Adak - BETA Feedback
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Adak - BETA Feedback
Feedback/Bugs here
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Re: Adak - BETA Feedback
Do testers even?
Last edited by Rabbit on 2020-12-14 16:28, edited 1 time in total.
AfSoccer "I just don't see the natural talent."
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Re: Adak - BETA Feedback
The windows on the submarine/dock flag building are bugged, they have 3 different textures based on how far/close you are to them and what angle you look, keeps changing between 2 textures of windows and 1 texture of some radio console or smth.
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Re: Adak - BETA Feedback
This might end up being the best map in PR ever.
So much attention to detail as well as so much variation in terrain and environments to fight in. I drove around and see a lot of possibilities on it. Not desert, but still open terrain not filled up with trees. And OPTICS!
I hope every area of the map get utilized in some way, every corner of it would make a great experience.
I'm impressed with the scale of the big boats, and the C-130s are perfect.
I love that it was not made into an asset whore fest where there will be only 2 squads running around a 4k map.
I wish we could play it as insurgency, not realistic, but the randomness of the caches would be awesome utilize all the features and areas of the map.
I am actually excited to play this one.
So much attention to detail as well as so much variation in terrain and environments to fight in. I drove around and see a lot of possibilities on it. Not desert, but still open terrain not filled up with trees. And OPTICS!
I hope every area of the map get utilized in some way, every corner of it would make a great experience.
I'm impressed with the scale of the big boats, and the C-130s are perfect.
I love that it was not made into an asset whore fest where there will be only 2 squads running around a 4k map.
I wish we could play it as insurgency, not realistic, but the randomness of the caches would be awesome utilize all the features and areas of the map.
I am actually excited to play this one.
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Re: Adak - BETA Feedback
Yeah just witnessed that right now it looks like some vinyls jacket from some jungle house from the 90’s lolBastiannn wrote:The windows on the submarine/dock flag building are bugged, they have 3 different textures based on how far/close you are to them and what angle you look, keeps changing between 2 textures of windows and 1 texture of some radio console or smth.
Other than that this map is pretty impressive only had played it once in a test event back then and I didn’t remembered it was so damn big with so many interiors and buildings! I really like the ammunition stored bunker are so neat!
Supporting this game since 0.6 Never gonna give up!
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Re: Adak - BETA Feedback
I thought the order of battle was a little simplistic for a map with so many unique areas to fight in, a straight line down the middle of the map.
I was also disappointed as it ended when we re-captured docks, even though there were still the 2 flags left in the South West that the Chinese controlled. Felt the fighting should of continued until all Chinese flags were cap'd.
I've only played it from the US side though.
I was also disappointed as it ended when we re-captured docks, even though there were still the 2 flags left in the South West that the Chinese controlled. Felt the fighting should of continued until all Chinese flags were cap'd.
I've only played it from the US side though.
Last edited by WingWalker on 2020-12-16 01:19, edited 2 times in total.
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Re: Adak - BETA Feedback
We removed some duplicate con/tweak files of statics that are in core files by now. The boat was collateral damage.Rabbit wrote:Do testers even?
Thanks for report. We will fix textures.Bastiannn wrote:The windows on the submarine/dock flag building are bugged, they have 3 different textures based on how far/close you are to them and what angle you look, keeps changing between 2 textures of windows and 1 texture of some radio console or smth.
Mineral: TIL that Wire-guided missiles actually use wire
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Re: Adak - BETA Feedback
You can suggest an idea for a flag route.WingWalker wrote:I thought the order of battle was a little simplistic for a map with so many unique areas to fight in, a straight line down the middle of the map.
Did this Round last about an hour?WingWalker wrote:I was also disappointed as it ended when we re-captured docks, even though there were still the 2 flags left in the South West that the Chinese controlled. Felt the fighting should of continued until all Chinese flags were cap'd.
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Re: Adak - BETA Feedback
Can you provide a screenshot of this pleaseBastiannn wrote:The windows on the submarine/dock flag building are bugged, they have 3 different textures based on how far/close you are to them and what angle you look, keeps changing between 2 textures of windows and 1 texture of some radio console or smth.
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Re: Adak - BETA Feedback
Outlawz7 wrote:Can you provide a screenshot of this please
Below is the same window in both cases, this happened to all the windows. Don't have a screenshot of the 2nd window texture, its a bit like the normal window but more orange and foggy.
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Re: Adak - BETA Feedback
Thanks, can you post what graphic settings you play with, it seems to be dependant on that as I couldn't encounter this on all high.
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Re: Adak - BETA Feedback
First, Adak is overall awesome, especially the amount of detail on it. Though we don't get to experience all that detail. Standard layer is the better, and the flag order is ok, but the flags should be expanded.Rusty_42 wrote:You can suggest an idea for a flag route.
Seems for this scenario there should be a total victory by one side or the other. An epic large scale experience.
The U.S. having to fight all the way to the radar station in I-12 KP-9 to win the map. Forcing the Chinese off the Island entirely.
The Chinese should fight all the way to the U.S. main on the mountain, totally overtaking Adak.
When I played it, the whole thing was won fighting over just the middle 3 flags.
If I could just do whatever I wanted ::
I would split the airport into 2 North and South Flags, the residential area into 2 North and South Flags, and then the Docks into 2 East and West Flags.
Also add outlying easy flags at F3, C6, C11, and G12 (only because I think these little sparse areas are awesome)
Then I12 radar station as the final objective for the U.S., and the U.S. main for China.
But I like longer battles.
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Re: Adak - BETA Feedback
Rusty_42 wrote:You can suggest an idea for a flag route.
Did this Round last about an hour?
Last edited by UncleSmek on 2020-12-17 11:41, edited 1 time in total.
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Re: Adak - BETA Feedback
Bruh, what? there's no space on this map for insurgency, the caches will always be in the same place all the time.WingWalker wrote: I wish we could play it as insurgency, not realistic, but the randomness of the caches would be awesome utilize all the features and areas of the map.
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Re: Adak - BETA Feedback
What I see in my head...
[ATTACH]8698[/ATTACH]
Game play could probably be manipulated through cap zone requirements for the different areas.
The docks and the airfield should be the primary objectives for both sides to secure.
For the U.S. the airfield should have to be secured first before the surrounding areas, and also have a longer cap time. (Would probably give the Chinese time to advance to the middle then)
Docks should also require a longer cap time like the airfield, a harder more important objective.
The surrounding areas should need less people and less time for the flags, make it easier to hurry through them, but still utilize them.
And the Chinese have all the toys so they should have to fight their way onto the island.
UncleSmek,
I just think the big flag cap zones on your maps would be too easy to take. Like you can hide out on in something and cap it away from any action.
Smaller cap zones mean the fight gets concentrated giving more action.
[ATTACH]8698[/ATTACH]
Game play could probably be manipulated through cap zone requirements for the different areas.
The docks and the airfield should be the primary objectives for both sides to secure.
For the U.S. the airfield should have to be secured first before the surrounding areas, and also have a longer cap time. (Would probably give the Chinese time to advance to the middle then)
Docks should also require a longer cap time like the airfield, a harder more important objective.
The surrounding areas should need less people and less time for the flags, make it easier to hurry through them, but still utilize them.
And the Chinese have all the toys so they should have to fight their way onto the island.
UncleSmek,
I just think the big flag cap zones on your maps would be too easy to take. Like you can hide out on in something and cap it away from any action.
Smaller cap zones mean the fight gets concentrated giving more action.
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Last edited by WingWalker on 2020-12-17 16:07, edited 3 times in total.
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Re: Adak - BETA Feedback
Not really true in practice. You need to clear cap zone if you want to cap. Bigger cap zones give you more options on how to do that.WingWalker wrote: I just think the big flag cap zones on your maps would be too easy to take. Like you can hide out on in something and cap it away from any action.
Not really true again.WingWalker wrote:Smaller cap zones mean the fight gets concentrated giving more action.
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Re: Adak - BETA Feedback
Actually none of what you are saying is a truth, and none of it seems to play out in reality.InfantryGamer42 wrote:Not really true in practice. You need to clear cap zone if you want to cap.Not if you just have a few more people... Bigger cap zones give you more options on how to do that.
Not really true again. you don't have much credibility if you can't support your argument better than this...
If you have a cap zone that is a 1km circle around a central flag, you don't need to be anywhere near a flag, and don't need to fight anyone.
People use this tactic all the time when you have a hiding spot in a cap zone near the edge of it and you are moving the flag by numbers of bodies in the area.
There would be no need to fight unless you are loosing the flag. So you can have a squad sitting in some hidden corner of that 1km area, and as long as they have a few more people in the cap zone than the other team, you start to take the flag.
The losing team would have to search the whole area for the other dug in team, but if they don't have the numbers it still wont matter.
It would be about numbers in the 1km area.
It would not be about fighting.
In contrast:
If you have a small circle around a flag that is just around a single building, then all players on both sides have to enter in that building and are forced into closer proximity to each other to take the objective.
So the fighting is concentrated, and more contact will happen.
If what you are saying is true, and its not, then we would have maps that just have 1 flag in the middle to win the game, and we don't.
Infact the area and scale of a 4km map needs to be considered also, the area of a cap zone on the standard layer of Adak is 500m!
You can take a nap on the moon and still cap the flag.
The fighting needs to be spread out into smaller objective areas: the air field and the docks need more than one flag to cap.
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