dtacs wrote:Personally I believe this map has outgrown its stay. In a nutshell Fools has now become what PR seems to hate, combat with large assets in small choke-pointy maps (see: Ejod, APCs on Sunset, Mestia sortof) where the Armor simply has to watch one direction to ensure they don't die: the road.
Currently there are some flags which really need a look at. I personally have not seen the airfield or a flag in the NE side of the map in play since 0.9 was released. It is often flags for the British like
Hill 210, which is completely unreachable by vehicles without going RIGHT around north, or over to warehouse and bush bashing across. Even then, infantry have to throw a grapple and pray each time that it hooks onto a dead log or a tree, while the Militia can rush it from the start and usually halt the cap before the Brits manage to even get some defenses up.
On the other side of the coin there is the occasional round where the British will steamroll the militia into a capout, but even then its due to a lesser player standard on the militia team.
Either remove the British and add the Russians again so they can actually go across the water this time, or add a landbridge across to Train Depot, or simply remove the map and replace it with one of the terrific 2km maps that are coming out from the community maps section.
I very much disagree with the removal of the map I mean the gameplay is not in any way bad enough to warrant it. The community maps are great as well but we can keep in the current PR maps and add the community maps without replacement.
@tdac's I very much disagree with the removal of the map I mean the gameplay is not in any way bad enough to warrant it. The community maps are great as well but we can keep in the current PR maps and add the community maps without replacement.
On topic though I have played a fair share of rounds of Fools Road on both sides and would have to say it can be lopsided either way. I've seen rounds where the Militia dominates mostly due to poor coordination of armor on the British side which gets taken out and huge losses of tickets and the biggest thing is players not playing the flags like they should. Also vice versa for the Militia if their coordination is bad. Due to the nature of the firepower balances if a team is careless or uncoordinated things go downhill badly.
As far as wins you guys say I've seen it either way quite a few times it honestly just depends on how people play on your team.
As far as the vehicle assets go the Spandrel often may not even be used or used improperly so the Militia get overpowered by the British armor but the Spandrel can be very crazy if used properly or the British team is not smart with their armor. One guy got 43 vehicle kills with the Spandrel during a round which goes to show how powerful it can be. However I blame that on the lack of care by the British team though, which comes to down to it again bad use of assets=trouble.
BlackwaterSaxon wrote:I've been part of a Spandrel squad on more than one occassion, and the armament itself is incredibly overpowered. It is quite easy for one Spandrel with infantry support to get the drop on most British armour, and with help from another Spandrel, two vehicles can effectively shut off most of the roads in favour of the rebels, taking away the firepower advantage that is held by the British.
I will more often than not see the map turn into an infantry only game, with the AT capabilities of the militia and the lack of significant armour (when compared to how much AT is around), the supposed British advantage is nullified by the sheer amount of AT that the militia have at their disposal.
I have to disagree about the "shutting down of roads" because a Spandrel only has so much range and a British tank or TOW can get a fix on the position and take them down if infantry spot it out etc. However if you get those general public server vehicle crews who just take the vehicle off on their own and don't give a rats about positions yeah its very possible that Spandrels can get the fix on British armor, if they don't use alt roads etc.
When you say "All this AT Militia has" well it seems to me almost not that much when you think about it. Lets think about it and their effectiveness:
The 2 Spandrels-Obviously the best AT Militia has as its a 1 hit kill to almost every asset the Brits have (except the Challenger if not hit in a less armored area can withstand 2, however usually will be disabled with 1) but very fragile cannot withstand much so must always get first dibs with the enemy vehicle. Also there's only 2 compared to several Brit armored vehicles.
BRDM-Counted as a "AT" because it technically can destroy armored vehicles but its light armor and the cannon give it little chance against British armor. Mainly a anti infantry vehicle, but has the slight capability of taking down a APC if its caught extremely off its guard.
3 HAT kits/LAT-only good in close range and the armor can kill you much easier than you can kill it and your hard pressed to destroy a challenger with the insurgent-equal militia RPG. However can be effective against APCS, within a few hundred meters reasonably. LAT about the same as the RPG.
Looking at it as I listed the Militias AT capability is a handfull of vehicles and a couple AT kits with limited capability. Count out the BRDMs and its honestly not a whole lot. No TOW no long range HAT etc. Im having trouble seeing that the Militia has a ton of AT capability when it seems limited.
However this got to be a discussion of assets and balance for trans I think the Brits could use maybe 1 trans truck and a few rovers and would help things.