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Old 24-04-2009, 02:04 AM   #51 (permalink)
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Some REALLY important stuff here

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I only want a few things. If EA fails to do this then the patch is worthless. Make the F35 a playable jet for everyone. As it stands now the average player getlalalala with 99% of missiles that lock it even threw flares. Reduce the number of or remove clays/nades from ammo bags. The only place you should be able to restock these it from a commander supply drop. Improve hit reg. Even if they cant get it perfect, dusting with a knife on a still target is lala. TV missiles killing full health transport choppers is lame. They cant fight back and it only contributes to gheyness of maps like Wake where majority of both teams just sit on there and do nothing until they can get a jet or attach chopper. Give assault kit another freaking smoke.***?! Why does he get one crappy smoke? Remove that dumb *** thing blocking the ground view in the Tunguska. *** is that thing there for? Its dumb so delete it. Of course fix known exploits in the game as well.

That's my high priority wish list.
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Old 24-04-2009, 02:11 AM   #52 (permalink)
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Originally Posted by Bazajaytee View Post
Bring them up, with screen shots/videos if possible so Bjorn can work on closing up the glitches. We need all your help guys to make this work
I don't know is it someone mentioned this, but looks like that there between these two rocks is some kind of invisible obstacle. The soldier can't walk or run between those rocks but soldier can jump over that invisible obstacle.


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Old 24-04-2009, 02:14 AM   #53 (permalink)
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Originally Posted by me



Now here is the way I see Blue Pearl working. ANTI tank on the shore line taking down RIBS, I don’t think the USMC will have the Black hawk helo, because it’s an IO map. So what I do foresee is all the PLA on the beach line with anti tank, snipers and noob tubes. While the USMC players turn the Blue Pearl Sea the color of blood red... I might be wrong, but I bet I’m close to the out come.
I was close lol
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Old 24-04-2009, 02:43 AM   #54 (permalink)
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Just add BlackHawks and leave them in for the I/O version also they can be like i/o vechiels like the RibS
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Old 24-04-2009, 03:04 AM   #55 (permalink)
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Just add BlackHawks and leave them in for the I/O version also they can be like i/o vechiels like the RibS
Thats not good at all, most effective way to take down a blackhawk is using cars, with I/O some dude could just ***** in the chopper and none could take him out.

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.

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Originally Posted by Bjorn Sundell
- Add some ships in the center of the canal close enough to allow for US snipers to take out Chinese soldiers at the temple and to provide cover for the ribs and APC:s moving across. Placement should allow for US but disallow for Chinese sniping. This could be used in combination with the first three ideas."
Thats not a sollution at all, the snipers are just pointless, they dont do anything good at all. The only way for US to have a chance on this map is if they have a base on the island, perhaps make the last china base a UNCAP, either way its going to be a rape party for either teams, as it is now its just for China.

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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Old 24-04-2009, 04:13 AM   #56 (permalink)
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add a blackhawk, and make the temple a grey flag
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Old 24-04-2009, 07:57 AM   #57 (permalink)
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Battlefield 2 patch 1.5 beta bug - Xfire Video you can get stuck at Market
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Old 24-04-2009, 12:54 PM   #58 (permalink)
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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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Old 24-04-2009, 02:20 PM   #59 (permalink)
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Changing the whole concept of the map, a beach landing, at this point is shambolic. It is what the map is designed around, and it can be made to work if we work at it. Ive said it before (perhaps not on these forums), and Ill say it again: Temple, Old Square & Market should start as neutral.

Keep the boat landing, its interesting, and have the map as a double assault. The US can land and capture Temple and perhaps Market, whilst under-fire from the PLA advancing forwards from Yard and Fish Market. This would give the US 2 flags to capture from the outset, which they would have to do urgently to prevent themselves from being over-run by PLA, and would open up two ways of attacking the rest of the "city".

This would work on both 32 & 64map sizes.
Snake my dear fellow, although I usually agree with you on most things BF2-related, you are contradicting yourself a wee bit here . 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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Old 24-04-2009, 03:34 PM   #60 (permalink)
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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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Old 24-04-2009, 04:16 PM   #61 (permalink)
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A response from level designer, Bjorn

Quote:
Thanks for a good first week with the patch. I’m looking at your feedback and bug reports and really appreciate all the good ideas you’ve come up with.
If I’m to summarize the initial feedback it seems there is a feeling that the beach landing is too hard to pull off. The most discussed remedy to this problem is
to set the front flags for the Chinese to neutral initially. This is an idea that I find most attractive.
On the 16 player layout voices have been heard that you would like it to work on IO setups (which it won’t with the landing that requires APC to work)
I’ve also seen feedback on the fog but the situation we have with BF2 does not allow for changing the fog due to game specs and performance. This is also the reason why we can’t put in helicopters on the map. I know this would change the situation with the beach landing – but at the same time it introduces min spec./
Performance issues when a heli allows for a greater view from up in the air. So even though it is a good idea, that is not a path we can take.
Keep up the good work. I’m off for the weekend but will probably keep thinking on your feedback and ideas.
Cheers!
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Old 24-04-2009, 05:15 PM   #62 (permalink)
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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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Old 24-04-2009, 05:19 PM   #63 (permalink)
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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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Old 24-04-2009, 06:37 PM   #64 (permalink)
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add a blackhawk for usmc on OP blue Pearl
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Old 24-04-2009, 08:32 PM   #65 (permalink)
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A)Vehicles Drops don't always drop. Operation BP, Gulf of Oman.
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Add one map to this list Wake Island.

Car drop,Supply boxes.
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Old 24-04-2009, 08:46 PM   #66 (permalink)
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Originally Posted by Bazajaytee View Post
A response from level designer, Bjorn

Thanks for a good first week with the patch. I’m looking at your feedback and bug reports and really appreciate all the good ideas you’ve come up with.
If I’m to summarize the initial feedback it seems there is a feeling that the beach landing is too hard to pull off. The most discussed remedy to this problem is
to set the front flags for the Chinese to neutral initially. This is an idea that I find most attractive.
On the 16 player layout voices have been heard that you would like it to work on IO setups (which it won’t with the landing that requires APC to work)
I’ve also seen feedback on the fog but the situation we have with BF2 does not allow for changing the fog due to game specs and performance. This is also the reason why we can’t put in helicopters on the map. I know this would change the situation with the beach landing – but at the same time it introduces min spec./
Performance issues when a heli allows for a greater view from up in the air. So even though it is a good idea, that is not a path we can take.
Keep up the good work. I’m off for the weekend but will probably keep thinking on your feedback and ideas.
Cheers!
I was playing on a 48 slot server yesterday on operation blue pearl(it was a Blood bath) the Change to the two front flags that's a great idea.
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Old 24-04-2009, 08:49 PM   #67 (permalink)
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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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Old 24-04-2009, 10:23 PM   #68 (permalink)
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Suggestions on how to improve the 64 and 32 player maps:
  • Make the Temple flag neutral at round start.
  • Remove the two APC's from the initial US spawn.
  • Introduce the new concept of 'intelligence hardware spawn'
    • As long as China has control over all flags (except the US uncap) the US side gets their two APC's at their base.
    • As soon as one or more of the capturable flags turn neutral or US, the APC's stop spawning again.

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.



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Old 24-04-2009, 11:02 PM   #69 (permalink)
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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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Old 24-04-2009, 11:15 PM   #70 (permalink)
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Or you can still have a chopper but not be able to see so you fly on radar only would be interesting
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Old 24-04-2009, 11:52 PM   #71 (permalink)
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Or you can still have a chopper but not be able to see so you fly on radar only would be interesting

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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Old 24-04-2009, 11:55 PM   #72 (permalink)
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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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Old 25-04-2009, 12:00 AM   #73 (permalink)
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Add one map to this list Wake Island.

Car drop,Supply boxes.
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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Old 25-04-2009, 01:12 AM   #74 (permalink)
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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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Old 25-04-2009, 05:33 AM   #75 (permalink)
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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, .
The arty Icon showed up but the arty itself no and it didn't kill anyone in that area,and sometimes it killed people but you didn't see the arty drop it stated Tower1 killed**** arty etc.
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