#Make small maps great again
1 messages · Page 1 of 1 (latest)
Just sad to see once great maps being fucked over by someone who thinks their only good for seeding......Would be nice if the smaller maps got some love and got some vics put but on them
It feels like a change that was made to get ahead of oppressive emplacements, but never revisited to see if it would even turn out that way.
Feels like it could use a slow introduction, like only the open bipods/tripods to start
tonks and ifvs = less fun, rip 3 stryker 3 btr hectic and dynamic gameplay
The emplacements is what made them fun. The pure chaos of 4 50.s shooting at each other in the hills with mortars hitting left and right. Now they just get viewed as seeding maps. Play chora like once a week and sumari once every 2 months. They need to have changes reverted if the small maps are ever going to have some decent use
might even help teach the player base how to CQB and work togather as a unit......
some of the small maps could be made 4x4, or belaya/narva size, fools road could use a rework. Same macro layout, just without basic fortnite terrain and more interesting pois/flanking routes. Logar is a great set of pois but crammed without much room for flanking, expanding on it would make it up there in s tier with yeho goro and mutaha imo.
also bring back my 3 radio 6 man mortar fobs. that was SO MUCH FUN
Would rather uninstall then see the small maps made bigger. Some people like them at the size they are now
I think the sandbox or genuine capitalism approach needs to be a thing...
Are 50 calls kicking your ass?
Get a mortar up...and solve the problem
I dont need owi to try to solve problems for me that I can solve with a small squad...
Limiting mortars is another issue
In war, you adapt and over come...
I dont think the saying goes...
In war, someone ties both hands behind your back hand tell you to "do a war or something"
I want full emplacements, full vics, low respawn timers, more vics, etc...
Dynamic? YES
Hectic? YES
Bc that's why I fking bought squad
^this right here
fucking tell me what i can and cant place on a map because "it might be too op"
bring back the 3 btr 82 v styker days on fools road. Was the most goated layer
All tanks (6) and AT vics (2) on a Kokan team deathmatch 50v50 I thought was going to be dumb but it was actually the most fun I've ever had in squad
It was done with Zee's mod and was pretty epic
6v6 tanks were T62s and T72b
The gameplay and coms were sick
Owi needs to release an ALL ARMOR game mode
It would instantly turn into a classic.
Since it's all about speed and carnage, vics have a 60 second respawn timer. This prioritieswhatever inf there is to set up rep stations for armor as well as tows for AT support.
Who ever stays in the fight longer and supports armor the best will win almost every single time.
Inf hide and sneak around all game until they get found out and get shot at by 3 tanks... then they call for backup
The results are amazing
Would be interesting to see
be like the old talil and mutaha tank layers with 6 tanks or 6 ifvs
Fuck talli, that map is trash and overplayed
I'm talking about maps you've never even seen a tank on...that's where its the most fun
i dont really like talil either but it use to be a layer
was a meme
infact it was the only talil laye ri liked apart from maybe the old aas layer
long live the eridu heli rush
Tank battles on large maps without infantry? Damn that's a great idea!
It could look like 10x10, or 12x12 tanks (~30-40 people in the crew of 3-4 people per tank) + logistics (drivers). They can also add mobile repair stations. Crew commander and crew member kits are available. No LAT, HAT or other infantry kits. It would look like some variety for the gameplay.
PS. I'm an infantryman, I've never played on the tank
You still have inf for AT
Fobs for rep stations and tow fobs
And inf for capping points
It's a game more about tickets tho but caps give you more of those
Why do you need infantry and tow in a tank battle? This could really be a separate mode, unlike the others that already exist in the game.
If I understand correctly, you see it this way: increase the number of available vehicles. For example, from 2-3 (which is now) to 6 tanks in tank troops. But what will this bring for the players? More fun? For techies, it's more likely, but not for infantry. Already now there are situations when experienced techies win the game by knocking out all the enemy's vehicles at the beginning of the game and pressing them to the main base. After that, the infantry simply captures point by point until the game ends. Balance changes of this kind will not bring anything good to the game. But creating a new mode, purely for technology, may.
The same applies to the proposal of the author of this post - adding more equipment on small maps. Currently, a maximum of 1 IVF is available on small maps. The visibility range on these maps is huge, you can shoot through the entire or almost the entire map. The only thing that currently saves the infantry is that most small maps are mountains or dense forests. And even then, the vehicle calmly covers an entire direction on the map. Adding more vehicles will make the game unbearable for the infantry. Especially in cases where one side chooses mechanized troops (with 3-4 IVF) and the other light infantry... Let's imagine the map Fool Road, where one side has BTR4s, each of which has 4 ATGMs - to control the entire map, they just need to move 300 meters from the main base, taking the northern and southern heights (works for both mains) and 95% of the map under their control...
It's just what Zee's mod had
I guess you can look it up but if you dont know, you dont know
Not sure why ur coming after me. I def dont have all the answers bubby
What i can say is that the game "isn't for infantry"
The infantry are mostly in the backlines setting up rep stations and tow bases or going for caps an capping. Those are things tanks aren't worried about when getting shot by tanks
It works dude, I know you dont wanna believe that but it's true...
If it didnt work I never would have mentioned it
With over 6k+ hrs, I know genius when I see it.
Zee's Armor mod
And
GE
Were the only 2 serious mods (other than GC of course) that made something no one else ever had and was ahead of their time
My first message was not directed at you specifically (no quote or tag), it is general.
I have never played this mod, I have only seen a recording of a game on a 6x6 tank battle in Narva. In this, you can see that all the infantry did was capture points and try to immobilize tanks. Obviously, such a mode will be interesting for players who play on vehicles, and maybe even HAT (but in the video I did not see their significant influence, so I can not speak about it).
But what about other players, for whom the tank is a fortress that they can not do anything?
If we just summarize all the messages that were here from me, I am talking about the following:
- A simple increase in the number of vehicles will break the game for infantry.
- Increasing the number of IVF or tanks makes sense if the total number of players on the server increases (for example, 60 to 60, but this is technically difficult to implement).
- A separate tank mode is a great idea, and they don't need a lot of infantry to build fobs or capture points (this can be replaced with mobile repair stations, and capturing points can be replaced with something or allow capturing from vehicles, but only in this mode)
Increases in and does not "break anything"
Ge has proven this as have other mods
As have other game modes. This is nonsense and always a "concern" or a "fear"
Run it and you'll see it actually helps.
The goal /question of the match is 97% armor
- Armor vs Armor
- Inf vs Armor
- Tow Vics Vs Armor
- Tow emplacements vs Armor
Honestly, with all that going on, no one really notices the inf capping points unless it happens aggressively due to all the Armor fights.
When your tank is bucking shots and taking damage...
An infantry guy without a HAT or LAT kit is NOT A CONCERN
If commander starts screaming that we're losing another point and we need to send all Armor pulling out of main need to secure that obj vs helping the tanks currently engaged...fine but its always the second objective....it doesnt matter what you think, it just is what it is.
If you wanted to be an absolutely unit inf squad, pull 2 humvees together and leap frog point to point for a quick last cap fight.
But when the only humvees available have tows and you're punching through into the back lines...you're going to be spotted and you're gunna be delta with as an immediate threat.
Punch through enemy lines on a long flank when everyone's busy in armor fight at the right time and you can still cap points without much issue.
No need to reinvent the wheel bud, zee's already done this, I helped him do asset counts on all layers
6 - tanks
2 - ifv's
1-2 - Tow vics
1 mrap up armor'd transport vic
1 transport / light transport vic
3 - logi's
1-2 heli's for spotting
Now that AA is a thing, I would add that but I would also had a stinger missile kit
All other inf kits would be the same
You dont need 60v60 (that's not a thing)
You dont need a mobile spawn, everyone knows how fking important it is in a tank heavy game mode how important it is to get a replacement station up and to keep it stacked with supply
Dont like getting by heli's?
Shoot them down
Is your inf team trying to cap a point getting harassed by Armor?
Get ur Armor to address it
Are your Armor teams getting fked on?
Get tows set up to support and have your Armor fall back and have AT inf push up to track and harass incoming Armor.
60 sec tank and ifv respawn times
Ticket bleed via dead tanks is the MAIN OBJ
Cap points are a secondary obj but can be leveraged if the team is smart to use Armor to escort inf teams to cap point to point and have logi inf teams set up behind them to set up fobs with rep stations, habs and tows.
It's obvious that we're playing a different game. Most likely this is due to different servers, the community that plays on them, whether it's vanilla/mods or whether it's clan/public games...
I have a completely different gaming experience (I've played 2200+ hours), in which in some individual cases, the technique is already a destructive force that completely destroys the enemy team, almost without the participation of infantry (the infantry just captures points, as I mentioned earlier).
My objections that I express here are related to the balance of teams - with the voting system, this may be impossible. That's why I mentioned increasing the number of players on the server (I understand that this is extremely difficult and will not be implemented for a long time).
feel like map voting was just an overall trap. Sick of playing the same fucking map and the same faction 5 rounds in a row. Needs to be a better way to fix all this shit. Maybe let servers manually set the layers and their vics, caps, main bases? Could fix alot of issues with raas and aas
would let people play more of the map pool then just fucking yeho and goro every 5 seconds
servers still have control over what maps and subfactions are in the voting rotation. it is well within their abilities to rotate different layers in and out of the pool to bolster variety
talking more indef
like getting rid of the tracked ifv on fools road and adding 3 strykers or maybe adding an apc or 2 with the ifv
hell would be better if the battle groups for maps like chora and fools road just got updated in general with better vics for the map
more humvees and what not