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Route E-106 Beta
Posted: 2017-07-03 19:40
by LiamNL
IMHO Assets are a bit onesided as the Russians get 2 more apcs (granted those are MTLBs) and a Hind E. Which in itself is a pretty powerfull asset with only handheld AT and AA + deployables to counter it. Whilst the US gets a littlebird with miniguns. Not even missiles, whilst the enemy has a 2 hit taking missile spamming pintle mounted gun. Whilst I do get the concept of assymetrical warfare, I do find this kind of strange with the whole minigun littlebird vs armored flying tank which has 2 seats with weaponry.
Re: Route E-106 Beta
Posted: 2017-07-03 20:11
by happygoogleboy2
get rid of cas and tanks gg ez
Re: Route E-106 Beta
Posted: 2017-07-03 21:16
by DogACTUAL
Give the birdy a 10 min respawn or give us two with 20 min respawn.
Re: Route E-106 Beta
Posted: 2017-07-03 21:34
by X1 Spriggan
If you take a look the map as a whole, both factions are very close in terms of fire power and utility. While the Russians do have an extremely powerful CAS chopper capable of destroying the entire US asset list, the US have blackhawk on a very low respawn timer giving them an enormous advantage of logistics. The US Army can easily move infantry squads around and provide them with low risk logistical support. As for the extra APCs the russians get, the US have a very powerful Mrk19 along side the two .50 cal HMWVEES.
Russians on the other hand have 3 logi trucks, spreading their logistical capabilities thin compared the US. On certain flag layouts of the map, logistics alone can easily make up for the lack of airborne firepower.
For the moment, I'm very close to removing the Little Bird all together because I'm not a fan of air sound pollution when playing PR. But my past few experiences in the game with it have been positive and I think people are having a lot of fun with it.
happygoogleboy2 wrote:get rid of cas and tanks gg ez
There is also an INF layer.
Re: Route E-106 Beta
Posted: 2017-07-03 23:13
by DogACTUAL
Please leave the birdy alone, it makes the map unique because it is the only one of its kind ingame right now (guns only). It also fits the map quite well, doing gun runs in this nice looking woods.
Re: Route E-106 Beta
Posted: 2017-07-03 23:14
by Kingy
I can imagine the INF layer being rather fun, the map itself is quite nice. But at the moment the assets totally ruin it.
While the Russians do have an extremely powerful CAS chopper capable of destroying the entire US asset list, the US have blackhawk on a very low respawn timer giving them an enormous advantage of logistics.
You don't really think this is clever balancing, do you?
I'd also add that the first two flags for the US are far too close together (Gas Station and South Village).
With the assets rethought and a few tweaks to the flag layouts this could be a pretty good map.
Re: Route E-106 Beta
Posted: 2017-07-04 08:18
by fecht_niko
good looking map.
too many assets on all layouts.
Re: Route E-106 Beta
Posted: 2017-07-04 09:54
by projectmundus
I would like if there's no tanks
Re: Route E-106 Beta
Posted: 2017-07-04 11:05
by viirusiiseli
[R-CON]X1 Spriggan wrote:If you take a look the map as a whole, both factions are very close in terms of fire power and utility. While the Russians do have an extremely powerful CAS chopper capable of destroying the entire US asset list, the US have blackhawk on a very low respawn timer giving them an enormous advantage of logistics. The US Army can easily move infantry squads around and provide them with low risk logistical support. As for the extra APCs the russians get, the US have a very powerful Mrk19 along side the three .50 cal HMWVEES.
Let me tell you that you can give US 5 tanks and 8 bradleys if you want, a good hind pilot will kill every single one of those without a problem and the US will still be left sucking on their thumbs losing the game with no assets left.
The Hind-E in that map is difficult to balance, if you add a HF kiowa, all russian armor is obsolete. If you add an avenger, the hind will most likely not live for longer than 5 minutes. The only thing I think would serve the map better is 2 minigun+rocket LBs at 3:40 to keep the Hind busy.
I mean, the hind will still win them most likely, but at least it wont be right up armors *** right away on 3:40 when the tank spawns.
The LB with only miniguns can hover behind the Hind and keep shooting at it all it wants, the hind pilot wont have to care bc the damage is basically nothing. If it starts to annoy you after getting hit by all the 600 rounds you just turn around and .50cal it.
All that said, the map needs more thought out assets other than CAS. Removing a few APCs from the STD layer should do it.
[R-CON]X1 Spriggan wrote:because I'm not a fan of air sound pollution when playing PR
lmao are you serious? is this your rationale for placing assets?
Re: Route E-106 Beta
Posted: 2017-07-08 02:52
by obpmgmua
It's like saarema but worse.
Re: Route E-106 Beta
Posted: 2017-07-08 10:15
by sweedensniiperr
I didn't play it yet but i checked it out quickly on local.
The factory thing in NE: I feel like for a last flag for russia it might a too strong position. US doesn't have anything that good for a last flag. I like the look of it but maybe it could be touched up a bit?
Can you add something to "cover up" this?
http://i.imgur.com/SvLF27z.jpg
Like you kind of did here
http://i.imgur.com/aTiAibY.jpg
Maybe it's just me but the whole compound screams for more ladders.
http://i.imgur.com/QhjT0UO.jpg ,
http://i.imgur.com/k2hELgz.jpg
Re: Route E-106 Beta
Posted: 2017-07-09 06:25
by TBob
Coordination with armor is important for that flag, infantry can also take the Mk 19 humvee. The inf layer may have some issues there though.
Think that's just a stray object that didn't get deleted, no need to cover up.
Originally the North side had a ladder but there's an issue with the collision geometry on that static where it doesn't match the model on that side of the tall concrete part.
Re: Route E-106 Beta
Posted: 2017-07-09 07:17
by YAK-R
TBob wrote:Coordination with armor is important for that flag, infantry can also take the Mk 19 humvee. The inf layer may have some issues there though.
Think that's just a stray object that didn't get deleted, no need to cover up.
Originally the North side had a ladder but there's an issue with the collision geometry on that static where it doesn't match the model on that side of the tall concrete part.
It's particularly hard to attack, given it's on the corner of the map, combined with the wonky flag layer (kiosk) it's pretty impossible. The best option is to just ignore the flag, it's not worth attacking.
Re: Route E-106 Beta
Posted: 2017-07-10 06:19
by QuickLoad
the bells can be annoying - the rnadom ones that ring ring ring ring ring regardless of where you are on the map almost seemingly clientside as it rings at different times for different people.
edit: also 15 minute littlebird respawn time(-5 min) may be better, similar to dogactual's suggestion but not exactly.
Re: Route E-106 Beta
Posted: 2017-07-11 20:29
by LimitJK
the map is too small for the amount of assets (especially air).
hind op, cant be balanced with us air, as once unleashed basically everywhere within seconds.
maybe its just not a cas map?
i dont really see russian cas happening as everything in their arsenal seems too big.
consider putting only assets of a certain type together into 1 layer (as opposed to stryker, tank, fancy humvee variants). as far as i read from the development process you wanted to have a plausible scenario.
try making one layer with an armoured brigade combat team layout, one with a stryker brigade and one with infantry (and similar on the russian side).
idea: us atgm heli vs tunguska on armoured bct layout.
the black grass patches seem random and out of place, something needs to be done there.
that said the map indeed feels different and im looking forward to its future.
Re: Route E-106 Beta
Posted: 2017-07-11 20:54
by Raidonrai
Tunguska would be aids, just HE every bush.
Honestly just get rid of hind and keep minigun littlebird for US, it's basically irrelevant anyway.
Flag placements are fucked, you can have the active flags basically on opposite sides of the map of eachother resulting in very stale gameplay where it takes too long to travel to next flag so most squads just sit tight or end up wandering about aimlessly. Distance between flags should make sense, travelling from 3 -> 4 should always be quicker than 3 -> 5 which isn't guaranteed with current placements.
Re: Route E-106 Beta
Posted: 2017-07-11 21:37
by Rico
Nice map layout!
Facility flag is bugged and caps in about 10 secs.
Sand Lily is an awkward flag. Not much cover for any decent defences.
Too much assets for my liking, the infantry layer is preferred.
Re: Route E-106 Beta
Posted: 2017-07-11 22:30
by Vista
Imo this map is pretty good for infantry play, really enjoying it. Definitely one of the best.
Although I'll have to join the rest and say that it simply has too many assets. Get rid of CAS and the tanks. IFVs only would make it nearly perfect.
Also US vs Russia is balanced but boring and overdone. Get some China or MEC up in here, spice things up. Too many AKs in Opfor, we need more faction variety.
Re: Route E-106 Beta
Posted: 2017-07-13 09:53
by solidfire93
what's the point of having ATGM and AA emplacement if we don't get tank or Cas in the map ?
we need to think about adding variety to the map not saying get rid of this and get rid of that which later on everybody going to complain about something that is missing from the map....
my point here is that in the future we can get ALT Layer that have light Assets...
map still in Beta so hope we can see other factions instead of US v RU.....
Re: Route E-106 Beta
Posted: 2017-07-13 10:02
by QuickLoad
solidfire93 wrote:what's the point of having ATGM and AA emplacement if we don't get tank or Cas in the map ?
we need to think about adding variety to the map not saying get rid of this and get rid of that which later on everybody going to complain about something that is missing from the map....
my point here is that in the future we can get ALT Layer that have light Assets...
map still in Beta so hope we can see other factions instead of US v RU.....
well yes variety is good but just cause you have things to use doesn't nessescarily mean they should be used. case in point building stinger AA as USMC on muttrah city