Page 1 of 5
Falklands Testing Feedback
Posted: 2012-06-03 17:58
by Rhino
Please leave feedback here on this map/mod from the play testing session
We would like to know what you think worked, what didn't and any other thoughts you have on this
Cheers!
Re: Falklands Testing Feedback
Posted: 2012-06-03 18:33
by chrisweb89
Just from my quick bit of flying, please keep the GLTD in game for both teams. Even without laser guided weapons, they are a great visual key for manual bombing, or gun runs. I'm not amazing at manual bombs, but flying the IAI Dagger dagger i was able to dive bomb a lase and get almost a direct hit on it, with dumb bombs(I think that plane only has dumb bombs).
Why does the Argentinian plane carrying the Exocet not have any guns? From my quick little bit of reading it should, and in game without the guns, and the reduced effectiveness of AA missiles, you really miss out. The 30mm guns for the Argentinian planes also seem to be kind of week in the air to air role, they took a few strafes to kill a harrier, but that's just compared to using the guns on the modern jets which are better, so I may be wrong in their power.
Overall in the air, it seemed like the Argentinian air force had the advantage because of faster aircraft, vs the more maneuverable harriers, I was able to follow harriers at lower speeds, but if they tried to follow me I just went afterburners and shot up into the sky. It was much better are to air combat compared to current PR because of AA missiles not being as good.
Re: Falklands Testing Feedback
Posted: 2012-06-03 18:39
by Rhino
Cheers, on the subject of the Anti-Ship version not having guns:
AM-39 Exocet Anti-ship Missile - YouTube (at 30secs in it mentions the 30mm cannon (same the Mirage has) needs to be removed)
Although ingame we have the Mirage rather than the Super Etendard, its a place holder for it

Re: Falklands Testing Feedback
Posted: 2012-06-03 20:46
by chrisweb89
Too bad they can't carry both.
Re: Falklands Testing Feedback
Posted: 2012-06-04 00:45
by Smuke
As I'm sure you're aware of Rhino, I thoroughly enjoyed your map. It was extremely accurate to my (likely misguided) perception of what the Falklands Island looks like, the terrain was very good - although I assume grass is a future addition? - and the rocks provide great cover adding to the already intense firefights. The building layout is perfect, they provide enough to house an 8 man squad but not too much that it becomes over crowded and loses its sense of isolation. However, it could be a good addition to think about placing some very small settlements on the outer area of Goose Green in order to provide the attacking force better cover, nevertheless, I am not an expert on the layout of the Island itself so if this contravenes realism then it is only a small point.
Of the rounds me and my friend played, we both agreed the Argentine's were the better team to be due to the flag layout and the automatic setting on their FAL's. However, with a good Scimitar team and good defensive setup's i'm positive the British could be the dominant team. With little experience of jets I do not feel it would be my place to comment on them, however, the number of them was perfect for epic dogfights (although I presume this would be subject to the skill and teamwork of said pilots) and CAS support. On the subject of vehicles, the delayed spawn of British vehicles at their main is perfect in recreating the infamous 'yomp' to Goose Green undertaken by the British during the Falklands War.
As this is the feedback thread, not the bug thread, I will only say that some exist - but these - I presume - are relatively small and easy to fix. Throughout there was no FPS or lag problems (although I understand the latter is server side).
Overall, it is a amazing map and I only wish we could have played it with a more populated server - which I'm sure would only multiply the experience and intensity of the firefights. If you have any specific queries Rhino feel free to PM me! Thanks a lot for the great game and map.
Re: Falklands Testing Feedback
Posted: 2012-06-04 01:03
by Rhino
Cheers, Grass isn't possible due to the type of terrain, without a massive hack which I'm not sure would even work and if it did work, would most likely cause serious FPS issues
Cheers for the feedback, will keep your point in mind

Re: Falklands Testing Feedback
Posted: 2012-06-04 03:10
by Vicious302
Just wanted to say .. awesome. secondly. probably a bug but I dont know so I'll just throw it up for a quick discussion before i post in the bugs section.... I got a lock on a ground vehicle with a am-9. to be honest I couldnt see what it was, it could even have been a jet someone landed but I seriously think it was a logi or something else. it wasn't just a heat tone either it was a through in through LOCK. maybe this has something to do with the altitude being over 1000m standard (my jets alt meet always had a 1 to the left, reported bug?).
Re: Falklands Testing Feedback
Posted: 2012-06-04 08:21
by Ron-Schultz
one of the most epic CAS rounds i have ever had on PR (and im playing for 4-5 years now). thx to jafar and bloodydeed for this cool air combats. it was like a real flight simulator. btw finally i found one who also organize formation flights during a battle, i thought i was the only one (thx jafar XD). squad statistic: 27 kills (mostly other jets) and i think 8-10 deaths
Edit: edited the right name of bloodydeed

Re: Falklands Testing Feedback
Posted: 2012-06-04 09:23
by Jafar Ironclad
Was a pleasure to fly with you and BloodyDeed (his actual name), Ron. You let me know when you're online, I'll fly wingman/element lead for you any time.

From BloodyDeed's perspective. This was our low altitude ambush run where we caught the Mirage on his approach to the islands. Might've been Chrisweb (who fought like a lion in that bird all round, pressed his strengths and knew his weaknesses, scary opponent)
Re: Falklands Testing Feedback
Posted: 2012-06-04 12:40
by Rhino
Cheers guys, some more feedback on the gameplay/map would still be good thou
Vicious302 wrote:Just wanted to say .. awesome. secondly. probably a bug but I dont know so I'll just throw it up for a quick discussion before i post in the bugs section.... I got a lock on a ground vehicle with a am-9. to be honest I couldnt see what it was, it could even have been a jet someone landed but I seriously think it was a logi or something else. it wasn't just a heat tone either it was a through in through LOCK. maybe this has something to do with the altitude being over 1000m standard (my jets alt meet always had a 1 to the left, reported bug?).
Asked about your bug here:
https://www.realitymod.com/forum/f562-p ... ost1778570
Re: Falklands Testing Feedback
Posted: 2012-06-04 14:15
by ShavedAlpaca
The Argentinian planes handle beautifully!
I am a shit pilot. I literally do mean shit and I landed this down the ramp, so not using it as a stopper, broke the front wheel but still

Re: Falklands Testing Feedback
Posted: 2012-06-04 20:01
by Microwaife
I loved it, i just think that more boats should be available for the brits. Also there should be more infantry cover, i know that trees are not a solution because there are pretty much none on these islands. Maybe some more ditches.
Re: Falklands Testing Feedback
Posted: 2012-06-04 21:37
by RazoR41
This is a utterly stupid question but...
where do you get PR:Falklands?
if not is a release nearby?
Re: Falklands Testing Feedback
Posted: 2012-06-04 22:33
by Kevokpo
The beta test was yesterday but I think the link is not up anymore, so you will have to wait until next beta if there is one, or the official release.
Re: Falklands Testing Feedback
Posted: 2012-06-05 16:53
by Murphy
I felt the air assets were a little over emphasized, too many jets in the air all the time. No one really ran inf, of the two days I played (2 rounds each day) I had seen maybe 12-15 enemy infantry-men and then jets.
Not enough ground transportation for either side, and choppers are a nice idea but never really pan out so well thanks to so many aircraft in the sky. I feel the air needs to be toned down and more incentive given to playing infantry, most of the time a handful of us just walked objective to objective without seeing a single person as everyone was waiting for an aircraft to spawn. It felt like test airfield with a dash of flag capping for people who couldn't be arsed to argue for a jet (I was also disappointed at the Jets, Jets2, CAS squads. I mean come on).
Aside from my obvious beef with everyone wanting to fly and basically refusing to test the ground combat I felt it might have been fun to have a North - South flag layout to run as an option instead of the East - West layout. More points of interest further south of Green Goose could give the map more playability and have the infantry actually use more of the island for combat.
I loved the view distance changes, and I enjoyed the inf combat when it did occur, also crewing the scimi turned out to be quite a challenge thanks to the super effective AT weapons and being able to see over such vast expanses. I had a blast when there was fun to be had, but sitting in AA shooting jets (friendlies too oooops) is over rated even though no one else seemed to care.
Re: Falklands Testing Feedback
Posted: 2012-06-05 19:02
by Ron-Schultz
Murphy wrote:I feel the air needs to be toned down and more incentive given to playing infantry, most of the time a handful of us just walked objective to objective without seeing a single person as everyone was waiting for an aircraft to spawn.
pls never do that, its amaizing atm, and i think on brits there was not a lack of inf and jet teamwork.
btw im already missing the map, when will be the next test?

Re: Falklands Testing Feedback
Posted: 2012-06-05 19:22
by Mineral
Frankly I think it's the only map in PR that really plays Jets like it should. In this map it makes sense. I always found jets to be out of place in PR. But for some reason it fit's right in this map. I played mostly infantry during the test weekend, and yes, other maps are better for infantry gameplay,but I think it's still balanced and fun.
Re: Falklands Testing Feedback
Posted: 2012-06-05 19:50
by Kevokpo
Maybe It was just the only round I played, everybody waiting for the planes, doing nothing on the corners of the map, all this, at least on my side. Actually don't really know if there is inbalance but, the argentinian faction is getting an armor? I know that Argentina had an apc in that moment but really did not use it in the fight.
The transportation is fine for me, as there was a lack of this assets during the conflict.
Re: Falklands Testing Feedback
Posted: 2012-06-05 19:56
by MikeDude
I've got the feeling we havn't even been able to test it..
I have not been in the server with more then 30 people. And 30 people is just not enough for this map.
Re: Falklands Testing Feedback
Posted: 2012-06-05 20:16
by Rhino
Cheers guys
Murphy your the only person so far that I've heard that thinks the jets should be toned down, anyone else think that at all out of intrastate? Don't be shy
Flag layout (as well as asset layout) is based very much on the 1982 war:
Although at some point in the future I may do an alternative layer that goes beyond that, for now would just like to keep things simple and stick with that
I also personally believe that one good solid layer is better for gameplay than loads of untested and mostly unbalanced layers which its a gamble if your going to get a good, fair game.
Kevokpo wrote:Actually don't really know if there is inbalance but, the argentinian faction is getting an armor? I know that Argentina had an apc in that moment but really did not use it in the fight.
I think your thinking of the LVPT-7, which was only used in the initial Argentine assault on the islands.
The only armour the Argentinians had during the later stages of the conflict was the Panhard AML 90, which is currently in the works with the ARF faction and hopefully when its done I might be able to include it in the map

Right now got no suitable place holder for it and not very necessary for balance but could be made to work
