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America's Army => AA3 Maps => Topic started by: Ganja on Tuesday, January 07, 2014, 04:12:14 AM

Title: Weapons+objectives AA3
Post by: Ganja on Tuesday, January 07, 2014, 04:12:14 AM
Now that the majority of players have tested the AA3 maps, I think it would be a good idea to vote again for:

- Mission types

- Weapons class

I feel this way, because people voted in the first vote while having no real idea what the maps looked like etc. Now they can judge by themselves which weapons would be the most suitable, and which kind of objectives.

On the other hand I'm not sure players changed their mind, but why not give it a try.

What do you think about it?
Title: Re: Weapons+objectives AA3
Post by: ArmyAntiCheat on Tuesday, January 07, 2014, 04:43:22 AM
Agree, and it wasn't a majority who voted before.

Title: Re: Weapons+objectives AA3
Post by: [HT][email protected] on Tuesday, January 07, 2014, 05:54:11 AM
lol same what i have ask...

and again i think to is gread idea to start vote for weapons
i saw on all maps sf guns it sux i think short maps with m16 and ar is nice like alley,impact,shantytown.
1 player= 1 nade,2 flash,1smoke.
Title: Re: Weapons+objectives AA3
Post by: Ares on Monday, September 29, 2014, 08:13:05 AM
Having been banned from the chat, I'll just write here instead
Quote from: teddy
I'm pretty sure ELiZ made the AA3 map layouts as close to what they were in AA3 as was possible.
Need I say more about this? AA3 was a total flop, in every way. Saying I want you to sucide because of it ain't really correct, more like re-think the weapon loadouts and remove that fucking 4x scope, ban it and never talk about it again. M16/m4a1 on all maps.
And saying "the community voted" is....I don't know honestly, you admins should know better than anyone that you can't listen to this community, if you want the game to die and never come back, go ahead and listen to the SF boys in tight spandex pants. If you want shit to happen and old players come back.. Don't listen to the community, i've had 5-6 old clanmates who "tried" coming back, but all there was to play was SF border (lol?) and SF hospital, and the occational SF pipe. There you have it, assist 2014. Great fucking job community, but listen to the community.
"The best argument against democracy is a 5 minute conversation with the average voter" - Churchill.
Pretty much sums this community up.

I'm guessing more people will start playing these maps since they got re-introduced by the bigclan initiative bla bla (great idea btw) But the weapons need to go. Im trying really hard here not to bitch and moan and offend anyone, which will probably fail since everyone goes mad for nothing.
Title: Re: Weapons+objectives AA3
Post by: ELiZ on Monday, September 29, 2014, 09:03:00 AM
Only objective type was really voted on.
Weapon setup was done the same on all maps for further discussion. But so far none has really brought up a discussion about it.
The only maps modified after the release was Impact that was changed from VIP to TAH.
We are totally willing to change these maps so that they are more playable.
Title: Re: Weapons+objectives AA3
Post by: rmcdzk on Monday, September 29, 2014, 10:27:42 AM
I agree with every word Ares said, and it concerns not only mAAp pack...
Title: Re: Weapons+objectives AA3
Post by: Bart! on Monday, September 29, 2014, 11:58:20 AM
I also think m16/ar loadouts are more suited compared with sf loadouts.

But I also think in general that scopes (and 203s) for everybody dumbs down gameplay. There's a reason why the most long-lasting succesful game has low damage grenades and almost no scopes.

Now AA should not be equal to those games, and the aiming system in there is totally different of course, but the sf weapon favours playing sitting back watching one spot. If I want to get a high fragrate, I have to camp with sf+203, but it dumbs down gameplay. The problem is also that most people hunt for kills instead of obj (people waiting in loading docks at hospi while vip is easily extracting).

With m16 rifles you could do the same, but it is less rewarding to do so, with these kind of weapons you got to be a master in aiming or you have to make tactical plays. sf removes the room for tactical plays.
In real-life, the sf is for special forces only, designed to be easy, designed to take cheap kills, because in real life you want that advantage, especially for your elite troops. But that doesn't mean it will be good for a game. Imo the challenge level/skill gap is too low on the SF. For example if I have rifles or sf on a map like bridge, it makes a huge difference for defense. With rifles assault still has a chance to get further. With sf's with 203s, defense can just sit back, use 203s to kill someone trying to make a move, and easily kill people showing up. With rifles it's harder for them to see and to hit others. Same for border, it's almost impossible to miss with the sf weapon on the distance when watching a spot on defense, while with rifles it's still a challenge.

Unless you can convince me that walking with a 203 out and clicking the left mouse button when someone shows up is immensively fun (it is on insurgent camp though, but that's a lot more difficult to pull off compared to a map like hospital), I would not be in favour of sf weapons with 203s or long distance scopes is better for the game(reflex scope like on wc is a more challenging one though).

I have to give a note here that this is entirely my personal opinion about why m16s are better fit for almost all maps in this game and this does NOT reflect the general consensus of admins.
Title: Re: Weapons+objectives AA3
Post by: bollie on Monday, September 29, 2014, 12:23:50 PM
M16 is still my favorite gun! Sadly the majority doesnt know how to aim with it nowadays... lots of SF noobies now
Title: Re: Weapons+objectives AA3
Post by: Vanoke on Monday, September 29, 2014, 12:38:48 PM
I would say gif player that do obj and do medic more points the team a little less more points if they win

I also think m16/ar loadouts are more suited compared with sf loadouts.

But I also think in general that scopes (and 203s) for everybody dumbs down gameplay. There's a reason why the most long-lasting succesful game has low damage grenades and almost no scopes.

Now AA should not be equal to those games, and the aiming system in there is totally different of course, but the sf weapon favours playing sitting back watching one spot. If I want to get a high fragrate, I have to camp with sf+203, but it dumbs down gameplay. The problem is also that most people hunt for kills instead of obj (people waiting in loading docks at hospi while vip is easily extracting).

With m16 rifles you could do the same, but it is less rewarding to do so, with these kind of weapons you got to be a master in aiming or you have to make tactical plays. sf removes the room for tactical plays.
In real-life, the sf is for special forces only, designed to be easy, designed to take cheap kills, because in real life you want that advantage, especially for your elite troops. But that doesn't mean it will be good for a game. Imo the challenge level/skill gap is too low on the SF. For example if I have rifles or sf on a map like bridge, it makes a huge difference for defense. With rifles assault still has a chance to get further. With sf's with 203s, defense can just sit back, use 203s to kill someone trying to make a move, and easily kill people showing up. With rifles it's harder for them to see and to hit others. Same for border, it's almost impossible to miss with the sf weapon on the distance when watching a spot on defense, while with rifles it's still a challenge.

Unless you can convince me that walking with a 203 out and clicking the left mouse button when someone shows up is immensively fun (it is on insurgent camp though, but that's a lot more difficult to pull off compared to a map like hospital), I would not be in favour of sf weapons with 203s or long distance scopes is better for the game(reflex scope like on wc is a more challenging one though).

I have to give a note here that this is entirely my personal opinion about why m16s are better fit for almost all maps in this game and this does NOT reflect the general consensus of admins.
Title: Re: Weapons+objectives AA3
Post by: Vanoke on Monday, September 29, 2014, 18:25:12 PM
1 - AA3_Airfield       34 slots   Adleast one sniper s82 and all 2 smoke
2 - AA3_Alley          34 slots   fine
3 - AA3_Bridge       34 slots   fine  puth 2 defence players ad the begin assault bridge.
4 - AA3_Impact       32 slots   fine
5 - AA3_Pipeline     34 slots   ? way  think about this one . ??
6 - AA3_Ranch       26 slots   fine
7 - AA3_Shantytown   34 slots   s24/m9 , shotgun , 1 grenade 1 smoke , 2 flash
8 - AA3_Stronghold     32 slots      s24/m9 , and vintoress , shotgun , 2 granades 2 smoke  1 flash
Title: Re: Weapons+objectives AA3
Post by: bollie on Monday, September 29, 2014, 22:27:58 PM
a sniper on airfield is way to easy
Title: Re: Weapons+objectives AA3
Post by: Ares on Tuesday, September 30, 2014, 02:48:02 AM
1 - AA3_Airfield       34 slots   Adleast one sniper s82 and all 2 smoke
2 - AA3_Alley          34 slots   fine
3 - AA3_Bridge       34 slots   fine  puth 2 defence players ad the begin assault bridge.
4 - AA3_Impact       32 slots   fine
5 - AA3_Pipeline     34 slots   ? way  think about this one . ??
6 - AA3_Ranch       26 slots   fine
7 - AA3_Shantytown   34 slots   s24/m9 , shotgun , 1 grenade 1 smoke , 2 flash
8 - AA3_Stronghold     32 slots      s24/m9 , and vintoress , shotgun , 2 granades 2 smoke  1 flash
Coming from a guy in a clan who forceclasses SF on border, ignore this guys opinion forever.
1 - AA3_Airfield    26 slots   M16, 2 smokes, 2 nades
2 - AA3_Alley           26 slots   M4a1, 2 smokes 1 nade
3 - AA3_Bridge       26 slots   M16, 1 smoke, 1 nade
4 - AA3_Impact       32 slots   M4a1, 1 smoke, 1 nade
5 - AA3_Pipeline     26 slots  M16, 1 smoke, 1 nade, 2 flashes.
6 - AA3_Ranch        26 slots, M16, 2 smokes, 1 nade
7 - AA3_Shantytown   26 slots, M4A1, 1 smoke, 1 flash, 1 nade. 
8 - AA3_Stronghold     26 slots      M16/M4A1, 2 smokes, 1 nade.

No snipers on any map, there's no reason for it. If people want to prone warrior themselves, stop doing it.
Title: Re: Weapons+objectives AA3
Post by: Ganja on Tuesday, September 30, 2014, 03:19:25 AM
Coming from a guy in a clan who forceclasses SF on border, ignore this guys opinion forever.
1 - AA3_Airfield    26 slots   M16, 2 smokes, 2 nades
2 - AA3_Alley           26 slots   M4a1, 2 smokes 1 nade
3 - AA3_Bridge       26 slots   M16, 1 smoke, 1 nade
4 - AA3_Impact       32 slots   M4a1, 1 smoke, 1 nade
5 - AA3_Pipeline     26 slots  M16, 1 smoke, 1 nade, 2 flashes.
6 - AA3_Ranch        26 slots, M16, 2 smokes, 1 nade
7 - AA3_Shantytown   26 slots, M4A1, 1 smoke, 1 flash, 1 nade. 
8 - AA3_Stronghold     26 slots      M16/M4A1, 2 smokes, 1 nade.

No snipers on any map, there's no reason for it. If people want to prone warrior themselves, stop doing it.


I'd say
- 4 nades on Airfield (long distance maps have always a lot of nades)
- 2 smokes for Bridge on assault.
- No nades on shanytown and fewer slots like 20

The guns are good though
Title: Re: Weapons+objectives AA3
Post by: Vanoke on Tuesday, September 30, 2014, 06:59:48 AM
Sf border a map whitout full ore totall no poits is played by alot gamers .  Can you explain how that can happen do they have no taste.



Coming from a guy in a clan who forceclasses SF on border, ignore this guys opinion forever.
1 - AA3_Airfield    26 slots   M16, 2 smokes, 2 nades
2 - AA3_Alley           26 slots   M4a1, 2 smokes 1 nade
3 - AA3_Bridge       26 slots   M16, 1 smoke, 1 nade
4 - AA3_Impact       32 slots   M4a1, 1 smoke, 1 nade
5 - AA3_Pipeline     26 slots  M16, 1 smoke, 1 nade, 2 flashes.
6 - AA3_Ranch        26 slots, M16, 2 smokes, 1 nade
7 - AA3_Shantytown   26 slots, M4A1, 1 smoke, 1 flash, 1 nade. 
8 - AA3_Stronghold     26 slots      M16/M4A1, 2 smokes, 1 nade.

No snipers on any map, there's no reason for it. If people want to prone warrior themselves, stop doing it.

Title: Re: Weapons+objectives AA3
Post by: rmcdzk on Tuesday, September 30, 2014, 11:18:40 AM
Sf border a map whitout full ore totall no poits is played by alot gamers .  Can you explain how that can happen do they have no taste.

Man, it's like buying a convertible and driving top up when the sun is shining... you don't get it.
Title: Re: Weapons+objectives AA3
Post by: Vanoke on Tuesday, September 30, 2014, 11:48:49 AM
I will tell you our secret hope you understand ,and stop telling that all must play like you want .>>>>

Its all about having fun.   and we have it and a lot others to.  Its not only SF / Classic but also different possibilities that makes this game intresting. make your clan and make them happy gif them a choise.
if the players do not like it they go away simple.

Leds go back to topic sorry assist.
 
Title: Re: Weapons+objectives AA3
Post by: [SWISS]Merlin on Wednesday, October 01, 2014, 03:56:30 AM
we do play Impact very often. so please do not change it. its just great like it is now.
thank you!

if you do want change something, then please optimize stronghold. a wonderful map, but laggy like hell. therefor its not played
Title: Re: Weapons+objectives AA3
Post by: teddy_grizzly_bear on Wednesday, October 01, 2014, 05:57:18 AM
we do play Impact very often. so please do not change it. its just great like it is now.
thank you!

if you do want change something, then please optimize stronghold. a wonderful map, but laggy like hell. therefor its not played
All the AA3 maps are hard on the computer on this engine. The reason for that is the new engine and all the new 'fancy' stuff the new versions have added and that were brought to this version of AA with the map port. The old engine (ours) just wasn't meant to support that stuff.

As far as I know, Stronghold optimization has been worked on for hours by both Spanky and ELiZ (maybe someone else as well), and they did get the framerate up quite considerably. But it's still a rather large map with a lot of details that were never meant to be in this engine.
Title: Re: Weapons+objectives AA3
Post by: [SWISS]Merlin on Wednesday, October 01, 2014, 06:11:24 AM
ok, thanks for the feedback teddy.
Title: Re: Weapons+objectives AA3
Post by: Ares on Wednesday, October 01, 2014, 09:16:22 AM
we do play Impact very often. so please do not change it. its just great like it is now.
 

if you do want change something, then please optimize stronghold. a wonderful map, but laggy like hell. therefor its not played
thank you!


you play impact, but if you want other people playing it aswell, they better do something about the weapon loadout.
Title: Re: Weapons+objectives AA3
Post by: [SWISS]Merlin on Wednesday, October 01, 2014, 09:57:59 AM
oh no!
not me, a lot of other players do play this map - like it is :)
sorry, bad news for you, right :D
Title: Re: Weapons+objectives AA3
Post by: Vanoke on Wednesday, October 01, 2014, 16:39:58 PM
7 - AA3_Shantytown   34 slots   s24/m9 , shotgun , 1 grenade 1 smoke , 2 flash
In the begin I did try to make players intrested for this map, already fast players leave
for:
1 -  The rain sound ( just like the wind in Range) to loud !!!!
2 -  Big guns in a cramped map like Shanty is always must i shoot ore hit  you whit my to big gun.
So i did puth in S24 whit m9  , now i think this is one of the best gun setting for this map one klick 1 bullet, the sniper its it must be the sec. weapon not the first.  / Smoke  the obj is viseble from all sides it helps if 2 ore 3 guy s can trow it to that place ore in the corridors for  confusion ore to get the obj sector.
Shotgun : gif one guy Shotgun / Ganade and 2 Flash
Vintoress :  gif one guy  Vintoress  / Ganade and 2 Flash
I think this can make shanty a playable map but first the Rain sound!!!!!   
One adder idear >>>>  :idea:
I wood be intresting if WE self can puth weapons in the slots .  :up:
Title: Re: Weapons+objectives AA3
Post by: Marcio on Thursday, October 02, 2014, 20:44:22 PM
Good night!

Gentlemen love maps from AA3 the problem is the intense noise ... more come from trying to put maps from AA3 in..Ba ^ La.. the result has been bringing problem is the noise of impact and bridge ...
Title: Re: Weapons+objectives AA3
Post by: [SWISS]Merlin on Friday, October 03, 2014, 03:02:22 AM
yes, beside the performance its the worst problem. to much noise in deed.
Title: Re: Weapons+objectives AA3
Post by: Ganja on Friday, October 03, 2014, 05:00:23 AM
There's this button in the right lower corner of your screen to lower volume ... Ah but yeah you won't be able to soundwhore anymore though
Title: Re: Weapons+objectives AA3
Post by: [SWISS]Merlin on Friday, October 03, 2014, 06:22:31 AM
 :hug:

as a lazy one, i just don't want to screw around with the volume on every map.
watching tv, i also do not want to settle down the volume when i change the channel, right?
you  :D
Title: Re: Weapons+objectives AA3
Post by: Spanky on Friday, October 03, 2014, 12:47:30 PM
IMO, the "noise" is pretty well suited. Compare it to your foot steps and gunfire. I don't imagine in a warzone with all the equipment these guys carry that you can hear your footsteps as the loudest sound around you.
Title: Re: Weapons+objectives AA3
Post by: [SWISS]Merlin on Friday, October 03, 2014, 13:36:15 PM
yes, thats a good point. but the map still isn't played because of that :(
Title: Re: Weapons+objectives AA3
Post by: Spanky on Friday, October 03, 2014, 13:47:29 PM
Are you saying we need to raise volume on all non-AA3 maps? :D