not realistic, and year i know its a hard mission to get a tank ingame and in real life but the anti tank kits curently are used for sniping out off choppers more then on enemy tanks why because its more or less useless.
I agree. There should be anti-tank weapons that can be used at the same range than the tank view. Most modern anti-tank weapons have an effective range of some thousand meters...

...but i`m still against totally equal balanced maps and/or weapons.
It`s one of the things i like most concerning this mod. You have to coordinate your team and use most of your assets to overcome the enemy. It`s not run and gun for the next best flag and face equal enemies?

Posted: 2007-08-23 16:14
by VipersGhost
Outlawz wrote:Sure, its pure ingenuity (whatever its spelled) to park a tank on the same hill every round and rape the other team, eh?
You dont even need to move out of that area, its the perfect raping spot ffs
Gay tactic, if you ask me
This is the issue, pure and simple. I'm sure the dev's will be altering many of the maps. I wouldn't mind seeing the tanks removed here until .7. I don't typically see the guy on the ridge raping the whole time though, they seem to die after a while being that it so predictable....but at times its truely lamo.

Posted: 2007-08-23 17:29
by Masaq
indigo|blade wrote:I don't think Ejod's "city" was originally designed to be on the same scale as London, Masaq. However, I live in a major US city myself so I do understand where you're coming from.

My point is that if there are hills over looking a city, tanks would be there to keep overwatch on the town below. That's just smart placement of military assets. To change the terrain now would be purely for gamey reasons, of which I disagree completely.

Besides, active players know how important the areas west and east of the metro are and adjust their gameplay/tactics accordingly; spreading the map out is a good idea, IMO.

Any time a player(in this case the OP) wants to change the face of a map because he/she got killed too many times in a particular fashion is, in my opinion, biased and unintelligent whining.
1. Yeah I knowwwww Ejod's not a major city, but point still stands lol. Usually buildings are far too chaotically placed and tight together to allow even a slight elevation to shoot for hundreds of meters into a town unimpeeded.

2. Granted, that's the right place to put them. We can see that by the fact that EVERY round of EJOD, that's where you find the tanks! My point was, those hills (in the interests of providing a more enjoyable map (although actually I like it as it is, armor-aside)), could be flattened - making the armor used more for what it should be used for- engaging other tanks - than for supressing the lil people in a market square.

3. Which is basically what flattening the hills slightly would do- make more of the map more useful to the armor, so they don't squish up tight into the city to camp watching the flags. Think what great tank battles could be had on EJOD - hell, you could place MORE armor on the map if it wasn't so likely they'd be stuck on a hilltop firing down into packed streets.

4. Bias doesn't necessarily equal wrong. The J-10 caused whining in vBF2 because it killed the F-35s pretty consistently. Does that mean that every J-10 moan was wrong? No, because the J-10 hideously outclassed the '35, and the complaint of disparity was quite correct. Annoying and whiny, but correct. (Although to be fair I found J-10s very easy to kill lol.)
indigo|blade wrote:Adapt and overcome my friends.

Maybe a thread with instructions on how to deal with an enemy tank are in order?

As a side note, players in PR do occasionally have good days where they just pwn up one side and down the other, usually by being in the right place at the right time for most of the game. DISCLAIMER: You may or may not be on his/her team when it happens.
5. People *know* how to kill tanks. It's also incredibly difficult in EJOD. I usually play just by avoiding them outright - when one rolls into my area of operations, I and my squad bug out.


I'm not saying that armor is hideously over-powered in EJOD. The suggestion of removing the tanker's zoom is a sloppy, lazy one and ignores the point about Reality in the PR name. The suggestion of increasing the range on the HAT is relatively valid, but would need careful balancing to ensure there's not one-hit-wonders-with-ease.

What I am saying is that a good map (and it IS a good map, albeit a slightly unrealistic one- the two armies would go around the town and not scrap it out inside. The city is abandoned, there's nowt worth the effort!) could be made better by altering the terrain somewhat to encourage a different usage of the armored assets, and to effectively make them vital to winning a crushing victory as opposed to a general time/ticket win - instead of as they are currently, which makes them vital in ensuring most games of EJOD are played out by endless infantry scrapes over the East and West city areas.

Posted: 2007-08-23 18:01
by fuzzhead
removing crewman wrench will drastically alter tank tactics in these types of maps.

id like to see lonewolf tanks become very ineffective if not completely impossible.

Posted: 2007-08-23 18:48
by indigo|blade
'[R-PUB wrote:Masaq']4. Bias doesn't necessarily equal wrong. The J-10 caused whining in vBF2 because it killed the F-35s pretty consistently. Does that mean that every J-10 moan was wrong? No, because the J-10 hideously outclassed the '35, and the complaint of disparity was quite correct. Annoying and whiny, but correct. (Although to be fair I found J-10s very easy to kill lol.)
Agreed. I don't remember the J-10 situation, but I get your point.

Now if you found out a way to kill those J-10s, don't you think it would be reasonable to assume other people could figure it out as well? That's my point.

Asking for a complete overhaul of a maps resources because whining didn't work on that T-90, priceless.

Having tanks up in the hills near the town does not ruin Ejod. Constantly having to adjust your gameplay because of new developments is one of the main reasons I am drawn to PR! If a tank rolls up east of East City well, we've got to deal with it, period. No amount of whining about that particular players tank K/D ratio is going to suddenly blow it sky high. Communicate clearly, adapt, overcome.

As a side note, the more linear you make maps, the less fun they are, IMO. That has proven true for me from Starcraft to PR and everything inbetween.

/congrats to Rhino and the mapping team for doing an incredible job so far!

Posted: 2007-08-23 19:09
by Outlawz7
id like to see lonewolf tanks become very ineffective if not completely impossible.
Uh, Ive been brewing this "mutiny against Ejod armor", ever since we couldnt get rid of the two T90s camping on that very hill, preventing us to actually even hold Gas Station for that matter.

I managed to sneak up on them with a gunner in my tank and got taken out, despite the fact, that my tank had the suprise advantage. We just got taken out by two solo tanks, who actually moved back, then switched to the gunner position...just remembering that moment makes me sick...
Then I teamswitched and saw, that the two T90s were in fact two soloers in a locked 2 man squad, each guy in his own T90, just camping there, scoring kills. Oh, and they had IDIOT tags...wow...

Posted: 2007-08-23 22:04
by Masaq
indigo|blade wrote:Now if you found out a way to kill those J-10s, don't you think it would be reasonable to assume other people could figure it out as well? That's my point.

As a side note, the more linear you make maps, the less fun they are, IMO. That has proven true for me from Starcraft to PR and everything inbetween.
I killed the J-10s usually because I was using a joystick and because they were too busy being cocky having just killed the first wave of USMC jets and then strafing infantry etc lol. Granted, I developed two tactics that worked very well (1) Fly above the cloud layer waiting for teammates to spot the jets, and swoop in behind them with guns selected, switch to AAMs and then freak them out at point blank. 2) If they did manage to get you into a turning dogfight, drop the power and instead of trying to outturn them at speed, turn inside them by using the 35's rapid deceleration and stability at low speeds, to force a head-on attack from them. Risky but at least you could fire back). Granted anyone else could use those tactics, but I usually found after they'd been used for a while on a server for a few hours, the J-10s learnt and started climbing up into the misty hights too. As soon as that happened, you were completely screwed because you couldn't sneak up. When *I* was in a J-10 and used those tactics on the F-35s, they didn't stand a chance usually.

With those tanks it's slightly different - they ARE able to manouver themselves into a position from which they're defensible against any attempts to dislodge them.

What I suggested would make EJOD less linear, not more. Currently it's still very similar to its 0.3 layout - long, with little action taking place outside the city except hill-camping.

If you make the outskirts more accessible to everyone by removing some of the massive advantage tank crews have, gameplay would be spread out more.

Currently, infantry are limited by the tanks - which makes it linear.

Posted: 2007-08-24 03:07
by indigo|blade
'[R-PUB wrote:Masaq']With those tanks it's slightly different - they ARE able to manouver themselves into a position from which they're defensible against any attempts to dislodge them.

What I suggested would make EJOD less linear, not more. Currently it's still very similar to its 0.3 layout - long, with little action taking place outside the city except hill-camping.

If you make the outskirts more accessible to everyone by removing some of the massive advantage tank crews have, gameplay would be spread out more.

Currently, infantry are limited by the tanks - which makes it linear.
I have never seen an ultimate tank spot anywhere on Ejod where no one can return fire to it. That's rediculous. Yes, there are great spots to place a tank and support your infantry with it. Is it hard to dislodge an entrenched tank? Yes! As it should be. Is there an invisible "god mode position" out there that makes your tank invulnerable somewhere on Ejod? No.

1. Right now, you have squads and vehicles operating far out to the west and east of the city. Why? Because there is cover! You can plant an APC to spawn on, you can drive into the hills and place a rally to flank from, you can drive a tank up in there and cover wide swaths of the city with devestating fire. These things make the map spread out and open, as opposed to concentrating the action only inside the city, therefore resulting in a very linear game.

For example, without cover out east and west you won't have a reason to go out there and place a rally, it will be seen for miles across the desert. This results in a one path in, one path out game. Having the outskirts(as hills and cover) available to each team opens up the map tremendously, thus resulting in a less linear game.

2. Flattening out those hills will force assets into the only cover available. This means everyone will head straight into/near the city. Which then results in a highly linear and, in my opinion, uninteresting head bashing in the middle somewhere. Opening up the map gives me more OPTIONS, the more options the better.

3. Last time I checked, infantry was supposed to be 'limited' by tanks. They sure are in real life!

Regardless, you may be confused by my use of the word "Linear". I am using it in the context of the "flow of the game", or how a normal game with similarly skilled players would unfold. Not necessarily how the different assets are balanced with each other.

4. I also think changes made to the crewman kit and tanks themselves will have a huge impact on future tank domination.