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Masirah - Feedback

Posted: 2020-07-22 09:25
by Mineral
Post your feedback here!

Re: Masirah - Feedback

Posted: 2020-07-22 10:56
by Iguanadjy
Amazing map really! So many different terrain and structures! When the game is well balanced the firefights can take place into that packed urban area with all those buildings and quite a a lot of different interiors and rooftops, that huge airfield is really great with those wide spreads of desert all arround. Having this fortress in the playable area and that huge mosque/manor is mint!!!

Hoping to see an Insurgency mode put onto this map that could be really awesome against Mec faction of course!

Thank you Rabbit for this awesome map that combines a lot of different stuffs from other type of maps and new structures as well!

Re: Masirah - Feedback

Posted: 2020-07-22 23:27
by lakinen
Let's start from the beginning:

1.From the initial base to the first flag,it takes a long time to come and take.
-Now someone will say "there are helicopters in map". That is mistake,because it should be predicted that there will not be fly sq.For example there is currently no one on the server who knows how to fly.Which means change the map!?!?
2.I see no purpose of first flags,if the enemy conquers it its game over.They cannot defend.
-Should be considered to the first flags,may become bases together with the carriers.
3.If the fighting is on the east side(flags),the space is too open.Which means helicopters should be used,but because of the open space it is risky.
4.Shelters is missing on the eastern part of the map.
-I believe because of the town(assets like buildings....),no more shelter could be placed.Because it’s a big map and there’s a limit of assets on map.(engine and bla bla bla)
5.The big map has no means of transportation its a pity.To transport of troops 1 truck and 2 boats.Dependence on helicopters killing map :35_rip:
6.The west side is ok,but the eastern makes no sense.Which means it will only be played on a quarter of the map.Remaining unused, too bad.
7.The map is well done its for 10,but game play its for 3+.

It is the same when a painter draws a picture,she looks beautiful.If there is nothing in it,she is worthless

-There are still a lot of things that need to be done somehow,but let's not drown anymore.
I played a couple of times,but as I see it and there are none on the servers play this map.it is poorly played for now.For now, it's a map for vehicles warfare mod.


greeting



There's no real flame on your screen, it's just magic :33_love:

Re: Masirah - Feedback

Posted: 2020-07-23 00:10
by BRZbruh
NE corner of the map is very empty. Making the lighthouse over there a capture point with some extra buildings might help to spice up the layers a bit.

Re: Masirah - Feedback

Posted: 2020-07-23 00:13
by Rabbit
Trouble is getting outlawz to do things.

Re: Masirah - Feedback

Posted: 2020-07-23 00:16
by lao
lakinen wrote:Let's start from the beginning:

1.From the initial base to the first flag,it takes a long time to come and take.
-Now someone will say "there are helicopters in map". That is mistake,because it should be predicted that there will not be fly sq.For example there is currently no one on the server who knows how to fly.Which means change the map!?!?
Let's screw a nice map that even literally gives you breaks during the round to chill out a little bit because "there will not be fly sq". Are you even serious?
By your logic we should delete all ins maps, because I see reasonable teamwork and defense in probably 1 in 50 ins rounds on ins side.

"5.The big map has no means of transportation its a pity."
I believe this is a feature. You walk for 5 minutes, you learn to value your virtual life. Also dreadful open spaces give nice realistic feels.

Re: Masirah - Feedback

Posted: 2020-07-23 06:03
by Iguanadjy
Yes this map offers a lot of challenges and is not easy if things are not well organized but this is for me one of the strongest point this map has to offer GIT GUD OR GIT ROLLED indeed!

I had one of the most epic round of my PR life last night on Gamma server on this map as MEC we tried a Hollywood spec ops approach with boat and full squad going through the south west part taking the little canal then beached there crossing the whole desert part being ambushed by a shitbox that took 2 try at us and we managed to destroy him with LAT and coordinating the whole squad, then almost 1 KM later a tank came at us and almost wiped us all, we managed to save the whole squad nonetheless with CAS support then sneaked in their back through the airport , blew 2 FOB there then shifting to a 3rd one in the south of the city we managed destroy it also well this round was EPIC!!! Lot of challenges to overcome and the both team were playing great we lost by 30 ish tickets.

This is a map that needs to be played when teams are well balanced and server is full imo. Only played it 4 full rounds by now and every time it gets better and better it’s already becoming one of my favorite map!

This is not a map for everyone, no free kits squad or bad coordination allowed there, there was a lot of PR regular players last night on Gamma and it went awesomely well. Other flags layout would be awesome too this map have so much to offer so many details and buildings and some parts that are not really played enough because no flag there (lighthouse, radar stations maybe even a desert part could be interesting)

Re: Masirah - Feedback

Posted: 2020-07-25 01:02
by lakinen
8.Put UAV on map. :26_suicid


There's no real flame on your screen, it's just magic :d uh: :shrk:

Re: Masirah - Feedback

Posted: 2020-07-27 20:25
by Menuen
I have small sugestion, make a crossing for boats on Southern part of the map for French. When you lose your 2 helis at the beginning it is almost impossible to get a strong foothold somewhere close to the middle of the map and you will have more options to get behind enemy lines.

Or just give some jeeps or trucks spawns on the first flag and make them no respawn.

Overall its a good map with a slower gameplay, some ppl like some don't.

Re: Masirah - Feedback

Posted: 2020-07-28 13:04
by Outlawz7
Aren't 4 shitboxes enough for inland travel?

Re: Masirah - Feedback

Posted: 2020-07-28 13:09
by Mats391
I really enjoy the big cap radii in the city. That way every round can play differently and you do not have to fight over same 2 buildings every time.

Re: Masirah - Feedback

Posted: 2020-07-28 17:43
by Iguanadjy
Outlawz7 wrote:Aren't 4 shitboxes enough for inland travel?
Indeed! If you loose 2 choppers and cannot do shit with 4 shitboxs ... like it’s GG guys ... GIT GUD that’s all

Re: Masirah - Feedback

Posted: 2020-07-30 22:34
by lakinen
-This all reminds me to children's game "deaf phones" or"chinese whispers". :D

Like ten of us play this map,and others do not know what is being talked about here.It is a pity that those who create the map,and put assets do not play this map(or they play another map,with the same name).
-As I wrote in the topic"PR:WWII General Discussion "-gameplay.And people misunderstood everything with a story about some SQ leaders,it all depends on the people on the server,and bla bla...
-The point of all this is,play,if you something wrong correct ,if not then is ok.

greeting


There's no real flame on your screen, it's just magic :-P

Re: Masirah - Feedback

Posted: 2020-07-31 13:48
by Rabbit
Map is in beta, give it time for more layers to be created.

Re: Masirah - Feedback

Posted: 2020-08-26 17:42
by Hans_Strudel
How about add heavier CAS for both sides (because both France and MEC have one in PR) and VBCI/BMP-2 without ATGM as something to feel the gap between VAB/Borragh and Tanks/BMP2s with ATGM. Right now map feels empty due to low amount of vehicles (for example amount of vehicles is almost similar to 2km Nuijamaa AAS ALT layout).
Also what happen with common duo "AMX-10 vs BMP-3"? I understand that thinking outside the box is great but just wonder what was in switching to BMP-2M?

Re: Masirah - Feedback

Posted: 2020-08-26 22:11
by InfantryGamer42
BMP-2M is consider better compared to BMP-3.

Re: Masirah - Feedback

Posted: 2020-08-27 10:19
by PBAsydney
InfantryGamer42 wrote:BMP-2M is consider better compared to BMP-3.
9M117 and 100mm frag shells disagree with you.

TOW fobs dominate the map and both sides have guided HAT that one shots the heavy assets from the front.

The city layout can be fun, but the open layouts especially the bunker one has a tendency to turn into static trench warfare.

My suggestion would be Leclerc and T72 with 20 minute delay so there is a possibility of breaking the stalemate, while keeping the BMP2M and AMX10RC, maybe having one of each instead of 2.

Adding VBCI/BMP2 would just add more camping/farming and not actually help with pushing forward IMO.

Another idea would be a "sandstorm" layer with more limited view range which would make light assets much more viable.

Re: Masirah - Feedback

Posted: 2020-08-27 13:42
by Outlawz7
Hans_Strudel wrote:Also what happen with common duo "AMX-10 vs BMP-3"? I understand that thinking outside the box is great but just wonder what was in switching to BMP-2M?
Well it's a common duo so I mixed it up a bit.

PBAsydney wrote: My suggestion would be Leclerc and T72 with 20 minute delay so there is a possibility of breaking the stalemate, while keeping the BMP2M and AMX10RC, maybe having one of each instead of 2.
A 1v1 tank would break a stalemate but IMO that's because once one team loses theirs, the other one has a field day with enemy inf, fobs and logistics train.

What's your opinion on Tiger/Havok CAS, sydney?

Re: Masirah - Feedback

Posted: 2020-08-27 14:04
by PBAsydney
My opinion is that land assets are already underpowered due to the map layout and guided HAT, and adding CAS that can attack lazes on a map with hills and long sight lines will render AMX and BMP completely useless.

Re: Masirah - Feedback

Posted: 2020-08-27 21:22
by InfantryGamer42
I did not have a lot of time on this map and in BMP-2M, but when issue of BMP-2M was raised before answer was that it is better compared to BMP-2M.

In general tank should work good on this map. Gazele should be able to counter it. Another good idea would be to add AT vehicle to each side as counter to both IFVs, tanks and trench warfare.

Havoc and Tiger should go to ALT layer were both side get AA vehicles at least.

Sandstorm layer also soulds like good idea. Another option would be invasion layer, where MEC is defending and French are invading.

DEVs can also look into giving French more VAB variants that would open more options to balance map like:
VAB Milan - pretty much light AT vehicle
https://forum.warthunder.com/uploads/mo ... 351b36.jpg
VAB TOP - pretty much VAB CROW
http://www.strategic-bureau.com/wp-cont ... _Espad.jpg
VAB T20/13 - 20mm APC that could fight 30mm MTLB
https://forum.warthunder.com/uploads/mo ... 842c86.jpg
VBR - recon version that could fight VN3 and BRDM-2
https://myjpo.files.wordpress.com/2013/ ... 764&crop=1
VCAC Mephisto - pretty much heavy AT vehicle
https://upload.wikimedia.org/wikipedia/ ... histo.JPEG
PS Sorry for photos. This was only way to make them show.