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2008-07-24, 18:56 | #101 |
Retired PR Developer
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Re: [Map] Yibal Oilfields
I'm with Sicario here, the weapon load out isn't complete and the BMP3 needs a lot of handling tweaks and regards of stabilization.
But if the BMP3 is made realistic and probably also meaning overpowered (30 mm , 100 mm HEAT , AT-11 ATGM) then I'd be happy to include it in to make the map asymmetrical and have it as the main MEC armored asset. But right now I consider it as a MEC version of the TOW Humvee for asymmetrical maps, so it's going to stay by the side of the T90s. |
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2008-07-25, 11:03 | #102 |
Join Date: Apr 2007
Posts: 3,420
United Kingdom
Location: Cambridge
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Re: [Map] Yibal Oilfields
Its no TOW HMMWV, its an overpowered APC.
The problem with the three gunners weapons is that it has two secondary weapons, the 30mm AP and the coaxial MG. But this has armour and floats. It is capable of beating the LAV25 easily. It probably can be coded to have a selectable secondary weapon, but even without it should still be thought of as very dangerous. It is an APC, a very heavily armed one, not a jeep. |
2008-07-25, 11:11 | #103 |
Retired PR Developer
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Re: [Map] Yibal Oilfields
I wasn't saying that it's like a TOW Humvee, it's just equivalent in it's in-game role.
The TOW Humvee in-game can destroy the MBTs in one shot unless front armor and completely annihilates anything below (jeeps, APCs). The BMP3 does the same, destroys the crap out of LAV25s and Warriors, but needs a bit to destroy tanks, then again it's more armored than the Humvee. |
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2008-07-25, 15:04 | #104 |
Join Date: Apr 2007
Posts: 3,420
United Kingdom
Location: Cambridge
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Re: [Map] Yibal Oilfields
But its not.
It has the equivalent role of the LAV25, transporting and then supporting the infantry. Its just more capable in its role than the LAV25 if the enemy are using bunkers and are in very concentrated areas. |
2008-07-25, 17:21 | #105 |
Retired PR Developer
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Re: [Map] Yibal Oilfields
Ok then.
How about this USMC assets -x4 Humvee, 5 min respawn -x2 truck, 5 min respawn -x2 LAV-25, TBD -x6 M1A1, 2 delayed sapwn, 10 minute respawn -x1 AH-6 Miniguns, 20 minute respawn MEC assets -x4 Vodniks, 5 min -x2 trucks, 5 min -x4 T90s, 2 delayed respawn, 10 min -x4 BMP-3s, 10 min -x1 Eurocopter, spawn delay, 20 min FOB flag non-respawnable -x2 BMP-3 -x1 truck The idea is, that the MEC gets the armor advantage and US gets recon advantage, hence spawn delay on MECs Eurocopter. Also, the two BMP3s at FOB are there for initial defense, but I could replace them with a bunch of stationary TOWs. |
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2008-07-25, 17:25 | #106 |
Retired PR Developer
Join Date: May 2006
Posts: 4,982
Spain
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Re: [Map] Yibal Oilfields
i like it
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2008-07-25, 17:35 | #107 |
Retired PR Developer
Join Date: Apr 2008
Posts: 2,980
Germany
Location: Cassel-fornia
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Re: [Map] Yibal Oilfields
i like it too, but make tanks spawn 20 min, as it is pr like
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2008-07-25, 17:39 | #108 |
Join Date: Apr 2007
Posts: 3,420
United Kingdom
Location: Cambridge
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Re: [Map] Yibal Oilfields
I like, apart from the longer dlay for tanks.
If you reduce it to about 5min then it will be a proper armour map. Also, you could have two spawn areas for each team away from the last flag to really avoid spawn camping. |
2008-07-25, 17:41 | #109 |
Join Date: Jun 2007
Posts: 1,700
Germany
Location: Bavaria
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Re: [Map] Yibal Oilfields
Think 10 is ok, maybe add two tanks on one spawn like on kufrah
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2008-07-25, 17:46 | #110 | |
Retired PR Developer
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Re: [Map] Yibal Oilfields
Yes 5 is too much IMO Jonny
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Tags |
map, oilfields, scrapped, wip, yibal |
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