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#51 (permalink) | |
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Rookie
Join Date: Apr 2009
Location: Ireland
Gender: Male
Posts: 98
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Some REALLY important stuff here
Evil_Black_Fox Quote:
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#52 (permalink) | |
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Rookie
Join Date: Apr 2009
Location: Serbia
Age: 33
Gender: Male
Posts: 37
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Quote:
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Time is money, ping is life! God is dead. The noobs teamkilled him. |
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#53 (permalink) | |
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Forum Guru
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#55 (permalink) | ||
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Rookie
Join Date: Apr 2009
Posts: 9
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Quote:
For the record this map is more or less just bull****, say if you play a 8vs8 game, china spawns with 6 ATs, 1 commander and 1 tanker, the 6 ATs will destroy anything that moves from the US main, the commander will spot everything and the tanker can take his tank from their main to the last flag. Quote:
On the good side, it feels good that you guys listen to us now, hope we "clan players" can get our voices heard instead of the public players, I've seen a couple of suggestions like making some stuff optional in the serversettings, very good way so the clanplayers could have their things and the public players have their. |
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#57 (permalink) |
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Rookie
Join Date: May 2006
Location: Norway, Sandnes
Age: 18
Gender: Male
Posts: 10
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Battlefield 2 patch 1.5 beta bug - Xfire Video you can get stuck at Market
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#58 (permalink) |
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Rookie
Join Date: Apr 2009
Posts: 116
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A)Vehicles Drops don't always drop. Operation BP, Gulf of Oman.
B)You see Arty strikes, some of the other maps you don't? C)Boats need further tweaking as per PM to Banj D)Tow's point one direction, in commander screen another direction. E) Tanks are great, faster it's like they been to the shop and refixed. F) One person complained today that a spec ops blew up the commander assets in one hit then they repaired automaticaly. G) The ARTILLERY(player) message still comes in, maybe related to hacking still unknown. This message is not the Arty strike message at all something totally different. |
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#59 (permalink) | |
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Rookie
Join Date: Mar 2008
Posts: 96
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Quote:
. If the landing is important to the character of the map, making these three flags neutral at the start will turn the amphibious assault into a mere formality, as there will be no Chinese presence on the coast. If you are going to do this then it is simpler to cut to the chase and just give the USMC the temple at the start, since that will be exactly the situation after a minute or two anyway.The best solution is the minimalist one, because the map is almost perfect as it is. What I suggest is rolling back the out of bounds area slightly at the north and south so that LAVs can enter the city interior by driving up the canal at the south (currently out of bounds) and so that the area east of the Harbour Office is accessible (although this will necessitate the addition of some ladders or stairs). This will force the Chinese to thin their defence across a wider battlefront, making it easier for the US to find a gap and squeeze through. The fog has to stay as it is because it cloaks the approaching US landing vehicles to some extent. Getting rid of that would ensure that no boat or LAV would get within 150 metres of the shore. In my experience of the map (approximately seven hours already!) it is rare for the US not to land and I have seen the Chinese get completely capped out a few times. The map is consistent with the assault map concept - the attackers are disadvantaged at first but have an uncap, they have more tickets but can't afford to wait around because they start with a ticket bleed. The defenders, on the other hand, have no uncap, so if the attackers do break through there is the danger that the tables will turn quickly if the defenders lose vital vehicle spawning flags and commander assets, exposing them to utter rape and pillage. Even if the map is not perfectly balanced, would that really be such a disaster? Look at Iron Gator - often the round ends with the MEC failing to capture a single flag. Karkand - often the US fail to get a flag. Jalalabad - almost always a win for the US (on vehicles mode that is, on IO the MEC have the advantage). And so on. Does the fact that these maps are unbalanced make them bad maps? Of course it doesn't. And who knows, if Operation Blue Pearl forces teams to learn teamwork and strategy, that might even be good for BF2 as a whole. edit - and one other thing, the decision to leave cars and vehicle drops out of the maps is an excellent one. This means that it is difficult for the defenders to react quickly when a back flag is threatened as everybody has to walk. In any case, there is no room on the narrow streets for any more vehicles. Last edited by NihilZero; 24-04-2009 at 03:55 PM.. |
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#60 (permalink) |
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Forum Regular
Join Date: Nov 2008
Posts: 637
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^^^^ Well, put I enjoyed reading a structured argument for once around here.
![]() Definitely increase the map boundaries to allow for a greater spread in the PLA front so they can't just camp temple. I also like the fact that the map has lots of obstacles for the armored vehicles; especially the tanks, there are many places the tanks cannot go because of those concrete pylons.
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#61 (permalink) | |
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DICE
Join Date: Sep 2008
Location: Stockholm, Sweden
Age: 30
Gender: Male
Posts: 1,515
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A response from level designer, Bjorn
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Associate Producer Battlefield 1942, Battlefield Vietnam, Battlefield 2, Battlefield 2142, Battlefield 2: Modern Combat Follow Battlefield on Twitter at http://twitter.com/OfficialBF2 and http://twitter.com/OfficialBF2142 |
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#62 (permalink) |
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Rookie
Join Date: Apr 2009
Posts: 7
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IMO, the Marines can make the beach landing too easy. I was hoping for the advertised "D-Day style invasion" and yet was disappointed to see no defenses of any type for the PLA. During the Normandy invasion, the Germans had an enormous amount of defenses at the beachhead. So, why would the PLA leave the front line bare of any defenses? I propose adding in machine gun turrets and mounted tows at the front line. That way, the Marines have to work for the base, instead of crying when a PLA soldier manages to hit them through the fog with an anti-tank missile.
I havent had a chance to play the map in a full 64 player server yet however because, well just not that many people are playing the patch. Too many people are sore over the "Falcon" glitch... But, the map is entertaining with few people, it is just hard for most anyone to give a proper analysis on the map because since the release of the patch there have been very few fully populated rounds of Operation Blue Pearl.
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#63 (permalink) |
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Rookie
Join Date: Jan 2006
Age: 34
Gender: Male
Posts: 12
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The beach landing is not too hard, In the 8 times I've played this map the American team has had no problems getting a flag on the beach. In fact the Americans capped out the Chinese twice.
Your dumbing down another aspect of this game for those that have no concept of teamwork. |
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#66 (permalink) | |
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Rookie
Join Date: Sep 2005
Posts: 82
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Quote:
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#67 (permalink) |
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Rookie
Join Date: Apr 2009
Location: germany
Age: 26
Gender: Male
Posts: 330
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as an inf map its an almost "china default win" map as it is at the moment
usmc needs an spawn on urban ground dice look at the modded examples the guys here posted before and make a good decision PLZ :-D |
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#68 (permalink) |
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Hi, I'm New!
Join Date: Sep 2005
Posts: 1
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Suggestions on how to improve the 64 and 32 player maps:
Why? I think the goal of any changes made at this point should be to cater for more balanced and thereby fun matches. So for a lasting public play appeal I think having a more balanced map is key. Introducing the proposed dynamic hardware spawn system - to help the lesser side out - plus setting Temple to neutral state would help a lot for making the matches more fluent, even balanced, and not just a giant AT vs boat feast around the Temple for the majority of the rounds. Having the APCs only spawn when the US has been pushed all the way back to their spawn, would give them some much needed backup without disrupting the early round gameplay around a neutral Temple. You could even add in a third APC if US is really getting hammered. Also having no other hardware than boats available for US at the round start would make for some interesting "beach landings" Navy Seal style. ![]() ... oh and "Hi, I'm New!", or so says my forum profile anyways
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Viddi at TV2 Battle.no Last edited by viddi81; 24-04-2009 at 10:53 PM.. |
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#69 (permalink) |
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Rookie
Join Date: Jun 2008
Posts: 27
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On pub servers with this map I have had good experiences but more often its attack and defend temple with single gamers in each RIB attempting a landing. This isn’t the desired beach landing. From what has been posted Kitteh’s proposal seems the best to me. However some appear to like this map as is. And the tournament world and PR gamers who are more organized might use it. Beings it is all coded why not just release it with the patch as planned and included Kitteh’s proposal as Op Blue Pearl 2 (IO) or something. So the download is a little larger…big deal.
Last edited by ZAP44; 24-04-2009 at 11:13 PM.. |
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#71 (permalink) | |
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Rookie
Join Date: Apr 2009
Posts: 116
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Quote:
A littlebird would be a lesser trouble than a blackhawk, it just seems the developers would rather have it in AF than actually throw it into the main game which is wrong, but I would like to state I have been involved in 8 vs 8 so far and it's easy to get all flags as long as you squad up and work as squads not individuals. |
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#72 (permalink) |
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Forum Junkie
Join Date: Apr 2009
Location: "SF Bay Area" San Jose, California
Gender: Male
Posts: 2,733
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Overall not a bad map, my recommendations would be: 1.) Make Temple neutral to start so US can actually make it to the beach and not hug the out of bounds. 2.) Move the out of bounds on top and bottom so US is out of AT range from temple and your golden. 3.) Release the final version or make the Beta server file public so that we can fully enjoy this update! side note: I've capped the PLA out of flags more on this map in the last few days than any other single map ever! Why is in game VOIP not working on most servers??? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Last edited by 1Bryce1; 25-04-2009 at 02:41 AM.. |
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#73 (permalink) |
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Rookie
Join Date: Apr 2009
Posts: 116
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So did the arty show up on the commander screen on Wake Island?
I am sure that the icon shows that it has been selected, to me I was sure that it always shows up when you fire it, and then you like see the enemy get blown away or whatever, this new method is sound-less and leaves you uncertain if your assets are still ok. |
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#74 (permalink) |
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Rookie
Join Date: Apr 2009
Posts: 2
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I know you're not going to redo the whole map, but it's just too simplistic. The entire round just consists of trading flags with the opposing side. There is no real attack or defense like in most other maps. It's just a free-for-all to get the most points.
With that being said, I think it would be better to make temple neutral. Another idea would be to completely remove the beach landing and industrial harbor. Start U.S. out with temple and make it a complete I/O map. That also would be more fun imo. Last edited by SofaKing18; 25-04-2009 at 01:16 AM.. |
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