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Fools Road

Posted: 2017-07-16 21:05
by CAS_ual_TY
The first flag of the britains usually becomes a pain. Brits start firing out of it and militia returns fire. Then you have APCs being forced to stay on the bridge etc.

Its not a major issue but it would be nice to get a solution to this problem. Suggestion:

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Sometimes the fact that the brits only have 2 (known) ways to get out of main, it would probably be good to have a 3rd way of getting out of it. Seen it already that vehicles couldnt leave the "island" because they were camped in so hard.

Little issues, still really like the map, thought Id give some feedback.

Re: Fools Road

Posted: 2017-07-16 23:56
by QuickLoad
i agree, even when the brits aren't pushed all the way back there's always a lat, hat, arounds the town, mountain, or mines on the road just waiting because they know that's the only path vehicles can leave at.

Re: Fools Road

Posted: 2017-07-17 03:23
by chrisweb89
It might make things a little difficult to admin, but fools has always been like that, and should always be like that. The ambushes are what makes it unique and too much of that kind of stuff is getting taken out.

If the village/roads out is really unusable(usually only like 4 guys max) there is also the western exit and land bridge that is rarely ambushed.

One of the changes on fools that I don't like it the redone militia fortress. Even with an area attack its still a maze on the inside and very hard to attack. At least the old fortress was powerful, but an area attack could mostly clear it, maybe a mix of the two would be best. Another thing is with only 4 flags on the map, and 2 being bleed flags the game ends very quickly a lot of the time. My opinion is that every map should have a minimum 5 flags, the first 2 being capped bleed flags and the rest being neutral no bleed flags.

Re: Fools Road

Posted: 2017-07-17 04:41
by YAK-R
I really enjoy fools road. As Chris said, the sabotage is part of what makes the map unique.

Image

the only change i'd like to see would be the removal of the DOD area here (west edge of the map), which prevents the brits from sneaking up this hill

West ridge often makes for stalemately games, with very limited options for the brits to attack effectively.

Re: Fools Road

Posted: 2017-07-17 05:47
by FFG
I think the gameplay would benefit from there being more then 4 flags on routes. or having 2 defend flags to push last flag or something.

Re: Fools Road

Posted: 2017-07-17 08:51
by fecht_niko
Agree with fagualty on this.

The biggest problem this map suffers is the lack of exits for GB.

The bridge isnt an option because the road is a tiny corridor where you can ambush easily with mines, HATs, LATs, SPG,.....

The western exit takes a lot of time and efford to manage with the same problems.

Maybe push GB first flag further north and increase DOD to the crossroads

Re: Fools Road

Posted: 2017-07-17 09:01
by CAS_ual_TY
I agree with ambushs etc. But this map usually ends with brits shooting right out of their main base. And removing the DOD from the bridge would stop so many people "whining" about being camped.

Re: Fools Road

Posted: 2017-07-17 14:19
by AlonTavor
If only the GB APCs would be fucking amphibious. You live on a godamn island how are your APCs not amphibious?


My opinion:
-Remove the western DOD like Yak said, make the mountain more climbable.
-Make the river shallow, and make the entire southern part DoD for militia. Move GB main to the center of the island, as far south as possible. Bridge should be only half DOD.
-Move the village 100m north. Make the intersection the center of the village.

Re: Fools Road

Posted: 2017-07-18 11:40
by LEGIYA
QuickLoad wrote:i agree, even when the brits aren't pushed all the way back there's always a lat, hat, arounds the town, mountain, or mines on the road just waiting because they know that's the only path vehicles can leave at.
*cough**cough*
Saaremaa,mines on the dirt road on Russian side.Lat and Hat allways on Old base.
Those problems will never get fixed.
On alot of maps...

Re: Fools Road

Posted: 2017-07-18 12:49
by AlonTavor
LEGIYA wrote:*cough**cough*
Saaremaa,mines on the dirt road on Russian side.Lat and Hat allwayson Old base.
Those problems will never get fixed.
On alot of maps...

No body says you need to use the dirt road. You can go through the forrest just fine.
Not the same with fool's road bridge.

Re: Fools Road

Posted: 2017-07-18 13:25
by Raidonrai
Isn't Scimi amphibious irl?

Re: Fools Road

Posted: 2017-07-18 14:27
by fecht_niko
The FV107 is only amphibious after being fitted with floatation kit.

Even though its not 100% realistic, making the Scimi amphibious would solve a lot of problems on many maps and finally make GB APCs great again!

Re: Fools Road

Posted: 2017-07-19 06:39
by Raidonrai
Also more Scorpions instead of Scimitars.

Re: Fools Road

Posted: 2017-07-19 15:27
by X-Alt
Raidonrai wrote:Also more Scorpions instead of Scimitars.
The DEV team can't draw a line between gameplay and realism, but they're not going to add a retired vehicle\not in service, unless it's NL, in which case anything goes.

Re: Fools Road

Posted: 2017-07-19 16:26
by chrisweb89
How would a scorpion fix things? No thermal, only 1 shot against inf. Sounds like its going to die just like the rest against ambushes.

Re: Fools Road

Posted: 2017-07-19 22:48
by parch
At the beginning of the round, on a standard layout, brits have only 39 places inside the vehicles. Considering that APC is not always eager to take passengers and land rovers don't usually leave full as well, there is some serious walking involved for the infantry. In case of a helicopter base layout, that's almost 2km to the first capable flag.

Sure, SLs can cooperate and take with them only minimum necessary for a rally point, but you know well this is rarely working during a public game.

Apart from that, I agree with niko's and Alon's posts.