Author Topic: 2 AKDESERT issues  (Read 146 times)

Offline AtmkRstr

  • Nickel Member
  • ***
  • Posts: 393
2 AKDESERT issues
« on: October 27, 2002, 08:25:53 PM »
A181 can spawn gvs so close to A168 that troops can walk from the spawn point to the town. This makes it almost imposible to control 168 without controling 181.  (Hopfully I remembered those numbers correctly.)

Several gv bases have the spawn point buttons mixed up, that is, by pressing the E spawn button, you'll spawn near a base to the NE while pressing NE will spawn near a base to the E.  I can't remember the base numbers at this time.

Offline Pooh21

  • Gold Member
  • *****
  • Posts: 3145
2 AKDESERT issues
« Reply #1 on: October 28, 2002, 05:11:49 AM »
There are some many GV spawns on AKdesert like that. 2 guy can up in ostie and m3 and have a capture in 30 secs. Or gv spawns commanding the hills over a base. Once I was flying my 109 went up against a la7, halfway between our bases, got him with my 30mm and rtb fuel.  The fight was maybe 3 min out from my base, when I get back the is an ostie on the hill over the base, so I go for hot landing on the furthest runway away. While on approach he starts spraying at me. Meanwhile there is 3 lancs on the hill under him, which any skilless flakweeny can hit with ease. But he wants my 109 bad. I land, hop in field gun and pop him, its the la7 driver. Thats my main thing against this map now is spawn point placement. The porked gv model makes it worse. I am paying my money to fly and occasionally drive around in gvs maybe.  AKdesert is FlakQuake. Or Osties Low
Bis endlich der Fiend am Boden liegt.
Bis Bishland bis Bishland bis Bishland wird besiegt!

Offline MrLars

  • Silver Member
  • ****
  • Posts: 1447
2 AKDESERT issues
« Reply #2 on: October 28, 2002, 03:13:19 PM »
Don't you guys know that during WWII all it EVER took was two GV's and 10 troops that didn't know how to use a gun to capture an enemy base? And that most enemy bases had no defenders to...defend...Sheesh, read up on some history ya whiners!!!!

:D

Offline AtmkRstr

  • Nickel Member
  • ***
  • Posts: 393
2 AKDESERT issues
« Reply #3 on: November 04, 2002, 02:01:41 PM »
Arn't those reasons enough to remove AKDESERT from the map rotation until these errors are fixed?

Offline Gwjr2

  • Nickel Member
  • ***
  • Posts: 795
2 AKDESERT issues
« Reply #4 on: November 04, 2002, 07:54:51 PM »
nope....:p
Bigamy is having one wife too many. Monogamy is the same.

Offline MachNix

  • Nickel Member
  • ***
  • Posts: 644
2 AKDESERT issues
« Reply #5 on: November 05, 2002, 12:58:59 PM »
AtmkRstr,

Sounds like you have some experience with AKDESERT and now know you have to destroy 181's VH or guard 168's town in order to hold on to it (168).  That is more then other people know.  Now all you need to do is do it.

I have done solo GV captures on other maps without spawn points being close to the town - just need the town close enough to get an M3 there before the town rebuilds (and an enemy that is sleeping).  No one is calling to have those maps removed.

As far as the spawn points being mixed up, AKDESERT does have more then its share and it is frustrating not having control of where you spawn.  All the maps need a good review of their spawn points.

Offline AtmkRstr

  • Nickel Member
  • ***
  • Posts: 393
2 AKDESERT issues
« Reply #6 on: November 05, 2002, 01:53:09 PM »
Quote
Originally posted by MachNix

Sounds like you have some experience with AKDESERT and now know you have to destroy 181's VH or guard 168's town in order to hold on to it (168).  That is more then other people know.  Now all you need to do is do it.


I've done similar captures, but I'm never going to bother trying again.  It would be boring because I might as well play offline.  There's no risk or excitment in doing NOE or gv raids on AKDESERT because of the size - it's rare that you'd be spoted.  

Hopefully AKDESERT will be a good example of what should and shouldn't be done in future maps.
Do's:
-Order the base ID numbers in a logical pattern (not random like on other maps)
-increase the # of vehicle bases with respect to air bases
-add a unique skin to add veriety to the map rotation

Don'ts:
-release a map without properly testing it. I'm a lazy programmer, but I would never have missed somthing like that in testing.
-release a map with such large front lines.  A large number of bases is good, but when there's so many bases adjecent to the enemy it turns the map into a yawn fest.