Bf3 is the actual CS. grab a RPG and shoot the wall.
RO2 is underground and can have a tactical pace better than in ARma.
This "tactical pace" was the best feature in RO1. dolls running on the fields very far.
The territory mode in RO1 could provide a game where the "topfrags players" were not important anymore, just the amount of points of each team and the front lines made by the teams where we would split up to attack/ defend the two cap zones we usually had open on each part of the map.
This kind of path "territory mode", and that spawn area with doors we had in DH could give us a batter timing to reinforce these front lines, to each team.
This kind of feature gave us a better pace in the game. Both team could organize each other on the front wainting for the movement of the enemy or in the case of the attackers, they were able to find a "tactical task", like a weak spot to move with the satchels and capture the zone.
The thing is that we could have some littles details inside the RO2 territory that could force a better pace.
Like in grain elevator. we already have a good front line made by the teams, everybody knows hoe to play it. Ok, but in some big maps, with more time and terrain, the pace of the game gets boiring, slower, or it breaks the interaction of the teams. In grain elevator we have both teams placed with the players close to each other. So everybody is interacting . Like they can find "tactical tasks" to do. Whaty i mean by a task is like do something to move in the cap zone, kill somebody somewhere to find a spot to move in, or blow a wall to get in, kill the mg to get in, kill the sniper in the tower to be able to run on the fields and move in the cap, etc..
So in a close range map like grain elevator these tasks are easy to find because everybody is close to each other. Like in saipan the teams are going together very good. But in bigger maps things gets difficult, and the new padwans will not know where to go, or where is the next "tactical task" to do.
So please, we could have a territory mode that would give us a better pace, towards like we have in DH, or in RO-Lenin or RO-Konigsplats, and all the other great maps we had. But when i tell about DH, its because that spawn room with doors gives a very good pace i think. and i also think that room was replaced by the new spawn system.
OK so that is a argument : )
i really like the stock maps we have, the best is redoctober, but we need more maps like berlin and leningrad, zhitomir and raids, bridges, konigsplatz and smolenskstalemate and the rest.
thanks.
And arma3 have the best sound untill now.
And i think it is impossible to create a "software" that would really make a realistic sound inside a game. to create all the reflections, reverbs, comb filters, attenuation etc. to create a enviorment in a map inside a city, i think its impossible, ask a sound engineer.
thanks.
RO2 is underground and can have a tactical pace better than in ARma.
This "tactical pace" was the best feature in RO1. dolls running on the fields very far.
The territory mode in RO1 could provide a game where the "topfrags players" were not important anymore, just the amount of points of each team and the front lines made by the teams where we would split up to attack/ defend the two cap zones we usually had open on each part of the map.
This kind of path "territory mode", and that spawn area with doors we had in DH could give us a batter timing to reinforce these front lines, to each team.
This kind of feature gave us a better pace in the game. Both team could organize each other on the front wainting for the movement of the enemy or in the case of the attackers, they were able to find a "tactical task", like a weak spot to move with the satchels and capture the zone.
The thing is that we could have some littles details inside the RO2 territory that could force a better pace.
Like in grain elevator. we already have a good front line made by the teams, everybody knows hoe to play it. Ok, but in some big maps, with more time and terrain, the pace of the game gets boiring, slower, or it breaks the interaction of the teams. In grain elevator we have both teams placed with the players close to each other. So everybody is interacting . Like they can find "tactical tasks" to do. Whaty i mean by a task is like do something to move in the cap zone, kill somebody somewhere to find a spot to move in, or blow a wall to get in, kill the mg to get in, kill the sniper in the tower to be able to run on the fields and move in the cap, etc..
So in a close range map like grain elevator these tasks are easy to find because everybody is close to each other. Like in saipan the teams are going together very good. But in bigger maps things gets difficult, and the new padwans will not know where to go, or where is the next "tactical task" to do.
So please, we could have a territory mode that would give us a better pace, towards like we have in DH, or in RO-Lenin or RO-Konigsplats, and all the other great maps we had. But when i tell about DH, its because that spawn room with doors gives a very good pace i think. and i also think that room was replaced by the new spawn system.
OK so that is a argument : )
i really like the stock maps we have, the best is redoctober, but we need more maps like berlin and leningrad, zhitomir and raids, bridges, konigsplatz and smolenskstalemate and the rest.
thanks.
And arma3 have the best sound untill now.
And i think it is impossible to create a "software" that would really make a realistic sound inside a game. to create all the reflections, reverbs, comb filters, attenuation etc. to create a enviorment in a map inside a city, i think its impossible, ask a sound engineer.
thanks.
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