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[0966] No Attack Markers on Flags
Posted: 2011-07-15 18:36
by Bluedrake42
Just played an AAS round, there were no markers on the map designating what to attack or defend
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 19:08
by Wombat
I had a similar issue on Gaza where my team couldn't cap flags, but Hamas could. Also, Shijia seems to have strange flag placement issues.
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 19:11
by Wadziu
Same problem on Gaza Beach AAS. IDF couldn't cap Plaza and got ticket bleed till the end.
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 19:15
by Rudd
Please be specific with reports, what map, what server etc
there is a template for a reason

Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 19:40
by Wombat
Tactical Gamer server about an hour ago, running Gaza Beach AAS (can't remember v3 or v4):
Pic
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 21:44
by AFsoccer
Wombat wrote:Shijia seems to have strange flag placement issues.
Correct. There are nine "routes" on Shijia and some of them might be "strange" if you're used to AASv3... but they are intentional and should offer lots of variety.

Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 22:53
by Tarranauha200
Two flags both next to main bases are indeed strange.
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 22:55
by Ford_Jam
Confirmed on Gaza AAS 64layer.
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-15 23:17
by AFsoccer
Tarranauha200 wrote:Two flags both next to main bases are indeed strange.
LOL... It thought it would introduce a good blend between AAS and CnC (especially since CnC is so underplayed). But it's only one of the 9 routes, so I'd be interested to hear how it plays out in-game. Was it interesting and did it cause your team to think differently... or was it too difficult to cap the enemy flag?
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-16 00:49
by Wombat
[R-DEV]AFsoccer wrote:LOL... It thought it would introduce a good blend between AAS and CnC (especially since CnC is so underplayed). But it's only one of the 9 routes, so I'd be interested to hear how it plays out in-game. Was it interesting and did it cause your team to think differently... or was it too difficult to cap the enemy flag?
That's the one I was referring to when I commented on the strange layout. I managed to play two half hour or so rounds on Shijia so far (not counting skirmish) before the server crashed, one was with the two flags next to the mains, and the other was more traditional.
It seemed to be a bit too difficult to get across the map with the close to main layout. It was interesting how coordinated it forced the team to be, however, as everyone had to be funneled through the one transport chopper in order to assault what was essentially the enemy's main. Considering that defending near your main is always easier than attacking the enemy spawn, especially for a more poorly organized team, it might cause some frustrations. Relying on the average team to wisely use transportation assets in such a scenario is a bit risky, which was largely the problem Wanda Shan had. I see no inherent problem with the setup at a basic level, but am merely worried that the 1/9th chance this layout comes up could empty a server (like I've unfortunately seen Wanda Shan do).
Perhaps if a third flag was placed somewhere in between it would encourage people not to either turtle up at the first flag or rush FOBs out within 300m of the enemy flag. At present, there's really no incentive to build a FOB in the middle. If there was a ticket advantage to doing so, i.e. a flag, it would make things run a bit more smoothly IMHO. Although, at the same time, it is nice to have some variety, and this suggestion would essentially turn the map into a reskinned Kashan in a way, minus the bunkers.
Re: [0966] No Attack Markers on Flags
Posted: 2011-07-16 13:45
by J.F.Leusch69
thanks for reporting this bug, when reporting a bug in the future please follow this
Bug Reporting Template.
Re: [0966] No Attack Markers on Flags
Posted: 2011-07-16 16:01
by Ford_Jam
The flag caps on the second picture are freaking huge which makes up for the fact that there are less flags. It's all AASv4 pal.
Re: 0.966 No Attack Markers on Flags
Posted: 2011-07-17 08:24
by cyberzomby
[R-DEV]AFsoccer wrote:LOL... It thought it would introduce a good blend between AAS and CnC (especially since CnC is so underplayed). But it's only one of the 9 routes, so I'd be interested to hear how it plays out in-game. Was it interesting and did it cause your team to think differently... or was it too difficult to cap the enemy flag?
Hey Soccer!
I applaud your thinking of creating all sorts of routes. I played this map 2 times now. One with a traditional line of flags and the one with the mainbase flags. I loved the first one and the second one was not so cool.
What happened in our game was that we first spread out the team. We covered each crossing point from the river. It looked cool and played fun. But after that we realised we just needed to cap the enemy flag to win. So we went on to take it.
In our game, it did not play out as a cross between C&C and AAS. It was just AAS. So you have a lot of ground to cover and than build some FOB's around the enemy flag. Of course you'll need more sessions to draw a conclusion. I'm just reporting what happened in our game.
Result was: Chinese team won. Brits captured our flag for a few minutes forcing one squad + tank from main back to our flag. After that we used Area attack on there flag and capped it. Won with 120 tickets or so.