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| View Poll Results: Witch one of the Maps you would like to see in the next Beta | |||
| NR.1 64 Version with two Harbors |
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20 | 25.64% |
| NR.2 64 Version with white Flags and one Harbor |
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40 | 51.28% |
| NR.1 32 Version with two white Flags |
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23 | 29.49% |
| NR.2 32 Version with one white Flag |
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15 | 19.23% |
| NR.1 16 Version with 2 white Flags and no Harbor |
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42 | 53.85% |
| Multiple Choice Poll. Voters: 78. You may not vote on this poll | |||
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LinkBack | Thread Tools |
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#1 (permalink) |
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Rookie
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Hey guys after serveral rounds playing this map i thought about some ideas how to improve this map
Check out screens: NR.1 64 Version with two Harbors ![]() NR.2 64 Version with white Flags and one Harbor ![]() NR.1 32 Version with two white Flags ![]() NR.2 32 Version with one white Flag ![]() NR.1 16 Version with 2 white Flags and no Harbor http://img151.imageshack.us/img151/3...ternative2.jpg I know my skills in paint are bad :P Greetings Akaorcram
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#2 (permalink) |
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Rookie
Join Date: Mar 2007
Location: Gloucester - ENGLAND
Age: 24
Gender: Male
Posts: 56
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First thing I said when I saw the preview before the patch was released, was that this would be a complete AT overhaul for the PLA army...and I was right.
The front 3 flags need to be neutral (ref: 64size map), so that both armies are surging forward and meet head-on at Temple/Old Square. Blocking the US from any neutral territory is just asking for a Devils-Perch situation where the US are blocked onto their submarine only. It is utterly unfair, and they have no chance of landing. In 1 round I played yesterday, we had all 3 US APC's and 4 boats, all with at least 1 engineer in it heading around the northern side of the map. None of us made it to land. Therefore...Nr2 - 64version is exactly what it should be. |
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#4 (permalink) |
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Rookie
Join Date: Mar 2008
Posts: 96
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When I saw the screenshots of the map I thought it looked extremely imbalanced. And somethimes it does play out that way. Yet in most rounds I have played the USMC have managed to break out sooner or later...
Maybe it's down to incompetent PLA teams, or maybe the map somehow isn't quite as unfair as it looks, but either way, it usually turns into a very entertaining battle. I've even seen the PLA get completely capped out on more than one occasion. |
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#8 (permalink) |
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Rookie
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Having another route besides crossing the water for the USMC will make attacking more interesting, and defense being more important.
One thing that I dislike for maps where USMC are in carrier and attack is when USMC gets stucked in the carrier, there isn't another carrier or another way. All enemy firepower is focused at one target: one single carrier. It's hard to get out of the carrier on situations like this. |
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#10 (permalink) |
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Rookie
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I say go with Kitteh's idea for the 16 player version, that's the map sizes made for competitive play and i has a good balance. i say vote for Kitteh's version !!!
See it here http://img151.imageshack.us/img151/3...ternative2.jpg |
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#11 (permalink) |
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Rookie
Join Date: Apr 2009
Posts: 64
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Another idea: At the start of the round make Temple grey. However if the Chinese team take the flag at round start make it a non-spawnable flag for them. Makking that team rush from Old Square to refill reinforcements. China team would have to constantly push back up to temple to keep attackers at bay.
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