Pavlovsk Bay .973 Map Feedback

Hitmanrules
Posts: 13
Joined: 2010-10-17 21:28

Pavlovsk Bay .973 Map Feedback

Post by Hitmanrules »

The only true issue I have with the map is that the first flag, on one of the two layouts, East Beach, can be spawnable at the start of the round for the Russians, meaning that they can get a bleed on the US forces within the first 3 minutes or so. When playing as Americans we took around 5-6 minutes to get to land and start building a fob. During that time they had already capped the flag and had incurred a ticket bleed. Also because the whole team had spawned there it took significantly longer to clear the area and capture the flag. We were down to around 60-70 tickets when we finally did and lost the round with a 0-360 margin. Neither side was particularly strong, we even had a better KD, I just felt that by having the instant bleed it forces too much of a disadvantage onto the American forces.

My suggestion is that you remove the instant spawn onto East Beach, whilst keeping the bleed if the Russians cap it, and also make Derevnya a neutral cap and remove the instant spawn onto this flag as well. This I think would spread the action out across the map as I can see a lot of it just being centred around the East Beach island and would give the American's enough time to get themselves set up on the map . My honest opinion is that no side should be able to spawn onto a bleed flag and should not be encouraged to rush that flag at the start of the round.

As a side note, I think the map looks great and has a potential to be an awesome map, just needs a little tweak with the flag layout to make it more dynamic and to spread the action out across the map. Also this was the only map that I didn't have time to play during the BETA weekend so I am sorry this feedback didn't come sooner.
blip2
Posts: 32
Joined: 2008-03-22 11:37

Re: Pavlovsk Bay 9.73 Map Feedback

Post by blip2 »

Or you do the same as Kozelsk and only have the ticket bleed after the US have full capped it and subsequently been pushed off it.

That way you still get amphibious assault but the US will have more time to flank and cut off RUS supplies etc.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Pavlovsk Bay 9.73 Map Feedback

Post by Brainlaag »

Nah I agree with Hitman, the bleed is horrible on Pavlosk bay (for both teams). I've seen rounds ending with pretty even teams with 400)+)-0. Kinda overkill IMO.
MaSSive
Posts: 4502
Joined: 2011-02-19 15:02

Re: Pavlovsk Bay 9.73 Map Feedback

Post by MaSSive »

Agreed. After a few rounds with different people on I saw enough. Bleed is to heavy and something must be done. Ive seen also US storming all the flags pretty much fast and I even saw US unable to cap not one single flag, causing a round to end in less than 1hr with 300+ score to 0 for RUS team. At least spawn points near shore should be removed and possibly beach neutral flag. Maybe placing spawn point in docks area but without any transport available to beach?
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Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: Pavlovsk Bay 9.73 Map Feedback

Post by Xander[nl] »

The quad canon (and possibly the crates, if there are any) on the first flag should be removed. This is what's causing the ticket bleed to not work.

The ticket bleed itself is, quite fine. It forces the USMC to do an all-out assault on the first flag, instead of setting up around it and slowly closing in.


The first round we played, the USMC choppers rushed and got killed by AA straight away. This set the USMC back dramatically and they lost 400-0. Second round the team (or at least the pilots) had learned; they avoided the quad canon (which by luck wasn't manned) and landed people nearby. We took over the flag fairly quickly before the server crashed.
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Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: Pavlovsk Bay 9.73 Map Feedback

Post by Web_cole »

'Xander[nl wrote:;1709040']The ticket bleed itself is, quite fine. It forces the USMC to do an all-out assault on the first flag, instead of setting up around it and slowly closing in.
I don't understand how you can suggest having a ticket bleed 30 seconds into the game doesn't put the the US at a disadvantage, AA cannon or no AA cannon.

Both teams start out with 500 tickets or so, so its pretty clear that the spawn point for the Russians at Beach Fort shouldn't be there, plain and simple.
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FLAP_BRBGOING2MOON
Posts: 166
Joined: 2011-02-20 20:56

Re: Pavlovsk Bay 9.73 Map Feedback

Post by FLAP_BRBGOING2MOON »

Web_cole wrote:I don't understand how you can suggest having a ticket bleed 30 seconds into the game doesn't put the the US at a disadvantage, AA cannon or no AA cannon.

Both teams start out with 500 tickets or so, so its pretty clear that the spawn point for the Russians at Beach Fort shouldn't be there, plain and simple.
i could see a ticket bleed, as long as the u.s. had marginally more tickets.

but the quads, i mean... was the mapper not expecting total air domination when he dropped those in?
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Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Pavlovsk Bay 9.73 Map Feedback

Post by Vista »

Either the bleed starts when USA fully caps the first flag and the Russians cap is back,

Or remove the ticket bleed.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Pavlovsk Bay 9.73 Map Feedback

Post by 40mmrain »

a problem: the russians get 14.5 and 30mm btr making it very difficult for the AAVs to operate effectively when theyre outgunned. 14.5mm btr is pretty similar in strength to AAV, but the 30mm btr is far too strong for the aav.

Solutions:
give the americans some abrams via LCAC (a lot of work to make and code that)
or simply take away the 30mm btr
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Pavlovsk Bay 9.73 Map Feedback

Post by Stealthgato »

Had a round as USMC yesterday and we completely raped the Russians. Ended with over 300-0 for the USMC. It just takes a good team to win this map.
fabioxxxx
Posts: 180
Joined: 2009-07-02 01:12

Re: Pavlovsk Bay 9.73 Map Feedback

Post by fabioxxxx »

my team lost 5/5 playing this map as US ... and both sides were balanced.

this map is another Beirut ! a great map but just too unbalanced...
Last edited by fabioxxxx on 2012-01-10 18:03, edited 2 times in total.
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Pavlovsk Bay 9.73 Map Feedback

Post by saXoni »

Although this map simulates the USMC invading Russian territory, I think more flags should be neutral at the beginning of the round.

On Muttrah City the USMC invades MEC, but all the flags are neutral. If MEC captures "Docks", the USMC will get a ticket-bleed. I think this would do the trick on Pavlovsk Bay. More neutral flags (if not all), but if Russia caps either West- or East Beach, the USMC will get a ticket-bleed. How heavy it should we can be discussed.

Stealthgato wrote:It just takes a good team to win this map.
Sometimes a good team is too much to ask for.
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Pavlovsk Bay 9.73 Map Feedback

Post by Navo »

The spawn on the first and second flag should be removed, and they should both be neutral. That'd fix it. It doesn't even make sense right now, why would the Russians station so many troops on a village?
Shovel
Posts: 860
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Shovel »

Navo wrote:The spawn on the first and second flag should be removed, and they should both be neutral. That'd fix it. It doesn't even make sense right now, why would the Russians station so many troops on a village?
This. Spawning on the west beach makes it impossible to win as the US.
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saXoni
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by saXoni »

Shovel wrote:This. Spawning on the west beach makes it impossible to win as the US.
It's not impossible. It just takes a coordinated team, which is very rare these days.
Rudd
Retired PR Developer
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rudd »

but the quads, i mean... was the mapper not expecting total air domination when he dropped those in?
was hoping for the USMC to land troops elsewhere and assault on foot :P

good feedback guys, cheers very much, the issues will get addressed to make it a more balanced map; keep the feedback coming though with your suggested improvements
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Navo
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Navo »

Rudd wrote:was hoping for the USMC to land troops elsewhere and assault on foot :P
Which takes too long because of the insane bleed.
Rhino
Retired PR Developer
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Re: Pavlovsk Bay 9.73 Map Feedback

Post by Rhino »

Ye I remember when I first put thous ZPU-4s in Muttrah City v1, bad mistake :p

Everyone drastically underestimates the power of them at first :p
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: Pavlovsk Bay 9.73 Map Feedback

Post by ChallengerCC »

The Ticketbleed is mutch to hard, or that the russians can instand spawn there.
I think on every map there should be time to organise a attack. And not who rushes faster, thats counterstrike tactic.

The preparation Time in my opinion should be increased.
Or a very good point could be, that every vehicle only spawns after 5 minuts.
So that everyteam has time to organise really up and take kits and so on.

(Simple as that) :)
Last edited by ChallengerCC on 2012-01-17 00:22, edited 1 time in total.
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Pavlovsk Bay 9.73 Map Feedback

Post by ShockUnitBlack »

LAV-25s would be useful to counter the BTRs.
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