The Falklands - Map Feedback

agus92
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The Falklands - Map Feedback

Post by agus92 »

So let me start Falklands thread with the AA emplacements on Port Stanley. There are two autocannon AA very close to each other, and while manning the rear one (east), I TK'd twice the front one while shooting at ground targets, when it clearly looked like I could make the shot.

Don't know if that's an issue with hitboxes or I'm just a bad shot.
Vista
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Re: Falklands

Post by Vista »

Get CAS or ALT+F4: the map
sunshine2241991
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Re: Falklands

Post by sunshine2241991 »

the map looks like some kind of test map . just a huge flat green block
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Rhino
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Re: Falklands

Post by Rhino »

sunshine2241991 wrote:the map looks like some kind of test map . just a huge flat green block
The price you pay for an 8km map (and with a 3km VD), since normal BF2 terrain has to be disabled (which also means losing things like undergrowth, blending detail textures etc), but IMO its worth it.

In the future I do hope to improve a bit on the map quality, I'm hoping at attempting to hack in some undergrowth (grass etc) but I'm not sure how well that idea is going to work out in terms of both looks and performance, and right now it's just a theory in my head that may not even work at all, and then it also depends on if I have time to do it :p
agus92 wrote:So let me start Falklands thread with the AA emplacements on Port Stanley. There are two autocannon AA very close to each other, and while manning the rear one (east), I TK'd twice the front one while shooting at ground targets, when it clearly looked like I could make the shot.

Don't know if that's an issue with hitboxes or I'm just a bad shot.
the rounds come out of the barrels rather than the centre of the screen so if you aim too low, your rounds will hit the sandbags in front of you, even if your sight says your aiming just above them, since the sight is well above the barrels.
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agus92
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Re: Falklands

Post by agus92 »

Vista wrote:Get CAS or ALT+F4: the map
The night layout is very good as infantry, IMO.
agus92
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Re: Falklands

Post by agus92 »

[quote=""'[R-DEV"]Rhino"]
the rounds come out of the barrels rather than the centre of the screen so if you aim too low, your rounds will hit the sandbags in front of you, even if your sight says your aiming just above them, since the sight is well above the barrels.[/quote]

I see, thanks.
Rhino
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Re: Falklands

Post by Rhino »

I'm wondering what your guys thoughts are on the single flag routes in the Standard and Alternative AAS layers, and has anyone played the Large AAS layer with the two flag routes in one as per the old version of PR:F and which do you guys prefer?
agus92 wrote:The night layout is very good as infantry, IMO.
Hence why all the ground battles during the war were fought at night, since there is very little for cover out their on the islands.

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Brozef
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Re: The Falklands - Map Feedback

Post by Brozef »

There are no where near enough people on the ground for a 2 flag route. At least 15+ people on each side do cas or trans so for proper battles I think flags should be linear.
Rhino
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Re: The Falklands - Map Feedback

Post by Rhino »

Brozef wrote:There are no where near enough people on the ground for a 2 flag route. At least 15+ people on each side do cas or trans so for proper battles I think flags should be linear.
It's actually around 8 players a side doing CAS (can be more or less depending on circumstances) and around only 2 chopper pilots a side (normally less), which leaves 40 infantry players aside (on a full server), since there is basically nothing in the way of APCs and Tanks you normally have taking up a lot of players.
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Mully
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Re: The Falklands - Map Feedback

Post by Mully »

The map would definitely be more useful as a 128 player map. Right now it just feels empty on a public server. Falklands would be better served as an event style map or a more condensed version. I appreciate that the developers were able to accurately recreate the Falklands Islands, but the amount of coordination and skill needed does not suit public play on a massive scale. Should the map get another look, the developers need to think about solely focusing on the eastern half of the islands with more detail for the public servers.
Rhino
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Re: The Falklands - Map Feedback

Post by Rhino »

Mully wrote:The map would definitely be more useful as a 128 player map. Right now it just feels empty on a public server. Falklands would be better served as an event style map or a more condensed version. I appreciate that the developers were able to accurately recreate the Falklands Islands, but the amount of coordination and skill needed does not suit public play on a massive scale. Should the map get another look, the developers need to think about solely focusing on the eastern half of the islands with more detail for the public servers.
The 8x8km Minimap, along with its huge 3km VD, no scopes and not much ground transport (as per the real war), can make things seem a lot bigger than they are but the ground combat area is focused into a 3km by 2km area you know? Quick comparison with Kashan:
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Last edited by Rhino on 2016-12-06 05:10, edited 1 time in total.
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InfantryGamer42
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Re: The Falklands - Map Feedback

Post by InfantryGamer42 »

Wing Walker wrote:I really like this map.

I see a lot of potential with the massive 8km map and all the available terrain.

However I do not feel it is fully realized in its current set up.
Yeh,It is not realized because British dont have frigate(which would change combat significantly).
Wing Walker wrote:Why?

The entire West side of the map is wasted, never used, never even seen.

This should all be in play with an emphasis on INF fighting, with lots of mobility assets to facilitate all the terrain.
I think thats complitlly wrong. Almost all land fighting during Falkland war happened on east island(ther were some rides on west island,specialy on that airfield but nothing more).All combat on map are happening in 2km2 area(a little bit bigger). If devs do what you ask,we would get more empty map,which would make this map completly unplayeble. On end,Falkland war was only INFvsINF(whit few APC) and heavy CAS support,which is really good potrayed in game(we just have lack of thet british ship).
Wing Walker wrote:There defiantly needs to be a reduction of Aircraft, especially since we have Vehicle Warfare to facilitate that now.

I get that it is the best map for an air war, but it seemed to just become an assetwhore map.
Not need for thet,yes it has a bit more CAS then on other maps,but some CAS jets(on both teams) can only gun run land targets(4 planes are ASF,plus ARG get one anti ship plane) . Yes,they can make some damage,but there are not effective as bombs and rockets.Plus,whitout CAS this map whould lost its feel.

Wing Walker wrote:When I was on it we were 1 of 2 INF squads running back and forth over the whole map (well the East side). Even dividing the SQ to be able to cover more.

So this MASSIVE map only had something like a 16v16 INF match up, and a bunch of jets, helos, and a prop, flying around bombing everything.
I dont get how? Is it full server or like 30vs30. Both teams(whit full server) have 30+ INF,so 5-6 INF squads,plus one CAS squad(8 guys) and trans(max 2 usually).

Wing Walker wrote:On a side note:

That also meant you pretty much always engaged a Sniper or Marksman, or Spotter with most INF encounters, since there was a full server and just a couple INF squads.

So I can kind of see how people might complain about the Sniper kits here.

Maybe other matches had more INF running, but not the ones I had.
Yeh,thets big problem on Falklands and Green. Sniper,marksmen and spotter can see long range,thats all.Something which standard INF cant do whit iron sight FN FAL.
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Re: The Falklands - Map Feedback

Post by Rhino »

Aleksa2000SM wrote:
Wing Walker;2152000 wrote:I really like this map.

I see a lot of potential with the massive 8km map and all the available terrain.

However I do not feel it is fully realized in its current set up.
Yeh,It is not realized because British dont have frigate(which would change combat significantly).
Indeed, Frigate will lead to less bombing of the Infantry since the Argie bombers will be focused far more on the Frigate, as per r/l, and Brits will get fewer bombers with it again.
Aleksa2000SM wrote:
Wing Walker;2152000 wrote:Why?

The entire West side of the map is wasted, never used, never even seen.

This should all be in play with an emphasis on INF fighting, with lots of mobility assets to facilitate all the terrain.
I think thats complitlly wrong. Almost all land fighting during Falkland war happened on east island(ther were some rides on west island,specialy on that airfield but nothing more).All combat on map are happening in 2km2 area(a little bit bigger). If devs do what you ask,we would get more empty map,which would make this map completly unplayeble. On end,Falkland war was only INFvsINF(whit few APC) and heavy CAS support,which is really good potrayed in game(we just have lack of thet british ship).
Ye, as per what Aleksa said, the bulk of the fighting during the war was on the NE of the Falklands:
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I am however considering a CNC mode which would allow for all the islands to be used but servers don't tend to run the CNC mode.
Aleksa2000SM wrote:
Wing Walker;2152000 wrote:There defiantly needs to be a reduction of Aircraft, especially since we have Vehicle Warfare to facilitate that now.

I get that it is the best map for an air war, but it seemed to just become an assetwhore map.
Not need for thet,yes it has a bit more CAS then on other maps,but some CAS jets(on both teams) can only gun run land targets(4 planes are ASF,plus ARG get one anti ship plane) . Yes,they can make some damage,but there are not effective as bombs and rockets.Plus,whitout CAS this map whould lost its feel.
A signinifcant part of the war was fought in the air and want to portray that here. As Aleksa also said, a lot of the aircraft do not have any air to ground weapons other than cannons (and the Anti-Ship Mirage dosen't even get a cannon :p ).

You also need to factor in how few weapons these jets have, only two or 3 AtAM or Bombs, and much larger distances to travel back to their airbases compared to most maps, with also most aircraft being subsonic, meaning that even thou there are more jets, they are less powerful than normal PR jets.

As said above also, with the introduction of the Frigate, these jets are going to be largly focused on bombing that than anything else.

Wing Walker wrote:When I was on it we were 1 of 2 INF squads running back and forth over the whole map (well the East side). Even dividing the SQ to be able to cover more.

So this MASSIVE map only had something like a 16v16 INF match up, and a bunch of jets, helos, and a prop, flying around bombing everything.
So you want all the islands to be used, but yet you don't like that the fighting is already spread out? :p

Aleksa2000SM wrote:
Wing Walker;2152000 wrote:On a side note:

That also meant you pretty much always engaged a Sniper or Marksman, or Spotter with most INF encounters, since there was a full server and just a couple INF squads.

So I can kind of see how people might complain about the Sniper kits here.

Maybe other matches had more INF running, but not the ones I had.
Yeh,thets big problem on Falklands and Green. Sniper,marksmen and spotter can see long range,thats all.Something which standard INF cant do whit iron sight FN FAL.
As per what I said in the Goose Green thread, the Argie SSGP1 Sniper scope has been reduced from an 8x scope to a more realistic 6x scope which should help improve that a little and hoping to make a few other small changes in the future too to help balance that out, but at the end of the day, there are only two snipers and something like 4 marksman per team and both sides have equal amounts with more or less equal power and you can also supress them with your normal weapons, so while annoying, they aren't a battle changer.
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blayas
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Re: The Falklands - Map Feedback

Post by blayas »

With the addition of the frigate, the Argentine side will see a real need to protect its anti-naval mirrage.

I think the respawn time should be a little higher for some aircraft, to allow the winning side of the first air clashes to enjoy for a slightly longer time of the aerial superiority that he achieved, punishing the adversary for a bad strategic decision.
DogACTUAL
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Re: The Falklands - Map Feedback

Post by DogACTUAL »

You can't enter any of the propeller planes on skirmish inf layout.
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Mineral
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Re: The Falklands - Map Feedback

Post by Mineral »

Intended, they are objectives to destroy.
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Rhino
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Re: The Falklands - Map Feedback

Post by Rhino »

DogACTUAL wrote:You can't enter any of the propeller planes on skirmish inf layout.
[R-DEV]Mineral wrote:Intended, they are objectives to destroy.
Ye, as per here: https://www.realitymod.com/forum/f196-p ... lands.html
'[R-DEV wrote:Rhino;1819718']Skirmish 16 - Pebble Island Raid (Night)
Setting: Night
Tickets Team 1: 100
Tickets Team 2: 40
Info:
Based on the SAS Raid on Pebble Island: Raid on Pebble Island - Wikipedia, the free encyclopedia
GBs objective is to destroy the aircraft on the airfield, while Argentina tries to fight off the attackers.
Note that shooting the engine of the aircraft causes more damage than shooting the fuselage, and you can quite effectively destroy these with bullets, simulating damaging the aircraft vital systems so it cant be flown.

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DogACTUAL
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Re: The Falklands - Map Feedback

Post by DogACTUAL »

That's interesting, having a seperate objective other then the usual stuff. I assumed something must be different about those planes since they would be totally op if used.
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