Bamyan

viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Bamyan

Post by viirusiiseli »

[R-DEV]Ason wrote:Yes, iirc there will be a delay of 10-15 minutes before ticket bleed starts, hopefully that will make it playable again..
Imblying taliban will cap in 15 minutes :D :D D :D D
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Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: Bamyan

Post by Ason »

Would love to get some feedback on the AAS Alt layer. If anyone plays it please let me know how the round went, is 15 minutes enough for Taliban to cap one of the first flags?

I've just played it once since the bleed change and it worked pretty good, Taliban managed to cap after about 15 min and the round was balanced, but I'm not sure if that's how it usually plays out..

In a perfect round, the taliban should cap one of the first flags shortly after their bleed starts and both sides should then have enough tickets left to make the round go either way.

Taliban should have bled enough tickets to let bluefor kills (or round timer) make bluefor win, but they should also have enough tickets left to be able to cap more flags to make bluefor bleed and give Taliban the win..
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DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Bamyan

Post by DogACTUAL »

Played it two times since the update that introduced the 15min delay. One out of two times OPFOR didn't manage to cap the flag in 15min and lost. In the second game OPFOR managed to cap just within 15min and won the round later.

Personally i would like the delay to be increased to atleast 25min so in case they don't cap, the game will last a bit longer than 30 minutes.

Really not a fan of the increasing ticket bleed, it takes away the possibility of making a comeback later in the round and there was no issue with the ticket bleed before imo. Before you could just increase the rate if you thought it was too slow which was enough.
Filamu
Posts: 318
Joined: 2006-12-15 14:20

Re: Bamyan

Post by Filamu »

I like increasing bleed. It gives the ability for a quick recap that does not lose so many tickets that the game is guaranteed lost, and reduces those boring times when you hold the bleed flag comfortably and just wait forever for the round to end. It can be tweaked, maybe be slower at the start, and even quicker after a while.

I haven't played Bamyan in a long time so no comment on the map.
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: Bamyan

Post by WeeGeez »

Played once as inf, great map :)
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: Bamyan

Post by fecht_niko »

Maybe delete this map?

Its by far the worst map I've played on.
No fun for INF or assets.
FFG
Forum Moderator
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Joined: 2014-03-18 04:47

Re: Bamyan

Post by FFG »

fecht_niko wrote:Maybe delete this map?

Its by far the worst map I've played on.
No fun for INF or assets.
I mean, I find assets on the map fun. Carpet bombing Caches in the A-10. Very fun, yes.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Bamyan

Post by viirusiiseli »

[R-DEV]Ason wrote:Would love to get some feedback on the AAS Alt layer.
Realistically, no, the taliban isn't able to cap the flag in that time. Teams have to be unbalanced for it to happen. One option would be to have the flag closer to taliban main, to make it more feasible.

As for standard layer, I think you should really consider the mainbase placement, assets, and a few other issues.

Currently the problems in the map are:
  • MEC mainbase is too far from the flags
  • MEC main can be cut off from the map easily by US
  • Terrain makes getting to flags extremely slow (tank, APCs, logis all alike)
  • Tank in the current STD layout is near-useless (terrain, distance to main, A10)
  • MEC lacks fitting assets
I think the map would be better with these changes:
  • MEC main moved to A1KP7, H1KP8 or J1KP7
  • Smooth some parts of the northern terrain / Add roads/smooth passages that actually lead to flags
  • Add a new flag layer to bring action to the center of the map: Alpha - either H8/J8 village - Delta - Echo - Maybe even K3 compound (this would work with mainbase in J1)
  • Replace BTR80/60 with BMP-2s, or replace T-72 with 2x BMP-2Ms
  • Reduce M2A2 spawntime to 15min, or add 1x M2A2 with 20min delay
  • Replace Boragh with BRDM-2, unrespawnable or 10min
  • Add 1 logi for MEC
  • Lengthen US runway tarmac+hesco, to fix the DIY look the airbase has currently
  • Remove trees from the landing path of A10
Last edited by viirusiiseli on 2017-09-07 14:49, edited 7 times in total.
Rico
Retired PR Developer
Posts: 1345
Joined: 2004-08-06 16:28

Re: Bamyan

Post by Rico »

viirusiiseli wrote:Realistically, no, the taliban isn't able to cap the flag in that time. Teams have to be unbalanced for it to happen. One option would be to have the flag closer to taliban main, to make it more feasible.

As for standard layer, I think you should really consider the mainbase placement, assets, and a few other issues.

Currently the problems in the map are:
  • MEC mainbase is too far from the flags
  • MEC main can be cut off from the map easily by US
  • Terrain makes getting to flags extremely slow (tank, APCs, logis all alike)
  • Tank in the current STD layout is near-useless (terrain, distance to main, A10)
  • MEC lacks fitting assets
I think the map would be better with these changes:
  • MEC main moved to A1KP7, H1KP8 or J1KP7
  • Smooth some parts of the northern terrain / Add roads/smooth passages that actually lead to flags
  • Add a new flag layer to bring action to the center of the map: Alpha - either H8/J8 village - Delta - Echo - Maybe even K3 compound (this would work with mainbase in J1)
  • Replace BTR80/60 with BMP-2s, or replace T-72 with 2x BMP-2Ms
  • Reduce M2A2 spawntime to 15min, or add 1x M2A2 with 20min delay
  • Replace Boragh with BRDM-2, unrespawnable or 10min
  • Add 1 logi for MEC
  • Lengthen US runway tarmac+hesco, to fix the DIY look the airbase has currently
  • Remove trees from the landing path of A10
He said AAS Alt layer feedback, not AAS Std.

I love the Alt version Ason, the bleed delay fixed the issue and I've seen the win go to either side multiple times. Really does require good organization on both sides to get the upper hand.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Bamyan

Post by viirusiiseli »

Rico wrote:He said AAS Alt layer feedback, not AAS Std.
I'm literate, are you? I gave feedback for both layers. Would you prefer me to make a new thread for Std, because he said to provide Alt feedback just now, on the 7th page?

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Last edited by viirusiiseli on 2017-09-10 15:45, edited 1 time in total.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Bamyan

Post by Heavy Death »

I only played Alt version once or twice, but its by far my favourite thing in PR. Please dont change the core idea, maybe play with bleed delays and assets to make it more enjoyable for public but thats it. :D
LimitJK
Posts: 104
Joined: 2016-02-06 21:25

Re: Bamyan

Post by LimitJK »

on the vsTaliban layout there needs to be a delay on the A10. right now it can be up before the taliban even reach the flags.
with the new laze system its even easier to kill every taliban + vehicles within minutes.
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Fuller
Posts: 91
Joined: 2016-03-19 14:10

Re: Bamyan

Post by Fuller »

A 5minute delay for the A10 would be a good idea. :)
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Singh408
Posts: 53
Joined: 2016-12-19 12:12

Re: Bamyan

Post by Singh408 »

this is where apache cas comes... Have apache for us army on all the taliban layouts. It'd be nice to have US army v taliban attack heli asset layout on this huge 4k map.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Bamyan

Post by chrisweb89 »

Could actually be a really fun and interesting map for helicopter cas. If people wanted they could use the mountains and terrain while flying and attacking, but at the same time the taliban would be scrawling and sneaking in those hills with rpgs, aa and 50.

All versions as is with the A10 in my opinion are imbalanced with a half decent pilot and group of spotters. By seeing the 3d marker and doing vertical dives on targets you can put accurate guns, rockets and even bombs all without ever seeing the ground. This makes the only time you really need to break the clouds when going for lases or high value targets. Other than that you can take off, spray an area and rinse and repeat with no chance of dieing to ground AA. Would be interesting to see how survivable and effective a helicopter would be on this map.
transpilot123
Posts: 48
Joined: 2018-08-04 15:40

Re: Bamyan

Post by transpilot123 »

The layout where Tali has to attack and cap 2 flags to stop their bleed is broken.
US can easily defend both compounds.

The A10 layout is also broken because a good pilot can easily get 50+ kills and turn the game into a 1 man show.
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: Bamyan

Post by FFG »

Theres a New Large layer for bamyan with a Hellfire Kiowa. Try that.
transpilot123
Posts: 48
Joined: 2018-08-04 15:40

Re: Bamyan

Post by transpilot123 »

FFG wrote:Theres a New Large layer for bamyan with a Hellfire Kiowa. Try that.
Isnt that the layer where Tali has to cap 2 flags to stop the bleed?
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: Bamyan

Post by FFG »

transpilot123 wrote:Isnt that the layer where Tali has to cap 2 flags to stop the bleed?
Yeah, both teams are split between both routes currently. The reason I bring it up is to generate feedback on the layer.
transpilot123
Posts: 48
Joined: 2018-08-04 15:40

Re: Bamyan

Post by transpilot123 »

FFG wrote:Yeah, both teams are split between both routes currently. The reason I bring it up is to generate feedback on the layer.
Feedback: unbalanced. Make the bleed stop when starting to cap 1 flag my kiwifriend
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