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Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 06:02
by Snazz
The absence of flags makes it particularly unique. The overall objective is simple, defeat the enemy by locating and destroying them. Squad leaders need to access the situation and use initiative.
Qadis wrote:I didn't like the transport HUEYS in this setting. Why not just use Blackhawks ? Can you use the ones with the IDF camo?
In this setting?

The Huey is the USMC transport in PR, the BLUFOR faction would have to be changed to US Army or IDF for Blackhawks.

Apart from that Hueys are also smaller targets, more agile and easier to land.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 06:42
by cyberzomby
If you add the C&C gamemode it would feel like theres an objective and play out more or less the same as it did currently.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 07:27
by KingKong.CCCP
I felt the same way some people are talking about, the lack of point to the game.
BUT do we have to rush and make conclusions after only one round? Hey, we didn't know the map at all until yesterday, and now we're talking about changing the choppers and type of gameplay?

Chill out, let's have two more rounds, and then we can talk about it.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 08:01
by FlamingSoul
Non playable for now, I think It can be more fun with small villages and weapon caches! + some big hills like in Operation Archer :idea:

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 08:14
by Sinbe
Team Deathmatch isn't really what PR is about imo. CnC I guess would be fine, but there has to be some kind of objectives. I only played for 10 minutes due to mumble and performance issues and with our team split up on two Fobs over 2km a part, the 200 players seemed more like a hundred. With CnC and a lot of defenses I think it could work. VW with large "flags" too of course.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 08:59
by Thomas276
It was definitely a good game. Without flags there was a kind of hilltop warfare with fob at hilltops and hundreds of people shooting eachother there. First time i ever felt pr to be a realistic firefight.
Only point is that the map should be a bit more varied. Right now its just a couple hills and fields everywhere.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 09:28
by Wicca
'[DVB wrote:Shadow_Omega;1586254']The event was alright, but at the onset of it, whoever was squad lead for the LAV's acted completely out of line and was extremely disrespectful to several members of the squad; I ended up cursing the guy out along with a few others before we left. Some folks forget that it's a video game and not the real Army (I spent 4 years in the real deal, I don't need some random arse on the internet talking down to me like he is somehow better then everyone.).

Other then that little issue that made me take a break from the server for a good amount of the event, I had some fun (playing on the MEC team, of course.). Shoddy performance of G3's be damned, we had a good shoot out towards the end, lots of artillery, armor, tows, and bullets getting slung around between the two hills. I think actual objectives would of been nice though, it was a bit aimless.
That was me, you didnt follow orders. And you spammed the voip key instead of using mumble. I was trying to get some order by telling you to shut up. As always, if you dont like being led. Lead a squad of your own.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 09:41
by KingKong.CCCP
FlamingSoul wrote:Non playable for now, I think It can be more fun with small villages and weapon caches! + some big hills like in Operation Archer :idea:
so... everything opposite of what the map is? lol :D
How about we use Operation Archer, change Canada for USMC, hm?

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 10:04
by Snazz
Perhaps try CnC next time as an alternative, to see the difference of only 1 FOB per side and ticket bleed.

It seems an appropriate response to complaints of 'no objectives' short of adding flags.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 10:36
by Arc_Shielder
cyberzomby wrote:If you add the C&C gamemode it would feel like theres an objective and play out more or less the same as it did currently.
Agree.

I think in order to make it more appealing to some of you that loved all the FOB + asset emplacements. Wicca just has to complete the map by adding more points of interest. Like a village, bunkers, etc on top of some hills.

I understand what we're trying to get at by letting all the trust fall into players, but there's something awfully wrong with this team deathmatch mode. I could camp just outside the enemy's base without making it illegal and take out their vehicles one by one. There are no objectives to defend so that also doesn't prevent for the whole team to make cheap tactics like these. This is like in Muttrah, rushing straight to Docks as MEC.

We could eventually rely on admins, try to educate the players into playing the game to what's supposed to be.
But notice this, it's Team Deathmatch. There's absolutely no technical reason for you to bash a player, squad or a whole team for fulfilling the purpose of the gamemode - which is to solely kill the enemy.

And notice that the hypothetical scenario of "educating" is dandy and all, if it wasn't for the fact that Soppa, Wicca and others had to take strict measures so that people could enjoy the server.
Why? Because we can't trust people without some guidance or restrictions. So this proposed freedom is nothing but contradictory.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 10:51
by TheComedian
Speaking of the villages, they are very poorly placed on the base of some hills which give no incentive to hold them whatsoever because of the huge view distance and high ground given by said hills. There is no cover in the villages and I never saw anyone pass through them.

Now if we had a big mountain village (like 50 houses) on the highest hill in the map (make it somwhere in SE quadrant of the map). I predict epic infantry engagements in the said village with added protection against APCs and Tanks (which will have to fight over the smooth part of the map in the NE quadrant not to get raped by H-AT).

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 11:31
by Wicca
Want to do it again?

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 11:48
by Brainlaag
Sure, why not

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 11:57
by KingKong.CCCP
I like Wiccas idea about not having game dictating what you will do. What is the point in doing what game tells us to? If US can win on Op Barracuda just by not leaving the carrier, perhaps we could win just by not spawning?

I would like this maps to be played few times, so that we figure out why we are playing the game, what we want to do and other stuff. Also, without flags to attack, I believe new players would be more interested in joining a squad and platoons, following orders and be part of something, rather then wonder around on the map doing... nothing?

I don't like CnC cos I feel one FoB is not enough on this map.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 12:20
by manligheten
There should be like 3 pairs of flags like it used to be in older PR versions. If you controll a set of pairs, u can attack the next ones. There is really no meaning with team death match. Maybe it's fun for the APC and tank drivers but for the infantry it isn't really as they serve no purpuse.

The long view distance is quite cool.
KingKong.CCCP wrote:I like Wiccas idea about not having game dictating what you will do. What is the point in doing what game tells us to? If US can win on Op Barracuda just by not leaving the carrier, perhaps we could win just by not spawning?
If the game doesn't dictate what to do than it's pointless, as you can't attack the enemy's main and destroy him. The flags are symbols for objectives and area control.

None of the infantry should leave main except two hats. Neither fun nor realistic but a winning strategy. And, of course, there need to be a ticket bleed on Barracuda for the attacking team.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 12:40
by Qadis
'[DVB wrote:Shadow_Omega;1586254']The event was alright, but at the onset of it, whoever was squad lead for the LAV's acted completely out of line and was extremely disrespectful to several members of the squad; I ended up cursing the guy out along with a few others before we left. Some folks forget that it's a video game and not the real Army (I spent 4 years in the real deal, I don't need some random arse on the internet talking down to me like he is somehow better then everyone.).
I find it funny that someone from the army would be so sensitive to people insulting or flaming him on the Internet. On another note, your squad leading in Jabal was pretty bad for the time I was in it.
Snazz wrote:In this setting?

The Huey is the USMC transport in PR, the BLUFOR faction would have to be changed to US Army or IDF for Blackhawks.

Apart from that Hueys are also smaller targets, more agile and easier to land.
Ah well, uneducated post on my side. In that case I'd prefer the US Army as the faction on this map. I just find Blackhawks cooler, regardless of the advantages of the Huey. The preference is mostly aesthetic.
Also don't get me wrong, I realize that this is pretty low on the list of priorities for the map right now, and the map maker probably won't even take my suggestion into consideration since it's so unimportant right now.
Arcturus_Shielder wrote:I understand what we're trying to get at by letting all the trust fall into players, but there's something awfully wrong with this team deathmatch mode. I could camp just outside the enemy's base without making it illegal and take out their vehicles one by one. There are no objectives to defend so that also doesn't prevent for the whole team to make cheap tactics like these. This is like in Muttrah, rushing straight to Docks as MEC.
What do you mean ? The only reason that kind of base rape is 'illegal' in AAS is because of arbitrary rules and the DoD. Shit, I don't even see why you wouldn't allow baserape on this map, you'd just need to develop the main bases more, make them bigger with more and better defenses etc.
It could actually add a new dynamic to the game, but I think that's a discussion for another thread.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 13:16
by Nugiman
TheComedian wrote:Speaking of the villages, they are very poorly placed on the base of some hills which give no incentive to hold them whatsoever because of the huge view distance and high ground given by said hills. There is no cover in the villages and I never saw anyone pass through them.

Now if we had a big mountain village (like 50 houses) on the highest hill in the map (make it somwhere in SE quadrant of the map). I predict epic infantry engagements in the said village with added protection against APCs and Tanks (which will have to fight over the smooth part of the map in the NE quadrant not to get raped by H-AT).
Totally agree.
Villages were a no-go-area in that round, and I believe they will be next test, too.
Inside villages you have only disadvantages. Sourrounded by hills, where the enemy could attack from every direction, the villages are a deathzone.

Make a few villages above hills, they will get much more usefull and will increase the gameplay.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 13:41
by TheComedian
You can't baserape the US main because it is on high ground and you can't see inside.

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 16:33
by Wicca
Im raising the villages to be higher and im considering giving blufor a jet. hmmm

Re: 128 player Test Event - The Karez Offensive! 1st of May 1800 PRT Sunday

Posted: 2011-05-02 16:45
by Nugiman
Wicca wrote:Im raising the villages to be higher and im considering giving blufor a jet. hmmm
First: Very good!
Second: Im not sure if a jet will do things better. The level of CAS yesterday was pretty pleasing yesterday. As regular infantrygrunt we were under attack by eurocopter and we also were supported by attack huey, but it was never too "much" that you think it is unfair or something, or infantry had no chance anymore and plays just the victimhood.
A jet would increase the CAS level drastically, whole FOBs and squads will be whipped out by just one or two strafting runs/bomb attacks.
Imagine like yesterday, when around 20 people or so were VERY close to each other, and then a bomb+gau8 by a A10...devastating and not funny at all.