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报告翻译问题






But having Eagle respawn quick and Raven slow would balance out that Eagle has to move a long distance to cap the next flag while Raven doesn't have to walk far at all to defend it. Kinda like how TF2 maps with attacking/defending teams do things (equally sized teams but attacker respawns faster than defender)
Note that a short capture range also means a short defense range, so you only have to reduce the number of enemies in that range to get the upper hand, then usually hold one "contested spawn" wave.
I usually first weaken an area by destroynig AT turrets, then rush in with an armored vehicle and drop the smoke (APC smoke does wonders). Better to do the rush when you see you've got enough friendlies ready to follow.
Alternatives are providing heavy air support (attack helicopter ftw) - and letting ground troops do the rest, or if you're more into playing infantry, use higher respawn times so you can try and clean up the place slowly.
Then again, if you feel some points are still just too hard because of the bots spawn or other reasons, please tell me and Ill see what I can do about it.
I thought that contested would mean just having any amount of forces on the flag. Makes sense that Eagle can't push because they have to advance to the flag in a coordinated manner while all Raven has to do is respawn. As long as Raven has more than half of manpower presence on the flag to keep it uncontested they will respawn on the flag and are hard to knock off.
This leads to cases where vehicles can end up instantly respawning as soon as you move one away - and even overlapping vehicles in some occurences.
So this results in effectively most respawn timers being instant because the previous vehicle has been there for a while, and I cant really do much about that - I could set vehicle to respawn only once destroyer, but it falls in the other problem : not enough vehicles most of the time. And idle vehicles uses a lot of resources so I cant add more.
You may already know this but RF will spawn bots from either normal spawn points, or "contested" points when the enemy starts capturing a flag. I placed contested points out of sight of the flag, so if your timing is right, as soon as you start capturing, no bots should spawn in your face out of thin air. Note that being in flag range is not sufficient - you must outnumber enemy in that range for it to be considered "contested". Tell me if there are still flags with that problem.
Also, an advice : smoke grenades do wonders for exposed capture points.
Appart from the pass, are there flag ranges that feel too short?
Regarding flag radiuses, I did increase some of them along the way - notably on Licheptore city entrance and exit which were the worst offender.
For The Pass, raising the radius would mean you could capture from the other side of walls, that would be too easy, and this point is intended to be a bit brutal. Air support or heavy transport vehicles can help.
[continued]
generally the respawn locations should not be within the capture radius (because then you end up with situation where a few eagles are capturing a flag and then 5 ravens suddenly pop into existence right in their face and kill them, even on long respawn timer) and the capture radius should be fairly big (so that everyone doesn't have to pile into a tiny space where they'll all die to a couple grenade or bomb or rocket explosions in order to contribute to capturing said flag).
How long should each cut be? Im thinking about the following:
- Part 1 Start to end of Saint Marcel
- Part 2: End of St Marcel to end of Ufocity
- Part 3: End of Ufocity to Bridge
- Part 4: Bridge to end of Licheptore
- Part 5: End of Licheptore to end of Castle
- Part 6: End of Castle to the Manor.
Are those long enough, too long?
10/10
Assuming you've played a match on it already but didn't reach the end, just use the configure flags option in the instant action UI. From there, change the flags to attackers as needed up to the last point on which your last match ended. Then, start up your next round and you get to try and push up to the next "checkpoint"
It might be better to play with the length set to "Long" instead of "Epic", and keep note of how many "rounds" it takes. So if you lose 3 "rounds" (3 matches) before reaching the end of the map, its a total loss and you have to start from scratch again.
Whenever the defenders run out of battalions, do the same to continue where you left off but don't count it as a loss. The defenders get to retry ad infinitum.
Im looking into converting the map to Unity and see if what I can improve from there, but the upcoming custom battle mode support should help a lot to focus the spawns where needed (also reducing performance costs of having bots wandering far away).
When I play I often try to sneak through (or arround) Saint Marcel once the entrance is secured and survive there till the helicopter respawns at the town exit and rush to steal it, then I can go back and provide serious air support to the troops (granted I play with the overpowered AH6 modby 橙子好吃 - i love this little bird!).
I played it with a modded config of mine reliant on the vehicle rarity. We got lucky at several points, especially at the start with getting more powerful vehicles to help us make that initial breakthrough, but at other points we ate dirt with weaker vehicles lol.
I only managed to fight up to the western airport, as I didn't really have the time to continue, but I'm sure the rest of the map is just as great. I'm especially impressed at the vehicle pathing here, even in tighter areas like St. Marcel. Fit a whole heavy IFV through there lol
Hopefully less lags, but no guarantees.
This kind of frontline progression will be possible with the custom gamemodes feature they're working on.
For now you unfortunately have to recapture flags from lone ejected piltos or sneaky vehicles.
Ill try some more things.
Bots are not supposed to go through see to recapture your flags, it messes the progression. I have limiters to prevent them but I removed them to take screenshots and forgot to replace them.
Fixed in this version, thank you.