Dragonfly: A rough diamond
Posted: 2010-11-26 13:42

Note if any Mod/Dev deems this a suggestion thread as opposed to feedback, please move it accordingly.
Abstract/Premise
Lastnight on the NwA server, I lead a squad of 5 Brit infantry across the map, fighting over pretty much the whole city, the Train Depot, and the Militia Deployment Area. We managed to win at the end, and I must say it was a hell of a game despite wiping multiple times and even getting backcapped at the end. There were a number of key problems identified but it also showed how successful and fun the map can be despite its history of being a 'laggy POS where the British always get capped back to their main'
Multiple times throughout the round there were comments at how **** the map was and how it should be skipped, however in due time there were retorts with how the map is actually quite decent as some people managed to find.
Note that this is not the first time I have played Dragonfly, but I can safely say it is currently one of my favorite AAS maps for the combat environment and immersion that it offers.
Note that the following viewpoint is written from playing the Standard layer and not the skirmish or infantry layers, as I have rarely seem them played.
Pros
Infantry Combat.
The city currently offers one of the best infantry combat experiences around. All buildings are enterable, meaning that room clearance and second-checking is mandatory to ensure all enemies are off the flag. Decent cover in the open ground including random gardens and dead tanks help the infantry move from building to building, clearing the flag.
Armor has a tough time going into the city but with infantry help can really do some bad damage, whilst still having the ability so succumb to environmental effects such as craters that it can get stuck in, and dragon's teeth/tank-traps to stem quick movement.
It literally is the definition of the world where infantry reigns supreme.
An immersive, realistic environment.
One thing that I adore about Dragonfly is the placement of statics and the overall demeanor it portrays. Random tanks, garbage heaps and lots of weirdly placed undergrowth and rocks make a cool, unique environment to fight in.
Although ideally the Russians would feature, it is still pretty fun with the British.
Great balance of assets to both teams.
I have found little issue with the balance of assets, as the T62 is a formidable foe to the C2 if it manages to get the upper hand on it. Tandem warheads ensure that the British armor has to take it cautiously or risk getting shot in the rear and dying in one shot, as there are lots of ways for infantry to sideswipe armor
Cons
Flags.
Currently, at any one time there are only a certain number of flags up, usually with the British first flag (Train Depot, NW/NE Fields) being frustratingly close to the Militia temporary spawns.
As an example, I ran Dragonfly multiple times to get different flag layouts to demonstrate how often the British and the Militia meet up at the first flag. I'll use Train Depot, because that is the most popular flag which is first for the British, and majority of players have experience fighting near it.
The biggest problem that stems from the Train Depot as the first flag for both teams is that the Militia often reach the flag before the British do, causing them to have the upper hand of numbers as opposed to firebases, supplies and assets. Keeping the flag busy for a number of minutes, the T62 and BRDM can arrive and wreak havoc if the British armor is not quick enough or has decided to try and ninja round the north side of the map.

A quick British rollout is crucial in order to cap the first flag from the Militia. In this case regardless of speed, the Militia still beat us to the flag cap.
Simply put, a solution to the problem of having both sides attack the first flag is to have the Militia cap a compulsory 2nd flag in the city. Adding a second flag means that from the get-go the fighting begins on the outskirts of the city, increasing pressure on both sides to drive eachother out, whilst still giving the option to rush eachothers' first flags in order to avoid a stalemate.
Simply put, the Militia can defend the river area from the encroaching Brits whilst they organize an attack to get a foothold in the city.
Fields.
As the cornfields were removed for graphics issues, the current replacement fields seem too large in comparison with the rest of the environment. While they do give the option to hide in to avoid getting spotted by infantry, British armor can still see through the leaves, and with the NW fields being a relevant flag, make it hard for the Militia to cap the flag, let alone get up to it without being noticed.


The North West Fields flag is open and remote, meaning that its hard for infantry to move in if no anti-armor support is available.
The ideal solution is to add more static objects or even extend the city across the map, however I understand that this does take considerable effort, however increasing the height of the field will drastically increase the survivability of troops trying to hide, and will provide ample concealment for anyone trying to escape enemies.
Overly complex British main.
Almost every rollout on British people get confused as to where to go. I've found people on numerous occasions jumping over HESCO barriers and guard posts instead of just walking around as intended.

The odd placement of the repair station and the maze of walls confuses players, and the odd placement of the base overall leads one to question how realistic it is.
The British are the attacking force, and its confusing to see them with a large maze of HESCO barriers with some areas that are utterly useless and never accessed. The helipad is very small, and I've seen the Lynx flip over and get snagged on some walls.
A simple alternative would be to have a small HESCO square with a few tents or something set up. With the Militia so close, it would have made sense for them to mortar/harass the building process, and considering the British are Marines, they wouldn't have been so close setting up a large outpost (right?)
I hope this provides some insight on the map for improvements in the future.
dtacs
