General flow of enemies.
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
General flow of enemies.
I have played enough 100p now, to share this opinion.
With 100p on the field, especially in 1k maps, its a clusterfuck. Not as much as crowded, but the flow of enemies is just diabolical... you dont even have time to revive and the enemies keep coming one by one, kinda like COD thing then you have to move somewhere so the script stops. (This is especially apparent on INS, where the other side doesnt have to care about tickets.)
It gets ridiculous. There is not one moment that somebody isnt shooting at you, if not from one, then from another direction. I dont have a fix on this, but something must be done.
My idea of PR would be that you attack something thats defended, with the help of another squad, CO and necesarry assets and then clear the area, establish a defensive posture and then brace for the counter attack, if it occurs. Some RnR between the fights... now the fight seems ongoing.
Lowering the ammount of FOBs is not acceptable IMO, for the sake of assets. However, doubling the overrun distance on all sizes (FOB and RP alike) and doubling the give up time to 2 minutes or so, might do the trick. The larger overrun distances would create larger "no respawn" zones and the longer giveup time would limit the actual flow.
Its somewhat of a suggestion, but i rather posted it in here as its feedback oriented.
With 100p on the field, especially in 1k maps, its a clusterfuck. Not as much as crowded, but the flow of enemies is just diabolical... you dont even have time to revive and the enemies keep coming one by one, kinda like COD thing then you have to move somewhere so the script stops. (This is especially apparent on INS, where the other side doesnt have to care about tickets.)
It gets ridiculous. There is not one moment that somebody isnt shooting at you, if not from one, then from another direction. I dont have a fix on this, but something must be done.
My idea of PR would be that you attack something thats defended, with the help of another squad, CO and necesarry assets and then clear the area, establish a defensive posture and then brace for the counter attack, if it occurs. Some RnR between the fights... now the fight seems ongoing.
Lowering the ammount of FOBs is not acceptable IMO, for the sake of assets. However, doubling the overrun distance on all sizes (FOB and RP alike) and doubling the give up time to 2 minutes or so, might do the trick. The larger overrun distances would create larger "no respawn" zones and the longer giveup time would limit the actual flow.
Its somewhat of a suggestion, but i rather posted it in here as its feedback oriented.
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: General flow of enemies.
I think there are some 64p servers... not sure.
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: General flow of enemies.
I think the problem is more about number and quantity of flags at any given time for 100p.
Taking one flag at a time was originally implemented to concentrate the low number of players into a smaller area to increase action on our super large maps.Now we have more players on a server its making things a spammy "cluster fuck"with COD like gameplay in a tiny area of the map about the size (when you think about it) of a COD map.
Simple thing would be to make it instead of only having one flag to attack and one to defend have 2 flags to attack and 1 defend.Thus spreading the large number of players out more.Increase the number of flags per map compensate.
Would also promote more thinking and strategy then just being told the exact order to take flags.
Taking one flag at a time was originally implemented to concentrate the low number of players into a smaller area to increase action on our super large maps.Now we have more players on a server its making things a spammy "cluster fuck"with COD like gameplay in a tiny area of the map about the size (when you think about it) of a COD map.
Simple thing would be to make it instead of only having one flag to attack and one to defend have 2 flags to attack and 1 defend.Thus spreading the large number of players out more.Increase the number of flags per map compensate.
Would also promote more thinking and strategy then just being told the exact order to take flags.
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: General flow of enemies.
I like 100p, its just too fast.___sangue-ruim___ wrote:I think there are some 64p servers... not sure.
Splitting the team on x2 flags yields the same result as a 50 player server then, but with performance strain. I like the idea of one flag and a big fight over it... but it has to end when one side is defeated and way must be made to the next flag while the beaten ones pepare a defense.Trooper909 wrote: Simple thing would be to make it instead of only having one flag to attack and one to defend have 2 flags to attack and 1 defend.Thus spreading the large number of players out more.Increase the number of flags per map compensate.
Would also promote more thinking and strategy then just being told the exact order to take flags.
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a3dboy1
- Posts: 194
- Joined: 2012-09-17 17:40
Re: General flow of enemies.
The problem is not 100p on the server but maps which server rotates.
In short, it's admin's fault and not the game's. Admins have tools which they use improperly. PR community which knows nothing about PR except Muttrah and Asad Khal.
For more details go HERE
In short, it's admin's fault and not the game's. Admins have tools which they use improperly. PR community which knows nothing about PR except Muttrah and Asad Khal.
For more details go HERE
[img]http://www.image-share.com/upload/2230/9.jpg[/img]
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: General flow of enemies.
Its the same on all maps, though ti is ofcourse less apparent on 4 km, but on 2km and especially 1km, the problem persists, so as ive said, universal nerfing of fobs and giveup time could help.
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: General flow of enemies.
fobs and give up times are fine. Imo the problems are rallypoints and too small cap radii.Heavy Death wrote:Its the same on all maps, though ti is ofcourse less apparent on 4 km, but on 2km and especially 1km, the problem persists, so as ive said, universal nerfing of fobs and giveup time could help.

Mineral: TIL that Wire-guided missiles actually use wire
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: General flow of enemies.
RPs dont help in any way indeed.
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: General flow of enemies.
Yep. I second this.Mats391 wrote:fobs and give up times are fine. Imo the problems are rallypoints and too small cap radii.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: General flow of enemies.
Its to fast, its to deadly, its to crowded especially on <2k maps.Heavy Death wrote:I like 100p, its just too fast.
Splitting the team on x2 flags yields the same result as a 50 player server then, but with performance strain. I like the idea of one flag and a big fight over it... but it has to end when one side is defeated and way must be made to the next flag while the beaten ones pepare a defense.
(detailed reasons already said/warned/described 100 times)
Simple:
The game gives you no time any more for deep organisation, deep teamwork and deep tactics.
That the flags dont move is clear, by 6 FOB each team and 100 players. Even on 2 FOB there is no movement.
You will have a constant flow of spawning people.
Spawning on FOB could be limited to 20~ spawns, when you reach this, the FOB is exhausted.
A also simple solution could be:
You place 1 objective that consists out of 2-4 smal(tiny) flags (not like in 0.98 1 big monster flag).
Until you dont have all 3 flags you dont get the obj.
The mapper is flexible and can place it more together or spread it more so you can concentrate or decentralize the players. He has the full freedom to adapt to the given map grid/object.
To get 1 smal flag, 1 or 2 players more are only needed (fast capping speed).
(And dont make T-Buildings a flag or rework them)
Example:
Objective Bridge
To get the Bridge you need to hold both sides of the bridge, or even the center of the bridge what ever.
Objective City
You need to hold 3 buildings to have the upper hand and get the city.
And important for AAS to prevent rushing of flags is from my perspective,
that the next flag of the enemy is not visible and will be displayed after 5-10 min.
Last edited by ChallengerCC on 2013-09-02 09:49, edited 17 times in total.
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Murkey
- Posts: 529
- Joined: 2010-02-16 19:33
Re: General flow of enemies.
I agree with this sentiment.Mats391 wrote:fobs and give up times are fine. Imo the problems are rallypoints and too small cap radii.
Sometimes I like to 100 player, small map craziness and on larger maps it does make the game seem more full. But when the flow of enemies is never ending , it can be a bit too much.
Cheers, Murkey.
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: General flow of enemies.
Challenger i like the idea of that mini Flags to complete a flag, its not suitable for every map but could be really interesting on some maps.
But when do you see if one of the mini flags is capped by an enemy? If they act like the big ones, your whole team thats spread on the mini flags will run to that mini flag that have turned white and kill the enemy if they try to cap. Now you have to search the enemies (depends on radius size)
Visible and not visible flags .. i dont think its a good idea. You speak of time for preperation and set up a team strategy in other topics. If you dont know the cap order you cant do anything like that and on some maps like muttrah its no secret what the next flag will be so its quite useless.
But when do you see if one of the mini flags is capped by an enemy? If they act like the big ones, your whole team thats spread on the mini flags will run to that mini flag that have turned white and kill the enemy if they try to cap. Now you have to search the enemies (depends on radius size)
Visible and not visible flags .. i dont think its a good idea. You speak of time for preperation and set up a team strategy in other topics. If you dont know the cap order you cant do anything like that and on some maps like muttrah its no secret what the next flag will be so its quite useless.
[KSK]
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splatters
- Posts: 529
- Joined: 2010-01-19 08:02
Re: General flow of enemies.
The problem is not with the flags or maps and the 100 player amount is only a small part of the issue of spammy flow of enemies. It is in every mappers power to place parallel flags which are essentially the same as 'mini flags' - it's just a matter of placement.
The problem is the value of life in PR, which has been talked about over and over again. Unfortunately, it has been further reduced in 1.0 with permanent rally points, more difficult to be destroyed FOBs and most importantly reduction of spawn time (WHY?!) all of which enables players to return more quickly to the battle and mindlessly throw themselves in the mincer thus contributing to the General flow of enemies.
The problem is the value of life in PR, which has been talked about over and over again. Unfortunately, it has been further reduced in 1.0 with permanent rally points, more difficult to be destroyed FOBs and most importantly reduction of spawn time (WHY?!) all of which enables players to return more quickly to the battle and mindlessly throw themselves in the mincer thus contributing to the General flow of enemies.
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zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: General flow of enemies.
Dont touch rallypoints and FOBs.
100p is good on new big maps. Old maps are old. They dont suitable for 100p.
Muttrah, Qwai, Jabal, AsadKhal are for 64 !
(btw Qwai River and Jabal bacame unplayable long time ago - there are very few tactics on it, same ways again and again and again)
100p is good on new big maps. Old maps are old. They dont suitable for 100p.
Muttrah, Qwai, Jabal, AsadKhal are for 64 !
(btw Qwai River and Jabal bacame unplayable long time ago - there are very few tactics on it, same ways again and again and again)

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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: General flow of enemies.
Fobs are ok, and the new rallyes are far better than the ones in Beta, but the old system was better. And some Maps does not fit the new PR so much as zloyrash stated. Qwai lacks laterntive routes and the Crossings are heavy defended most of the time so you dont see an enemy fob on the other side most of the time. Jabal is always the fight in the Dam and whoever lost it will lose the game most of the time. Linked flags or something could help here.
Asad Khal is like Mestia or Ghost Train more Skirmish than AAS for me, these Maps are not meant to play with many players and are good to fill up the server or for late evening when playercount is decreasing. You cant play any Map at every time, before 1.0 it was the other way around and starting a Map like Yamalia or Iron Eagle with a Server thats not full leaded in a empty server most of the time.
Asad Khal is like Mestia or Ghost Train more Skirmish than AAS for me, these Maps are not meant to play with many players and are good to fill up the server or for late evening when playercount is decreasing. You cant play any Map at every time, before 1.0 it was the other way around and starting a Map like Yamalia or Iron Eagle with a Server thats not full leaded in a empty server most of the time.
[KSK]
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: General flow of enemies.
ChallengerCC, im for the complete opposite - Increasing the cap radious, as that would mean the same thing; enemies can be on the other side of the bridge and you wont cap. Ofcourse, where an "objective" is longer than widers, you can use 2 radii in a "line".
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nAyo
- Posts: 571
- Joined: 2008-10-29 22:07
Re: General flow of enemies.
I agree with the OP, I don't like 100p myself actually, it's fine on 4km and 2km maps (though not required) but on 1km maps it's too much. Just asad khal is pure COD clusterfuck!
And as some people already said, rounds go too fast.
And as some people already said, rounds go too fast.
"I, for one, am not a dictator. I'm the Supreme Leader" - Master
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: General flow of enemies.
I don't think it's much of an issue. Really, it drives home the importance of coordinating your assault between squads and thinking beyond a head-on assault. The later being the cause of most flags turning into meat grinders.
On smaller maps, the gameplay has become much faster. You have to constantly push up on the enemy or you'll just get bogged down and wiped out. A lot of micro-managing squadleaders who refuse to move up every time somebody takes a bullet end up getting their squad slaughtered on these smaller maps.
On smaller maps, the gameplay has become much faster. You have to constantly push up on the enemy or you'll just get bogged down and wiped out. A lot of micro-managing squadleaders who refuse to move up every time somebody takes a bullet end up getting their squad slaughtered on these smaller maps.
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Heskey
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: General flow of enemies.
I'm just going to throw this out here, re the value of life...
I read an opinion somewhere where someone suggested:
1.) Removing the ability for an RP to be permanent (and thus being used temporarily to simply rally a couple of dead squad members whilst in the field)
2.) Allowing teams to only build 2 FOBs each.
I thought it was quite interesting, and would certainly add value to 'life' and caution to manoeuvres. Imagine a map like Black Gold with only 2 FOBs and a main base to spawn at. There would be better utility and value in trans vehicles, and squads could be out in the field for an hour or so trying to keep themselves alive (and using the medic kits like the clappers), because respawning will take them way back, progress wise.
I read an opinion somewhere where someone suggested:
1.) Removing the ability for an RP to be permanent (and thus being used temporarily to simply rally a couple of dead squad members whilst in the field)
2.) Allowing teams to only build 2 FOBs each.
I thought it was quite interesting, and would certainly add value to 'life' and caution to manoeuvres. Imagine a map like Black Gold with only 2 FOBs and a main base to spawn at. There would be better utility and value in trans vehicles, and squads could be out in the field for an hour or so trying to keep themselves alive (and using the medic kits like the clappers), because respawning will take them way back, progress wise.



