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How long would these maps take to play?

Posted: 2007-08-19 21:55
by blud
If you were playing a 14v14 round on these maps, with both teams fairly organized, how long do you think the round would take for each of these maps?

- Al Basrah 32 (Insurgency)

- Operation Ghost Train 32
- Daqing 32
- Al Kufrah Oilfield 32
- Helmand 32
- Op Phoenix 32

- EJOD 64
- Daqing 64
- 7 Gates 64
- Assault on Mestia 64
- Hills of Hamygong 64
- RtKN 64
- Sunset City 64
- Qwai 64
- Jabal 64


Also, which of these maps would you say are *very* unbalanced towards 1 army (if any)?

Posted: 2007-08-19 22:12
by Outlawz7
Hard to tell, on full servers Kyongan Ni plays awful, due PLA having the advantage and since its impossible to defend Air drop...

HoH is a sniper map, can be won, but its a tough battle

Others seem fine

Posted: 2007-08-20 05:33
by blud
Come on, 90 views lol. I need your guys advice.

Posted: 2007-08-20 05:37
by Eddiereyes909
All these maps except hills of hamyong

:P you know why

Posted: 2007-08-20 05:37
by Rhino
cant help you to be honest. All are pretty good apart from some being a little too big for 14v14 (mainly the 64man versions) and op phyonix probaly being unblanced thou ive never played 32, but as far as round times go, I have no clue. To be honest it really depends alot on the battle.

Bare in mind thou for insurgancy the only way for the brits to win is to destroy all the ammo dumps. Ive wanted to make each ammo dump deduct tickets from the ins so clan games can see how closely the INS won by or w/e but even so, that game mode has to have full time or otherwise you dont give brits much of a chance depending on how well the insurgents hold up.

Posted: 2007-08-20 05:48
by Sabre_tooth_tigger
Sunset City 64
Assault on Mestia 64
Hills of Hamygong 64


All are assault maps & all are up hill for the assaulting allies.

Hills, the brits can be spawn killed right from the start of the game.

All of them have bleed if the allies dont cap a flag and even if they do in some cases, overly harsh imo. Ive seen Hills end in 12 mins because of these factors - a sweet release tbh

Sunset, I like this map and its probably least biased. A possible far west flank might help with balance

Assault, another good map but the bleed needs adjusting I think maybe

Hills, my least favourite but I still had some good games on this but that was back in 0.5 with Brit guns and their scopes which seemed to help. Its definetly not working at present, they need a foothold somehow and ucb instant spawn death is just poor to play through

Posted: 2007-08-20 08:21
by Berry[13thmeu]
I find that the us looses most inf maps now rather quickly, I atribute this to the lack of the acog on the m16 and the surplus of scopes on the other factions rifles.

Posted: 2007-08-20 08:46
by BurnUnit
have to disagree berry, US puts up a more than decent fight on Phoenix and that's an infantry map. US problem is they are usually, if not always, on the offensive and more coordination is required because you can't just dig in like defenders.

we all know the m16 sucks, and having more than enough experience with that rifle the past year in RL imo it's an outdated, POS firearm that is now being supplemented (army-wide i think, 10th mtn here at Ft. Drum is not fully equipped) by the M16A4, which incorporates a picatinny rail and a flat-top receiver for mounting optics. ahem update anyone?

Navy special forces uses the m16A3 which is fully automatic.

sorry off-topic, back to business:

Jabal depends on how fast you get your squads around the map. Once again the USMC has to utilize the seahawks in coordination to get troops on the ground.

Qwai can last a couple hours, because of the tug o war between fishing village and govt. office. If you wire up the office and maintain the bridge US can do a whole lot of damage on this map and end it rather swiftly. Estate has to be assaulted with a troop drop or apcs because of the wide open firing lanes.

Basrah is a bloody slog for the Brits; if they hold the vehicle checkpoint and use the merlin to bomb cache areas with C4 or AT the troops can do their job better. Insurgents usually mine the intersections and choke points, making it difficult to get armor into the city. Buddy system works well for both sides because a lone brit is a dead one and a civvie with a war vet is a deadly combination. Map rarely ends faster than 40 minutes.

Posted: 2007-08-20 11:20
by Outlawz7
M16A4 + ACOG in 0.7 :roll: