Std layer:
- Mec transport respawn needs to be lowered to 5. Its so easy to shoot it down in all this openness.
- Mec logis have a hard time in deployment. If US humvees know what they are doing they can intercept them before they even enter the north part of the town. "Use APCs to protect the logis." Yeah that will never happen in a pub match. Maybe let another logi spawn at the north part of the town maybe even together with a rally for MEC.
- Change BTR-60 to BTR-80. A Striker if played well can duel a BTR-80 and the 60 is just useless and getting flipped on this map.
Bamyan
- Ason
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Re: Bamyan
Thank you for the feedback, switched BTR-60 to 80 and lowered spawn time on trans to 5 for next patch.CAS_ual_TY wrote:Std layer:
- Mec transport respawn needs to be lowered to 5. Its so easy to shoot it down in all this openness.
- Mec logis have a hard time in deployment. If US humvees know what they are doing they can intercept them before they even enter the north part of the town. "Use APCs to protect the logis." Yeah that will never happen in a pub match. Maybe let another logi spawn at the north part of the town maybe even together with a rally for MEC.
- Change BTR-60 to BTR-80. A Striker if played well can duel a BTR-80 and the 60 is just useless and getting flipped on this map.
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Re: Bamyan
AAS doesnt work on this map with the current "assymetrical balance"
The Tali layout is basically only fun for 1 CAS pilot and people on TOWs because its way too open and has too high view range
Same with MEC layer because of the A10 and the points fagualty mentioned.
The only thing that might allow this assymetrical "balance" would be some kind of a desert storm with low view range or fog
The Tali layout is basically only fun for 1 CAS pilot and people on TOWs because its way too open and has too high view range
Same with MEC layer because of the A10 and the points fagualty mentioned.
The only thing that might allow this assymetrical "balance" would be some kind of a desert storm with low view range or fog
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Re: Bamyan
Here is a round from yesterday showing the problems I mentioned:
https://eu3.prta.co/servers/prbf2/track ... ict.PRdemo
1 humvee completely denied all supplies of MEC after 5 minutes. MEC wasnt able to build any more FOBs and just lost the game because of that.
https://eu3.prta.co/servers/prbf2/track ... ict.PRdemo
1 humvee completely denied all supplies of MEC after 5 minutes. MEC wasnt able to build any more FOBs and just lost the game because of that.
- Ason
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Re: Bamyan
Thanks guys, I really want this map to get played more so I really appreciate the feedback!
I might add another logi spawning in NW corner, so crates can be brought in from two directions. Decreased spawn time on trans should also help a bit.
What do you think about giving MEC another BTR/Shilka ?
If anyone got any other suggestions or things you think is bad about this map please let me know.
Personally I would like to expand the village in the north but I doubt I will have the time to make major changes to the map itself..
I might add another logi spawning in NW corner, so crates can be brought in from two directions. Decreased spawn time on trans should also help a bit.
What do you think about giving MEC another BTR/Shilka ?
If anyone got any other suggestions or things you think is bad about this map please let me know.
Personally I would like to expand the village in the north but I doubt I will have the time to make major changes to the map itself..
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Re: Bamyan
I dont think this map works in AAS. My honest opinion.
STD:
Try giving MEC an extra Tank, and giving US an extra Bradley. Both spawning immediately. This way 1 fuck up doesnt decide the outcome as 1 Tank vs 2 Bradleys is still possible for both sides, and if both bradleys die US still has the A10. Add some jeeps for mec because trans trucks are *** on this map.
Ideally, you would add a road from MEC main to the city, maybe at the northern map edge, so that MEC has an easier time reaching the action.
ALT:
Make the A10 20 min delayed and give it a respawn. This is just waste material otherwise (retard gets it -> dies -> leaves). Give Taliban 2 or even 3 dshkm techies. Make SPG-9s respawn 5 min, they are the primary weapon against the humvees while humvees have half the respawn time right now. Car bomb is semi useless, due to open terrain. Dumbster truck shouldnt have a chance for the same reason, so again -> you rely on SPGs.
And maybe let US spawn on the flags and let taliban spawn anywhere else in the mountains. This way the taliban have a chance to get a foothold and this map probably plays out like you planned to do (taliban counter attack on nato position).
You might have to get rid of I4 and K3 flags. Technically taking these flags from the open shouldnt be a problem due to rocket techie and mortars, or area, but US can just setup 2 superfobs in the mountains to the south and taliban have no chance unless PRT level coordination is in place (which will never happen)
STD:
Try giving MEC an extra Tank, and giving US an extra Bradley. Both spawning immediately. This way 1 fuck up doesnt decide the outcome as 1 Tank vs 2 Bradleys is still possible for both sides, and if both bradleys die US still has the A10. Add some jeeps for mec because trans trucks are *** on this map.
Ideally, you would add a road from MEC main to the city, maybe at the northern map edge, so that MEC has an easier time reaching the action.
ALT:
Make the A10 20 min delayed and give it a respawn. This is just waste material otherwise (retard gets it -> dies -> leaves). Give Taliban 2 or even 3 dshkm techies. Make SPG-9s respawn 5 min, they are the primary weapon against the humvees while humvees have half the respawn time right now. Car bomb is semi useless, due to open terrain. Dumbster truck shouldnt have a chance for the same reason, so again -> you rely on SPGs.
And maybe let US spawn on the flags and let taliban spawn anywhere else in the mountains. This way the taliban have a chance to get a foothold and this map probably plays out like you planned to do (taliban counter attack on nato position).
You might have to get rid of I4 and K3 flags. Technically taking these flags from the open shouldnt be a problem due to rocket techie and mortars, or area, but US can just setup 2 superfobs in the mountains to the south and taliban have no chance unless PRT level coordination is in place (which will never happen)
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Re: Bamyan
I love this map, especially the ALT (Taliban vs US) layout, because it's so asymmetrical.
However, as Casualty has pointed out, this causes problems in balance. In ALT, the Taliban needs to have solid communication between mortars, rocket techie, bombs AND infantry pushing in after the mortars have cleared the tows and the bomb cars the objectives.
If they can pull this off, they win the game. But it's a big if. When it happens, it's one of the coolest moments in the game, but it requires a lot of teamwork.
I don't really know how to balance this, because giving the Taliban better assets does not necessarily mean we'll get more teamwork.
However, as Casualty has pointed out, this causes problems in balance. In ALT, the Taliban needs to have solid communication between mortars, rocket techie, bombs AND infantry pushing in after the mortars have cleared the tows and the bomb cars the objectives.
If they can pull this off, they win the game. But it's a big if. When it happens, it's one of the coolest moments in the game, but it requires a lot of teamwork.
I don't really know how to balance this, because giving the Taliban better assets does not necessarily mean we'll get more teamwork.
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Re: Bamyan
This has been mentioned, but it seems wrong to have the A-10 on a map that it can barely take off on.
Could the terrain at least be flattened at the end of the runway?
Could the terrain at least be flattened at the end of the runway?
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Re: Bamyan
They've done this several times...And I'm sure the answer this time will also be No. the runway and terrain is completely fine, It's literally the minimum runway distance for the a10 in PR, Just don't pull up too much nor too little on take off as there's a fine line between a tail strike (An Accident) and a controlled flight into terrain (A Crash)DMB wrote: Could the terrain at least be flattened at the end of the runway?
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Re: Bamyan
I'll annoy some mappers to remove that damn tree at the end of the runway tho
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Re: Bamyan
I'm leaving my feedback to the mappers. Yeah it's not original or unique feedback but they might take a fresh look at it.Coalz101 wrote:They've done this several times...And I'm sure the answer this time will also be No. the runway and terrain is completely fine, It's literally the minimum runway distance for the a10 in PR, Just don't pull up too much nor too little on take off as there's a fine line between a tail strike (An Accident) and a controlled flight into terrain (A Crash)
You're telling me it's the bare minimum distance and that you essentially need a perfect take off else you strike the ground...yet it's "completely fine"? What about margin for error and safety?
CheersAlonTavor wrote:I'll annoy some mappers to remove that damn tree at the end of the runway tho