Ravenfield

Ravenfield

BF BC2:Port Valdez(Rush)
Showing 1-6 of 6 entries
Update: 31 Jan, 2022 @ 9:38pm

CHANGED:

- Textures that were displaying improperly on EA26 fixed.
-Proper textures for gas cylanders on port Valdez added
-Removed one TOW

ADDED

-Various cover points for building interior to allow defenders to prioritize garrisoning
-New cover and LOS changes on last base approach to improve attacking it

Update: 19 Jan, 2022 @ 2:52am

CHANGED:

- Removed attacker armor
Defenders now need to have a higher bot count. Please read the map description for bot count settings for balance

Update: 3 Jan, 2022 @ 9:24pm

TWEAKED:

-Attacker tank removed

( Recent update improving attackers behaviour made them better than i even expected,so having two pieces of armor to compensate is no longer neccessary,as in tests,attackers where able to capture points without any vehicles,though difficult. Therefore 1 APC should suffice)

-Pathfinding links(infantry and vehicle) further improved,many made as "one way" to prevent attackers "backtracking" in rare cases,and keeping forward pushing momentum going.


ADDED:

Instances of extra cover in key areas

Update: 3 Jan, 2022 @ 7:17am

TWEAKED:

Spawn points arranged in better positions that take attackers into account

Pathfinding-alot of new and prioritized routes added to AI attackers

Vehicles respawn time set from 30 seconds to 50 seconds to curb attackers getting more kills than is realistic in an attack defend scenario,and gaining advantage too easily. Armor is important

Various capture area sizes to produce hard fought tug of war captures/defenses

ADDED:

Contested spawn points meaning flags in process of being captured wont have defenders spawn in normal positions on top of attackers,instead they spawn back aways to give attackers time to take cover and defend capturing the area.

Every defender M-COM area now has 2 TOW and 2 MG emplacement.

Resulting changes should see defenders drain attackers tickets at a faster(higher) rate than they loose them,putting emphasis on attackers to take as many bases as possible (will need all of them in majority of cases),as fast as possible.

Update: 2 Jan, 2022 @ 1:13am

TWEAKED:

Added alot more pathfinding links for AI
Refined the overall pathfinding to allow AI to take positions in tighter areas
Improved AI both attackers and defenders prioritizing using covers(nearly all solid objects now seen as cover)
Improved vehicle pathing to use sensible approaches and flanks
Improved indoor movement for AI

FIXED:

Some editor objects had no collision,new objects created in their place
Some pathing links removed that caused movement loops

Various overall refinements and improvements to balance(plz adhere to the suggested settings)

Update: 31 Dec, 2021 @ 9:15am