[Official] Map Feedback - Ramiel
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
[Official] Map Feedback - Ramiel
Please post any feedback of Ramiel in this thread.
Do not forget to post the layer your feedback is targeted at.
Do not forget to post the layer your feedback is targeted at.

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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: Map Feedback - Ramiel
Well, I just played about 3 consecutive rounds on the AAS layer. All three times, despite the americans garnering many more kills the ARF won by about 600. The ARF obviously start with WAY too many tickets, the americans get 400, the arf get what, 800? at least. IF the ARF can still spawn at mosques, I suggest that be totally removed, the one spawn is very close to many flags, it's a large advantage, even though predictable.
The flags also appear to be totally broken, theyre tiny, and they move incredibly slow. Ive seen 10+ men on the tiny little blackhawk 6-1 flag and the thing barely moves.
Little birds are nothing more than .50 techi bait, though players might stop flying 10 of them at once, once hte novelty wears off. An apache with just guns, or kiowa with hellfires, or something a bit more overwhelming would be helpful for balance, escorts are needed, and the americans can never get anything going. Players will probably adapt a bit more but the flags are broken, and the ticket counts are broken to.
The flags also appear to be totally broken, theyre tiny, and they move incredibly slow. Ive seen 10+ men on the tiny little blackhawk 6-1 flag and the thing barely moves.
Little birds are nothing more than .50 techi bait, though players might stop flying 10 of them at once, once hte novelty wears off. An apache with just guns, or kiowa with hellfires, or something a bit more overwhelming would be helpful for balance, escorts are needed, and the americans can never get anything going. Players will probably adapt a bit more but the flags are broken, and the ticket counts are broken to.
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Chefmoto1
- Posts: 247
- Joined: 2006-09-16 04:17
Re: Map Feedback - Ramiel
Just finished a round as ARF on Ramiel. Definitely the most fun I've had on Ramiel yet. Though it seems like the US needs a ticket increase, the game didn't exactly last long.
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F33bz
- Posts: 63
- Joined: 2013-03-02 06:05
Re: Map Feedback - Ramiel
ARF weaponry is causing a huge ticket loss for US on this map.
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Chuc
- Retired PR Developer
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jebezz
- Posts: 34
- Joined: 2011-08-18 17:33
Re: Map Feedback - Ramiel
Three full rounds done, and all were won by ARF, first two with 600+ tickets and the 3rd with 535. It's basically US deploying a FOB to NE corner in the desert, then ARF shooting all the choppers down/US pilots crashing, and slow-advancing, heavy-on-bullets INF warfare. US needs some boost at this point, but as ARF medic it's pretty fun 
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Map Feedback - Ramiel
Maybe some Bradley or heavier armor support. Its a weird map this Ramiel. YOu cant really stay outside and use the blufor advantage, but when it comes to CQB, AK> all, and ARF wins.
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Cavazos
- Posts: 454
- Joined: 2007-06-20 05:01
Re: Map Feedback - Ramiel
Need something to get the fighting in the city and not stuck at that north east flag.
- Mats391
- PR:BF2 Lead Developer
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- Joined: 2010-08-06 18:06
Re: Map Feedback - Ramiel
i just finished playing one round of ins on this. i wont judge the balance yet as its too new to call it.
but i kept getting weird black spots flickering in the sky, similar to what some user experience on the ground. its the only map i ever saw this happen
but i kept getting weird black spots flickering in the sky, similar to what some user experience on the ground. its the only map i ever saw this happen

Mineral: TIL that Wire-guided missiles actually use wire
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: Map Feedback - Ramiel
Why do African negros speak Arabic?
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: Map Feedback - Ramiel
Players will adapt a bit better, the FOBs east of blackhawk 6-1 have been terribly unsuccessful, but it's easy to sneak one in the city by the convoy flag and get really close to the blackhawk 6-1. I really like the flag names, and such that recreates the scenario, and I like the idea of lots and lots of flags, where one team starts with all of them, it's quite a new thing.
However the small little flags are a bit gamey, having their actual radius on the map, and giving them a modest size would be better. IT comes down to seeing someone moving the flag and knowing exactly where to throw a frag, or trying to take a better position of cover while still seeing the flag and it being off the flag, it doesnt feel like PR. Not having the flag radius told means you have to test for it.
Is there a ZPU-2 or something techi that is ready for 1.0? that vs. a guns only apache would be fun.
However the small little flags are a bit gamey, having their actual radius on the map, and giving them a modest size would be better. IT comes down to seeing someone moving the flag and knowing exactly where to throw a frag, or trying to take a better position of cover while still seeing the flag and it being off the flag, it doesnt feel like PR. Not having the flag radius told means you have to test for it.
Is there a ZPU-2 or something techi that is ready for 1.0? that vs. a guns only apache would be fun.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: Map Feedback - Ramiel
Thanks for the input on the AAS layer. As many of you may have figured out, it's very strongly based on "Blackhawk Down"... and thus is a test for some new scenario-based layers to come in the future. Since it's based on Blackhawk Down, the objective for the US is to secure the crash sites and rescue the crew, then evacuate. But based on the feedback and monitoring of beta games, I've made some changes that will hopefully make the next update. It includes:
- more tickets for US
- delay spawns on a few technicals
- changing some ARF spawn point mechanisms
- and lastly making the flags un-recappable (the US only has to cap and not defend).
We'll see how this works and make more changes if necessary... but remember, this is more of a scenario and less of an AAS, so the US should try to keep the momentum up, rescue those crew members and get the heck out of Mogadishu!
Plus once the US gets a few more flags, they get some more support and heavy assets, just like in real life when the UN sent in APCs to extract the infantry.
Hopefully you'll see that once the update is released and everyone adapts to the scenario.
- more tickets for US
- delay spawns on a few technicals
- changing some ARF spawn point mechanisms
- and lastly making the flags un-recappable (the US only has to cap and not defend).
We'll see how this works and make more changes if necessary... but remember, this is more of a scenario and less of an AAS, so the US should try to keep the momentum up, rescue those crew members and get the heck out of Mogadishu!
Plus once the US gets a few more flags, they get some more support and heavy assets, just like in real life when the UN sent in APCs to extract the infantry.
Hopefully you'll see that once the update is released and everyone adapts to the scenario.
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{ZW}C-LOKE
- Posts: 202
- Joined: 2012-11-26 20:13
Re: Map Feedback - Ramiel
Am I the only one that notices that there are ambient sounds pulled from Battlefield 1942: Desert Combat mod on Ramiel?
I see what you did there... Bravo!
I see what you did there... Bravo!
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{ZW}C-LOKE
- Posts: 202
- Joined: 2012-11-26 20:13
Re: Map Feedback - Ramiel
It's a placeholder... Unless you speak Afrikkaans, or Mogadishu'an, and additionally care to do some voice acting, it'll probably continue to use arabic until someone steps up with the voice acting skills necessary to replace it!saamohod wrote:Why do African negros speak Arabic?
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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
Re: Map Feedback - Ramiel
I haven't played insurgency on this map yet, but on AAS, the US has lost every single game I've played so far. And by a large margin as well.
I think one of the contributing factors is that the ARF still get binoculars for almost all their classes while the US has limited classes with the binoculars.
I think one of the contributing factors is that the ARF still get binoculars for almost all their classes while the US has limited classes with the binoculars.
Last edited by 007.SirBond on 2013-07-01 03:37, edited 1 time in total.
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Cavazos
- Posts: 454
- Joined: 2007-06-20 05:01
Re: Map Feedback - Ramiel
Those sounds like good changes Soccer. I definitely like this scenario based map. It adds variety to PR. I hope it and others will be introduced and stay.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: Map Feedback - Ramiel
The modified set-up is live. Please let us know what you think (after playing a FEW rounds, of course). 
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DigitalRicky
- Posts: 78
- Joined: 2009-02-23 21:39
Re: Map Feedback - Ramiel
So here's the big issue. The ARF obviously have a huge advantage, and with 100 players you're facing at least 35 soldiers alone defending the black hawk.
There needs to be a second capturable/defend area. Maybe the Black hawk at the top and on from the south so the US are attacking from two different areas making the fight more coordinated rather than a meatgrinding clusterfuck at BlackHawk area
There needs to be a second capturable/defend area. Maybe the Black hawk at the top and on from the south so the US are attacking from two different areas making the fight more coordinated rather than a meatgrinding clusterfuck at BlackHawk area
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{ZW}C-LOKE
- Posts: 202
- Joined: 2012-11-26 20:13
Re: Map Feedback - Ramiel
Playing Ramiel insurgency, I noticed my first-person player's "roger" was actually a British "wilco" from first-person. No idea if a third-person team member would actually hear "Roger", but I definitely kept saying "wilco" for "roger". Confusing, considering I was a US Marine!!!!!!!!!!!
Might possibly want to check into the .con for the faction, or if this is something that is coded map/layer-specific (which I don't quite remember how the factions are coded), either way, you should look into this and check for consistency.
Might possibly want to check into the .con for the faction, or if this is something that is coded map/layer-specific (which I don't quite remember how the factions are coded), either way, you should look into this and check for consistency.



