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Old 2008-07-24, 18:56   #101
Outlawz7
Retired PR Developer

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Default 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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Old 2008-07-25, 11:03   #102
Jonny
Default 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.
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Old 2008-07-25, 11:11   #103
Outlawz7
Retired PR Developer

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Default 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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Old 2008-07-25, 15:04   #104
Jonny
Default 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.
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Old 2008-07-25, 17:21   #105
Outlawz7
Retired PR Developer

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Default 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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Old 2008-07-25, 17:25   #106
77SiCaRiO77
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

i like it
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Old 2008-07-25, 17:35   #107
J.F.Leusch69
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

i like it too, but make tanks spawn 20 min, as it is pr like
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Old 2008-07-25, 17:39   #108
Jonny
Default 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.
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Old 2008-07-25, 17:41   #109
hall0

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Default Re: [Map] Yibal Oilfields

Think 10 is ok, maybe add two tanks on one spawn like on kufrah
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Old 2008-07-25, 17:46   #110
Outlawz7
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

Yes 5 is too much IMO Jonny

Quote:
Also, you could have two spawn areas for each team away from the last flag to really avoid spawn camping.
How about if I remove the last flag completely? Keep the base and spawners there, but make the 2nd flag the base. That way it doesn't end up like on Kufrah where you have to keep raping the main base to capture else enemies spawn in your face.

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