Opperation Barracuda - Suggestion
Posted: 2009-02-06 01:07
It would appear that the suggestion thread is locked, so I decided to post this here.
Myself, and many of my friends have found that we seriously dislike this map.
Why?
To put it simply, its boring.
Why is it boring?
USMC rarely make it to the shore. Leaving the Chinese forces to wander around aimlessly for 1.5hours.
I am an Australian, and therefor, I play on the GSA BigD server. When this map loads, the server often goes from full, (32 v 32) to usually around 8 or 9 to a side. The resaon for this is because players have a past experience with being very bored. The US players often find themselves stuck on the carrier, and the Chinese wandering around the island in boredom. It isnt so rare to see a Chinese team member type "I'm swimming out to the carrier, don't shoot me"
And I ask, is this how project reality is supposed to be played? Players finding it more enjoyable to swim for 10 minutes to the carrier, because there's nothing else to do?
Well, I have a solution. You see, the mentality of even the best players, is "Ok were going to have to go right around the back of the island, because we'll get shot down on the way to the flag." This results in experienced players sending a transport with a .50 cal MG, which makes short work of the choppers.
The whole dynamics of the map need to be reestablished, instead of the Chinese forces starting with all of the flags, and and enough .50 MG's to cover the island, the map should play out like Jabal, with the Chinese starting with the silo, then moving out to capture the flags in order, as opposed to having immediate access all over the island.
Well thats my rant, let me know what you think.
Myself, and many of my friends have found that we seriously dislike this map.
Why?
To put it simply, its boring.
Why is it boring?
USMC rarely make it to the shore. Leaving the Chinese forces to wander around aimlessly for 1.5hours.
I am an Australian, and therefor, I play on the GSA BigD server. When this map loads, the server often goes from full, (32 v 32) to usually around 8 or 9 to a side. The resaon for this is because players have a past experience with being very bored. The US players often find themselves stuck on the carrier, and the Chinese wandering around the island in boredom. It isnt so rare to see a Chinese team member type "I'm swimming out to the carrier, don't shoot me"
And I ask, is this how project reality is supposed to be played? Players finding it more enjoyable to swim for 10 minutes to the carrier, because there's nothing else to do?
Well, I have a solution. You see, the mentality of even the best players, is "Ok were going to have to go right around the back of the island, because we'll get shot down on the way to the flag." This results in experienced players sending a transport with a .50 cal MG, which makes short work of the choppers.
The whole dynamics of the map need to be reestablished, instead of the Chinese forces starting with all of the flags, and and enough .50 MG's to cover the island, the map should play out like Jabal, with the Chinese starting with the silo, then moving out to capture the flags in order, as opposed to having immediate access all over the island.
Well thats my rant, let me know what you think.