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  • "ChineseToTheBone" started this thread

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11

Wednesday, November 2nd 2016, 12:48am

Silk Road is a tremendously better/more varied map than Sinai. Big isn't better. Its size is only useful for aircraft. Tanks won't even go there because there is no tactical advantage to be gained.

Silk Road felt really plain in its layout though. Besides, almost every flag other than the central one felt like an afterthought. Also, the distant flag on Sinai Desert is more for Cavalry and light vehicles. Just yesterday, another friendly Cavalry and I had dual duels there against two enemy Cavalry. Haha.



Overall the maps are pretty solid (barring Suez which is a worse meatgrinder than lockers, despite being set outdoors, which is a bit of an achievement).

Well there was The Block from "Battlefield Hardline", which was also an aboveground meat grinder.

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Wednesday, November 2nd 2016, 1:21am

Silk Road is a tremendously better/more varied map than Sinai. Big isn't better. Its size is only useful for aircraft. Tanks won't even go there because there is no tactical advantage to be gained.

Silk Road felt really plain in its layout though. Besides, almost every flag other than the central one felt like an afterthought. Also, the distant flag on Sinai Desert is more for Cavalry and light vehicles. Just yesterday, another friendly Cavalry and I had dual duels there against two enemy Cavalry. Haha.



Overall the maps are pretty solid (barring Suez which is a worse meatgrinder than lockers, despite being set outdoors, which is a bit of an achievement).

Well there was The Block from "Battlefield Hardline", which was also an aboveground meat grinder.
Only the American flat desert side seemed that way. The high ground flags all had some very interesting features, as did the two bluffs and cliff sections.

Sinai is much flatter except around B flag. The far desert flag is basically a gimme flag for the fast movers, but you're way better off taking those fast movers, dipping just below the train tracks and taking the back flags instead of driving for ages to G. Or just cap it with a plane....I mean, someone on your team has to make plays for it, but it's thankless and costly in terms of time. And for all of the space on the flag, the tanks only have two very narrrow alleys to play on. The canyon between the C village and B flag, and the railroad tracks.

That makes it a lousy tank map too.

IG

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13

Wednesday, November 2nd 2016, 1:23am

Yeah, I think the issue with Suez is the player count it's currently forced into. Although the map is kind of very linear, Argonne Forest is also about as small, but it doesn't feel bad in 64 players.

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Wednesday, November 2nd 2016, 1:50pm

Some very exposed spawn points aside (like C on Empire's Edge), I'd like to see more transport vehicles on the bigger Conquest maps.

All of the desert maps are pretty bad for Rush/Operations due to the lack of cover. The attackers often enough rely on a Behemoth to even advance a single stage.

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Wednesday, November 2nd 2016, 3:30pm

Two jeeps per side and a meaningful respawn rate on the jeeps would help tremendously.
Five. Five jeeps.
That would be a destruction derby :P
no, that'd be WWI Mad Max. Which TBH sounds fucking awesome.

As for my $.02: There are some maps that I totally hate outside of Suez. Examples: Fao Fortress TDM/Dom, which turns into a sniper fest on the battlements. Argonne, while not as bad as Suez, can also bog down into a Locker fight.

Levolution can also get annoying. Fog might look cool from the spawn screen, but fighting in it? Fuck that.
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  • "ChineseToTheBone" started this thread

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16

Wednesday, November 2nd 2016, 8:50pm

Yeah, I think the issue with Suez is the player count it's currently forced into.

I definitely agree. Suez would play much better with fewer players such as a limit of 40 or 48 like how it works very well in Domination with 24 players.



As for my $.02: There are some maps that I totally hate outside of Suez. Examples: Fao Fortress TDM/Dom, which turns into a sniper fest on the battlements.

That part of the map really is the best sector for making Team Deathmatch and Domination work though, considering how empty most other areas are.

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Thursday, November 3rd 2016, 12:41am

As for my $.02: There are some maps that I totally hate outside of Suez. Examples: Fao Fortress TDM/Dom, which turns into a sniper fest on the battlements.

That part of the map really is the best sector for making Team Deathmatch and Domination work though, considering how empty most other areas are.


Which is the real problem there. Fao's small TDM/Dom section is awful, but there isn't really anywhere else to put it. Not that the map is amazing in CQ either mind you, and I've never seen the attackers beat it in Operations.

Suez is the map everyone immediately thinks of and loves to complain about, but Fao is pretty bad too, it's just less "obviously" bad so it gets brought up less. Suez is fixable, but I really don't know how to make Fao work any better in CQ.
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  • "ChineseToTheBone" started this thread

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Thursday, November 3rd 2016, 3:00am

Which is the real problem there. Fao's small TDM/Dom section is awful, but there isn't really anywhere else to put it. Not that the map is amazing in CQ either mind you, and I've never seen the attackers beat it in Operations.

Huh. It seems like the general opinion here regarding that structure on Fao Fortress greatly differs from most other places. I have seen quite a few posts elsewhere of people wanting a "defend the castle" mode, which suggests that they do in fact enjoy fighting on those battlements.

With how little cover the map provides, it is expected that the Attackers would face an uphill battle. However, you would be surprised just how incompetent the Defenders can be as well. Just yesterday, my team lost the entire map of Fao Fortress in Operations without the enemy team even being drained of their first battalion. They used the Airburst variant of the Mortar to great effect for the first couple of sectors and completely prevented us from capping back the flags.

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Thursday, November 3rd 2016, 3:44am

Huh. It seems like the general opinion here regarding that structure on Fao Fortress greatly differs from most other places. I have seen quite a few posts elsewhere of people wanting a "defend the castle" mode, which suggests that they do in fact enjoy fighting on those battlements.

With how little cover the map provides, it is expected that the Attackers would face an uphill battle. However, you would be surprised just how incompetent the Defenders can be as well. Just yesterday, my team lost the entire map of Fao Fortress in Operations without the enemy team even being drained of their first battalion. They used the Airburst variant of the Mortar to great effect for the first couple of sectors and completely prevented us from capping back the flags.


To be fair, I think it's good for Operations, and probably Rush, it really feels like it was designed for those modes. The attack/defend the castle concept is definitely fun and cool, it's just the layout is awkward for CQ.
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  • "ChineseToTheBone" started this thread

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20

Friday, November 4th 2016, 12:35am

It has become official that the map Suez will be reworked as to feature five flags instead of just three as well as being enlarged.
"Battlefield 1" The Road Ahead

Personally, I really hope that the artillery base and trench system sections will be the two new flags, as I feel that will be much more interesting than just adding two flags at the sides of the map. Those routes should still remain available for flanking and we need more trenches in the Conquest mode of this game anyways.