RS RSTE-Yonabaru (Beta)

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mamedaihukus

FNG / Fresh Meat
Jan 17, 2016
21
0
0
I'm Japanese and English isn't good.
When my understanding isn't right, please tell me.

Three times of Japanese militaries may become able to shoot heavy artillery in the future.
The Japanese military can request a trench mortar 6 times, and you wish that only once can request a heavy artillery.
However, it failed by a technical problem (RO2 Artillery system).
You did not want to do it so that cool thyme of the heavy artillery affected the trench mortar.

you do not want to make the state that a trench mortar is not usable for a long time that wants to be able to shoot heavy artillery only once

Is it right in this?
 
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Defwen

FNG / Fresh Meat
May 25, 2013
120
0
0
defwen.com
I'm Japanese and English isn't good.
When my understanding isn't right, please tell me.

Three times of Japanese militaries may become able to shoot heavy artillery in the future.
The Japanese military can request a trench mortar 6 times, and you wish that only once can request a heavy artillery.
However, it failed by a technical problem (RO2 Artillery system).
You did not want to do it so that cool thyme of the heavy artillery affected the trench mortar.

you do not want to make the state that a trench mortar is not usable for a long time that wants to be able to shoot heavy artillery only once

Is it right in this?

It's a feature, not a problem. The more artillery strikes are available, the smaller delay is between them.

Axis has currently 6 mortars and 1 arty. The purpose here is the one artillery strike serves as last option. I'll make it, most likely, tree in the future.

More info about this system: http://forums.tripwireinteractive.com/showpost.php?p=1264541&postcount=3http://forums.tripwireinteractive.com/showpost.php?p=1264541&postcount=3

But which cinematic events did you remove? People were actually quite fond of them. The only one that bothered people was the one near the airstrip where a tank would roll along before being destroyed. Its engines were incredibly loud and no one could properly orient where the sound was actually coming from.

This one was removed and two more but they were broken anyway. They are not worth to mention.
 
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mamedaihukus

FNG / Fresh Meat
Jan 17, 2016
21
0
0
It's a feature, not a problem. The more artillery strikes are available, the smaller delay is between them.

Axis has currently 6 mortars and 1 arty. The purpose here is the one artillery strike serves as last option. I'll make it, most likely, tree in the future.

More info about this system: http://forums.tripwireinteractive.com/showpost.php?p=1264541&postcount=3http://forums.tripwireinteractive.com/showpost.php?p=1264541&postcount=3

I'm thankful for a polite answer.:)


There is a report about a balance from our server.

1. Many members are arranged by squad Leader1 and squad Leader2 too much.
A squadsman is not 15 people, and 12 people are appropriate
Or it's unique to arrange 5 squad Leader.
In that case, as for the number of squadsmen, nine people are appropriate

2. During capturing a C base, the U.S. forces are too defenseless.
I suggest that I increase the shielding which is available to U.S. forces

3. I suggest that I locate this to all Ammunition box to test "Destructible assets"
Very unique weapon. We have few opportunities to test the weapons.

4. After U.S. forces captured base F and base G, they destroyed base J (name: Depot) in only tens of seconds.
When U.S. forces capture a F base and a G base, the area they can move behind the base should be restricted.

5. "Satchel objective J (Name: Warehouse)" The object which can destroy should exist in a warehouse
It should not be located outside a warehouse

6. There is base I at the quite open place, so neither team can not enjoy itself.
I suggest that both teams place a lot of available shielding.

7. We cannot play for a long time in base D, base E.
Almost none of the city area wars appears in Rising storm
We want to do a city area war for a longer time.

The Japanese military was good at making the position that utilized a tunnel all over the Pacific War.
If you make base H, base I, base J or the right half side of the airport the facilities which utilized a tunnel, it may become your unique work.
It was proved in "SugarLoaf" which was your work that a technique to utilize your tunnel was splendid


We're very thankful for your wonderful achievement.
I represent a server and express the will of thanks.:):):D:):)


If you are able to afford, please cope with these things.Pleas.
They are No1 ,No3,No4,No6
No1 and No4 collapse game balance:(
When an immediate measure is needed, I report.

No3, Please give us an opportunity to test the unique weapon more

Because probably you need much time, about the idea of No6, we wait for it patiently;)

We're very thankful that you took a measure in an idea of No2, No5 and No7.

We promise to send a report to you from our server continuously.
we are thankful for your great work.:D
 
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Defwen

FNG / Fresh Meat
May 25, 2013
120
0
0
defwen.com
There is a report about a balance from our server.

1. Many members are arranged by squad Leader1 and squad Leader2 too much.
A squadsman is not 15 people, and 12 people are appropriate
Or it's unique to arrange 5 squad Leader.
In that case, as for the number of squadsmen, nine people are appropriate

2. During capturing a C base, the U.S. forces are too defenseless.
I suggest that I increase the shielding which is available to U.S. forces

3. I suggest that I locate this to all Ammunition box to test "Destructible assets"
Very unique weapon. We have few opportunities to test the weapons.

4. After U.S. forces captured base F and base G, they destroyed base J (name: Depot) in only tens of seconds.
When U.S. forces capture a F base and a G base, the area they can move behind the base should be restricted.

5. "Satchel objective J (Name: Warehouse)" The object which can destroy should exist in a warehouse
It should not be located outside a warehouse

6. There is base I at the quite open place, so neither team can not enjoy itself.
I suggest that both teams place a lot of available shielding.

7. We cannot play for a long time in base D, base E.
Almost none of the city area wars appears in Rising storm
We want to do a city area war for a longer time.

The Japanese military was good at making the position that utilized a tunnel all over the Pacific War.
If you make base H, base I, base J or the right half side of the airport the facilities which utilized a tunnel, it may become your unique work.
It was proved in "SugarLoaf" which was your work that a technique to utilize your tunnel was splendid


We're very thankful for your wonderful achievement.
I represent a server and express the will of thanks.:):):D:):)

1. Composition of each squad is based on how it's done in vanilla maps. The whole system is one big nightmare and I try to keep as large distance as possible.

2. B7.

3. You are confusing two things. The area around C has several destructible assets (trees, palms) for a simple test if players like changeable environment or not (and if there is a significant performance hit or not). The Japs grenades there are just leftovers.

4. Attackers cannot move behind runway and inside a barracks area.

5. B7.

6. B7.

7. B7.

About the tunnel idea: Not possible for two reasons. First, the map has reached its filesize limit and I cannot expand it more. Second, it doesn't make sense. It's near the sea and pretty low, the tunnels would be flooded.
 

mamedaihukus

FNG / Fresh Meat
Jan 17, 2016
21
0
0
1. Composition of each squad is based on how it's done in vanilla maps. The whole system is one big nightmare and I try to keep as large distance as possible.

2. B7.

3. You are confusing two things. The area around C has several destructible assets (trees, palms) for a simple test if players like changeable environment or not (and if there is a significant performance hit or not). The Japs grenades there are just leftovers.

4. Attackers cannot move behind runway and inside a barracks area.

5. B7.

6. B7.

7. B7.

About the tunnel idea: Not possible for two reasons. First, the map has reached its filesize limit and I cannot expand it more. Second, it doesn't make sense. It's near the sea and pretty low, the tunnels would be flooded.

1 Squad member 12 in vanilla maps. this is better.

2 verry thx

3 I understood it. You test "Destructible assets". You do not test unique bomb.
Do you test only a performance? Or do you test the constitution of the base?

4 I say about this area.
http://steamcommunity.com/sharedfiles/filedetails/?id=622282904
http://steamcommunity.com/sharedfiles/filedetails/?id=622313202

The U.S. forces can invade this area before capturing G base and H base
http://steamcommunity.com/sharedfiles/filedetails/?id=622284207

The U.S. forces capture two bases.
The soldier of U.S. forces hides in this neighborhood before a base is captured.
http://steamcommunity.com/sharedfiles/filedetails/?id=622288101
http://steamcommunity.com/sharedfiles/filedetails/?id=622288037
(This is an image of the experiments.More actual condition is a small number of people. They're an veteran soldier, so they hide well.)


They start running at the same time as a base is captured in G base and H.
They arrive at an I base or a K base in several seconds.
They throw a bomb to the target.
I base or K base or both are destroyed.
As for these events, G base and H base fall and take place in dozens of seconds.
There is no importance of existence in an I base and a K base in this case.

It's possible to stop these affairs.
When U.S. forces capture G base and H base, the U.S. forces should do invasion impossibility in this area.
http://steamcommunity.com/sharedfiles/filedetails/?id=622282904
http://steamcommunity.com/sharedfiles/filedetails/?id=622313202


5 verry thx. I think that it became the good game balance.

6 Did the shielding increase near J base? I don't feel that benefit so much.

7 verry verry thx. Both teams had a strategic gender.


I'm sorry. It is caused by the fact that my English skill is low.
A tunnel isn't giving an important position.
I wanted to point out that the right side of the airport was not utilized.
(A game balance of an I base, a K base and a J base now is never no bad.)
 
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mamedaihukus

FNG / Fresh Meat
Jan 17, 2016
21
0
0
We found some bugs and refinements

It isn't possible to get over this low wall.
http://steamcommunity.com/sharedfiles/filedetails/?id=624933156
http://steamcommunity.com/sharedfiles/filedetails/?id=624933135
http://steamcommunity.com/sharedfiles/filedetails/?id=624933189

When we enter in this low wall, we can't go any more out.
http://steamcommunity.com/sharedfiles/filedetails/?id=624126520

and this area
http://steamcommunity.com/sharedfiles/filedetails/?id=624940811
http://steamcommunity.com/sharedfiles/filedetails/?id=624940836
http://steamcommunity.com/sharedfiles/filedetails/?id=624940870

We are in need of this to this wall
http://steamcommunity.com/sharedfiles/filedetails/?id=624945544



When we enter this hole, we can't sneak any more.
http://steamcommunity.com/sharedfiles/filedetails/?id=616520326
http://steamcommunity.com/sharedfiles/filedetails/?id=614355410

We want you to block up this hole with a rock


I found only I noticed that there is this animation on the server
http://steamcommunity.com/sharedfiles/filedetails/?id=624973310
http://steamcommunity.com/sharedfiles/filedetails/?id=624973584
Other people cannot find the existence of this animation
When you have a technical problem in this cartoon film.
When you feel the lack of capacity.
Even if this cartoon film is eliminated, we don't notice.
 
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BloodMalice

FNG / Fresh Meat
Nov 4, 2013
75
5
0
Have had complaints about the heavy arty timer being extremely long on Yonabaru to the point where no one wants to use it. Not sure if this is a bug or intentional.

Also still seeing a pattern on both Banzai and Bloodbath servers where defenders loose every time. And they often lose quickly with a lot of time to spare.

I'd like to suggest more cover near or around the bomber to more easily defend. I understand its an airstrip but perhaps it can be cratered? More boulders or foliage? I dunno, haha. It seems quite easy for attacks to simply run and get a satchel in.

People are loving all the scripted events. Almost wish there were more. If it's not too complicated, perhaps an airplane shot down and crashing into a building causing more ruins to fight in? Haven't heard any complaints about FPS dumps so far either.

Still, the fallen coconut trees can not be walked through. It's like you're walking into an invisible block that prevents you from moving forward and just doesn't seem as right as being able to walk right through them (or slightly over them).
 
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mamedaihukus

FNG / Fresh Meat
Jan 17, 2016
21
0
0
When Squad Leader is in this area, Squad member cannot do spawn to him.
This is a phenomenon that occurs in both of the team.
http://steamcommunity.com/sharedfiles/filedetails/?id=626293640


It is the time of the battle for D base and E base
US military has two spawn point
Japanese troops should also have two spawn point
I think that we should make a second spawn point here
http://steamcommunity.com/sharedfiles/filedetails/?id=626313005
http://steamcommunity.com/sharedfiles/filedetails/?id=626298943
 

mamedaihukus

FNG / Fresh Meat
Jan 17, 2016
21
0
0
I have new suggestion about a base of E

Please make sure that it'll be possible to enter 2 houses.
http://steamcommunity.com/sharedfiles/filedetails/?id=641088135
http://steamcommunity.com/sharedfiles/filedetails/?id=641088209
http://steamcommunity.com/sharedfiles/filedetails/?id=641088176

Please close one house.
http://steamcommunity.com/sharedfiles/filedetails/?id=641088019
http://steamcommunity.com/sharedfiles/filedetails/?id=641088099

Please set new "cap zoon".
http://steamcommunity.com/sharedfiles/filedetails/?id=641087938
http://steamcommunity.com/sharedfiles/filedetails/?id=641087984

If match it with "spawn point" of these two, I am good; think that is balanced
http://steamcommunity.com/sharedfiles/filedetails/?id=626313005
http://steamcommunity.com/sharedfiles/filedetails/?id=626298943
be careful
When you get a wrong settingto the no Trespassing Areaarea of U.S. forces, the Japanese military receives "Respawn kill"



I have one question to you
Can it be established so that U.S. forces can't pick "Knee motor" up?
I want you to set it that U.S. forces are battlefields and cannot pick up "Knee Motor"
When U.S. forces have a flamethrower and "Knee motor", a balance is rotted.
As for the Japanese soldier having "Knee motor", an action is limited to prevent you from being robbed of it by an enemy.
U.S. forces can't take "Knee motor" away from the Japanese military so that both teams can behave freely, please need.
Because this is a test, it is not a decision matter.

Yonabaru is the best in all custom maps:):):):):):):)
 
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