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mode is now infantry only until AI recieves update. This change requires you to give the defenders more bots. I recommend sliding the slider to the head of the middle Raven soldier in the balance screen. This is balanced. result is better gameplay and more challange....you as attacker wont be able to shoot fish in a barrel with a tank and as a defender you will be outnumbered.
You wont break anything by using your own settings but what i laid out is the optimal experience.
In also gave the defenders a "dummy flag" so attackers loose tickets faster,they will now need to capture all bases or at least make it to the last base in order to win.
Feedback is welcome
I havent and wont be playing on beta,il wait till stable updates but nice to hear about the FPS increase and the map runs well
Also the spawn points,im changing them rite now to be more "in line" consistent. Should be better for AI too in order to create a stronger frontline when respawning.
The thing about the spawns is that each team share the same spawn points,so having more forward spawns for attackers means defenders who are spawning there spawn further back when defending flag 2 for example. Its really an exercise in fine tuning.. Im about to update it with even more attacking/flanking routes for attackers,and introduce contested spawn points(meaning when attackers are on the point,defenders spawn a little further back)
Im unfortunately(depending how u look at it) removing attacker APC in favor of an MG jeep,as the sheer firepower output of attackers was no neccessary and unbalanced the fact that defenders should be doing most of the killing and attackers focused on capturing ground.
The only time they can back cap a flag is more or less instantly after attackers take it,its very rare,attackers 99% of the time retain the point,as once a flag is taken by attackers,defenders do not have pathing/orders to take any flag they lost.
If these settings are used it will generally be problem free:
Respawn: 20 sec(that doesnt mean you need wait 20 sec,it means every 20sec's,all waiting to spawn player and AI respawn in a wave,so its between 1-20 sec)
Mode: Battle
Length: EPIC
Defenders simply need to defend and reduce attackers tickets until 0 remain and they win. Basically its a frontline attack defend mode. Alot more action packed and linear. Check out Battlefield Rush mode on youtube if you need to visualise it
This mode is what this map was originally created for and much more enjoyable,but it simply comes down to preference wheather you like conquest(lots of vehicles and freedom) or Rush(infantry focused and linear)
Can you imagine Ravenfield AI tryna get the Bradley down to that 1st M-COM station? Il cross that bridge(or rock) when i come to it. Valparaiso is most certainly getting an exclusive Rush mode. Hang tight
I really hope you remake Valparaiso, it always has been my favourite map in the game in Rush mode. Could sit on those rocks and charge forward like an idiot on an ATV for hours and without any remorse.
defenders more often than not can trickle down the attackers numers before the attackers trikle them down,for this to be more apparent im going to increase attacker vehicle respawn time slightly,imalso going to add new pathfinding links for attackers to bettwe exploit 3rd and 4th last bases.
If its too hard for defenders,play long length instead of epic.Epic slightly favors attackers,long slightly favors defenders. I set it like this so that if you ":the player" are attacking,you can play long(for a challenge because your better than AI) or defending,play epic for same reason.
Now,i have spawned defenders vehicles back at their last (def deployment)base, and they do use them,but with random frequency. Il continue to try some ew stuff to see if i can address it and il add defender vehicles in if all goes well.
As "bad" things though, is that I miss some vehicle on the defending side, a technical at least, I know it is for balance purposes (some flags are actually hard enough to take with infantry alone, now add a tank or an APC to the mix). In general a real solid version that, as strange as it can sound... I'm enjoying this map more than the "conquest" version.