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Goose Green (PR:F) feedback
Posted: 2012-12-22 20:23
by Mineral
So I don't have to search the entire forum, please post all your feedback here
known issues on development build:
-none
known issues on public build:
-skirmish crates dont work
-other stuff I forgot
Re: Goose Green (PR:F) feedback
Posted: 2012-12-23 00:50
by Rhino
GP_MineralWouter wrote:known issue:
-crates,voices and other stuff might not work all the time.
Voices where fixed for this version (one thing AM would actually fix for this patcher

). Turns out you where not loading the common_client.zip from the Falklands.
Also guys if you have any bug reports for this map please post them in the
Bugs Forum.
Cheers!
Re: Goose Green (PR:F) feedback
Posted: 2012-12-24 08:06
by Conman51
On the flag coronation point there is a small bunker with a short ladder on the north side. You can get into this bunker but you cant use the bunker to get out.
Other than that i loved the map for the 1 round i played it.
Re: Goose Green (PR:F) feedback
Posted: 2012-12-24 08:11
by Rhino
Conman51 wrote:On the flag coronation point there is a small bunker with a short ladder on the north side. You can get into this bunker but you cant use the bunker to get out.
Known issue, although it is possible to get out of, just very hard. You have to go prone, then while looking down tap w into the ladder until you get on, when you get on, while still looking down hold s until your off the ladder and out of the bunker

Re: Goose Green (PR:F) feedback
Posted: 2012-12-29 20:50
by Moszeusz6Pl
There is a
fence sticking throught wall loacted
there
Re: Goose Green (PR:F) feedback
Posted: 2012-12-30 10:30
by rodrigoma
I find that the map is a bit unbalanced towards the argies? I have played british and it seems they mostly get stuck in Darwin and (those hills, forgot the name) flags , and it makes sense the argies an in a clearly superior terrain, and the british have a horrible terrain to go through to assault those positions- completely open terrain with no cover or water . and I cant see them flanking very well because of the "corridor" nature of the map, and the chopper is so fragile to try to land behind enemy lines and even then there isn't much space to manouver ;/
Were we just plain bad or is it something that is noted?
Re: Goose Green (PR:F) feedback
Posted: 2012-12-30 12:20
by Smiddey723
Really like this map, detailed terrain looks ace

Re: Goose Green (PR:F) feedback
Posted: 2012-12-30 17:35
by Murphy
I had a chance to play this map 2 times. The first as Brits and we got bogged down and couldn't mass enough of a counter attack to take any flags from the Argentine forces. The 2nd time I played as Argentine and found the terrain to offer a lot of possibilities for maneuvering, and even more important the ability to mask your movement.
I simply love this map, it seems to have a "less is more" approach for statics and instead there seems to be a large focus on terrain and closing distances unseen.
Re: Goose Green (PR:F) feedback
Posted: 2013-01-13 13:27
by ryan d ale
Played map with clan for the 1st time and we had a blast as the brits.
Good action and tactical combat opportunities.
Re: Goose Green (PR:F) feedback
Posted: 2013-01-13 23:39
by spawncaptain
Judging only the looks of this map, it is the best in PR in my opinion. The undergrowth with HD grass textures (at least it seems so) combined with good looking bushes is very nice. The lighting is spot on (which you can't say for many other maps unfortunately). Gameplay is also great with those new animations and deviation settings for the FAL and MAG really adding to the atmosphere. If 1.0 is this way, it'll be a blast!
Re: Goose Green (PR:F) feedback
Posted: 2013-01-14 07:31
by Mineral
jep, the shine of both maps is the factions the dev team has build. They are excellent and provide a really different style of battle.
Re: Goose Green (PR:F) feedback
Posted: 2013-01-17 16:16
by Felix
I'm sorry to say this but I think this is one of the worst maps in PR. Every time I play it, it ends up with WWI warfare where each team builds one fob each with HMGs and mortars, and all they do is to sit and snipe each other across the map with small possibilities to advance. The mortars should be removed aswell as they are way too good, and maybe more uneven terrain (talking about the north side of the map). What also makes it hard to play is that there are small possibilities to flank.
However I really love the skirmish layer of the map, except for the damn crates

Re: Goose Green (PR:F) feedback
Posted: 2013-01-17 16:29
by Mineral
nice to hear your feedback felix, you are the first one I personally hear that the map is really bad. You are probably not alone so I hope more people will come and express their feeling of the map.
The terrain is very limiting yes. But I hope you are aware that this map has to stay true to it's real life counterpart. otherwise the map would make not much sense. Therefore I can't do much about the terrain.
If I could do something about mortars, then it would be to remove the British ones. They feel unnatural and every person not using the mortars is one trying to push the Argentinians back, which is what they should do. But I think mortars are python related so not much I can do about that.
The Argentinians mortars are useful to simulate the constant artillery barrages they had. The British on the other hand still have the commander arty every 15 to simulate HMS arrow's support.
Players indeed seem to often go into the defensive mode on this map. Don't really know why. However I can sense that you have a feeling that there is not much room for improvement on Goose green, so your ultimate suggestion is to remove the map?

If you have any other suggestions to maybe make it better you are more then welcome to share them.
I hope with some layout and mapfixes that I have done for a next version the balance will be better and hopefully the players will be more drawn to attack more quickly and have fun firefights in the hilly terrain.
Re: Goose Green (PR:F) feedback
Posted: 2013-01-17 18:22
by Felix
Yeah it's only my opinion though but real life simulation is not necessarily fun. I just think it's really boring sitting at long range and shooting at eachother and getting mortared without being able to flank or move up. Personally I like CAS and Urban warfare, so yeah...
Fighting in the bushes is hilarious though

I think it would be fun if there were more tunnels or trenches or ditches that infantry could move in without getting sniped by 50.cals or GPMGs
Btw I'm not saying it should be removed, I just don't want to play it

Re: Goose Green (PR:F) feedback
Posted: 2013-01-22 15:17
by Mineral
well, the whole idea behind the falkland minimod was for it to be historically accurate. So that's also what I'm trying to archive when it comes to mapdesign & layout. But obviously considering gameplay too

Tunnels and trenches are not really a possibility then

And I find the terrain to already be varied enough for infantry to hide in. At least in my experience.
Another thing I will probably implement is lowering the viewdistance with about 75/100 meters. As for a 2k map with this much open space it might be better to lower it below the 850 it is now. This might give both teams more ability to flank while being hidden from the enemy.
Re: Goose Green (PR:F) feedback
Posted: 2013-01-22 15:54
by Rhino
FelixCopyCat wrote:Yeah it's only my opinion though but real life simulation is not necessarily fun.
Well I would personally say this map, even the normal Falklands map is very far off from being a total historic simulation.
But I do believe fun gameplay can still be achieved while sticking close to historical accuracy which in turn, can actually improve it though improved immersion

Re: Goose Green (PR:F) feedback
Posted: 2013-02-10 02:34
by kangaroo
Could we have boats on it?
Re: Goose Green (PR:F) feedback
Posted: 2013-02-10 08:52
by Arab
♫ Don't bring me doooooown, Groose! ♫
Re: Goose Green (PR:F) feedback
Posted: 2013-02-10 13:21
by chrisweb89
Agreed with kangaroo, boats would be really good I think on this map, 1 or 2 on each side of the land. Quick flanking or attacks instead of the slugfight up the skinny piece of land.
Re: Goose Green (PR:F) feedback
Posted: 2013-02-10 14:45
by rodrigoma
Yeah some boats on the british side might make it a bit easier to attack Darwin amd balance the map out, even if it might not be very realistic ;/