monkeeofninja

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About monkeeofninja

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Faction & Soldier

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    Soviet Union
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    Infantry

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  1. monkeeofninja

    Spawn locations, the hidden cause of many map problems

    Here's A line. The issue with the current iteration is that attackers have nowhere to go on the flanks, because the defenders have spawns that make both sides of A3 easily accessible. Taking A3 is a massive effort for attackers, especially with how far the spawn is. I really struggled with the placement of A1-O2 spawn. These caps are really a little too close together to be able to properly place any spawns which is likely why such bad placement was necessary. I elected to remove it entirely, since it is basically only useful for spawning as a sniper or praying that you don't get mowed down while going full speed in a jeep. Adding some extra cover on the hill to protect people running to A4 would help defenders a little. Another solution may be having a spawn next to the church, This area may benefit with a bigger rework, but that's outside the scope of this. I wanted attackers to mostly be able to flank through the forest on the far side of the road. They will have to cross open ground to attack the points though, so having the flank will not be a massive advantage. A1: Mostly the same as prior, connect the woods up to the small copse behind A1. Move foot spawns into the new trees there. Add a second truck spawn. A1-A2: I have no idea why it was so far away, especially since there are no truck or bike spawns. Move it next to the shack, and give a truck spawn. Alternatively, it could be placed in the woods across the road. A2-A3: Move it to the other side of the road, it was basically on the best path to A2 for attackers. It will be closer to A2, but this is compensated by the fact that A1-A2 spawn is also closer, so it will be harder to gain the cap from attackers. A3: Defenders have an overwhelming advantage in this cap. Moving the spawns to clear up the left side (attackers' perspective) should help a lot. Consider removing the ladder to the attic, or stacking the crates higher (w/ladder) so attackers can enter more easily. A3-A4: This spawn is fine, maybe making the area slightly smaller (removing some of the spawns closer to A3) might be good. Artillery holes may be added near the ruin to explain what happened to it, and add some additional cover from the church. A4-O2: There is no sound place to place this spawn. Perhaps a foot only spawn somewhere may work. I decided upon removing it, but adding cover to compensate. A trench along the open ridge, and a pillbox next to the AA gun should provide a little cover for defenders running to A4 from O2 spawn. Replacing the shack with a house will help further with this objective. O2: This cap is pretty good. Perhaps adding some scaffolding to reach the roof (similar to Forward Airfield) would help with some of the difficulty re-enforcing the cap point. A ladder inside leading upstairs would also be nice as right now this cap acts as two separate ones. This is probably needed to compensate for the fact that the shack next to the AA gun is replaced with a house, meaning that the far door entrance is harder to use if said house is taken by enemies.
  2. monkeeofninja

    Spawn locations, the hidden cause of many map problems

    I would love to, but it will take time. This is more of general preliminary thoughts than anything else. I'm probably going to end up going over all maps (except forward airfield, that map is actually by far the best) and properly give each map its own post/reply. Town will probably be first. I want to keep terrain edits to a minimum, those are done to death and won't fix many of the issues. Probably only a few building/fortification additions for each line, nothing drastic. Many maps can probably be balanced better by tweaking spawn locations and spawn timers. That being said, here's Town's D/E line in the meantime, as I've done most of the work here already. D line, I want to add more focus on the forested area, so the spawns are moved down there. Reducing some of the bushes in there, and adding some large rocks for cover would also be nice. I also would like to see some extra houses outside the capture zones to act as fire support positions for attacking/defending the caps. D1 spawn: Move it down, and add some cover in the form of trees so it's not a campfest for snipers and LMGs. D1-D2: Move it to the other side of the road. Not a big change, but it should allow for easier flanking through the forest. Add a house on the other side of the road for fire support. D2-D3: Move it the F*** away from E line. Inside the forest should suffice. Maybe a few large rocks for extra cover. D3-D4: Same spot, clear sightlines for the house looking towards D4. Add a house on the opposite side D4: Add an overturned APC on the bridge. That should be just about enough cover. Forces defenders to push sometimes, and add an additional point to fight around. No going crazy with sandbags or anything like that. D4-O1: Same as before. E line spawns are mostly unchanged, except for E1-E2. That spawn is actually closer to the E2-E3 spawn than the objective. Moving it to the other side of the road, and adding cover for it would help. A few extra fire positions for E3 and E4, with some cover should help add some interest outside the caps. E1 spawn: Same as before, maybe move it a little closer. Add some houses for cover along the road before the cap. E1-E2: Move it away from E2-E3 spawn. Add some houses for cover. Add a gap in the wall for jeeps to pass. E2-E3: The same as before. Add a ruined house near the road as an extra fire position. Extend the trees to meet the hedges on the far side. E3-E4: Move it closer to the river. Add THE CAVE ROCK on the island, so it can become a fire support position to assist in the cap. E4: Add a ladder so you can climb up from the water. E4-O1: Same spot, but seal the door to the house overlooking D4 from the spawn. It then becomes a position that is somewhat feasible to hold as attackers to help attack D4. The window is still open for nades so you still have to watch out. NO large scale terrain edits, just moving the spawns around, and a few extra existing assets dropped in. CAVE ROCK makes a comeback! Town A line is probably next!
  3. First of all, I want to say, that this is not the sole issue I have with maps. However, the issue I want to cover is the root cause of many of the issues with maps, (all of them) and is often overlooked for more obvious issues. Terrain in the maps is not the main cause of the problems we have. Instead, the spawn points are what causes most of the issues we have in terms of balance. This cannot be understated. Many of the maps and lines would be much more playable if there were more thought placed into the locations of player spawns. This is an issue that has existed since the map overhauls, which made the terrain much better overall, but caused many problems due to the placement of spawns. Let’s look at a few things that often cause issues, using Town’s E/D line as an example, as it showcases all of the issues. Lines of movement. First of all, the majority of players will move in basically a straight line from their spawn, to the nearest enemy point, or to reinforce their own point. This basically means that there can be straight lines drawn from a spawn to the nearest enemy cap, and most players will be near that line. Let’s take Town D3/D2 as an example. Here you can see that these lines never cross. Of course, there are other areas where this issue is worse, but this will do to illustrate the problem. Both teams will basically never meet each other outside their respective cap zones when this happens, leading to the gameplay feeling stale, and allowing jeep rushes to be extremely effective. Also, in the case for defenders, they have to take wildly differing routes for defense and offense, leading to forces being split and little ability to be able to quickly switch from attacking to defending. Often, these zones will suddenly fall, or lead to the situation where both teams are capping each other’s zones and it becomes a matter of who can pile in to the caps the fastest. Ideally, there should be a relatively straight line that goes from spawn, the friendly point, and then the enemy point. Take the next two points, D3 and D4 for example. Both teams, if they are pushing will run into each other on the way to each respective cap. They will also by the way the spawns are placed, be able to reinforce their own zones should they come under attack. The latter is much more fun and dynamic to play, with more combat going on, and actually seeing enemies outside the cap zones often. Basically, the big issue here, is that the routes of both teams rarely meet, and so there is no feeling of pushing back the enemy. More spawn points should be closer to the lines of attack that are drawn on the map. Having a non-objective point halfway between caps to fight over is a lot of fun too, take for example the ruined building on Town’s A line (A3-A4) or the rock on Factory’s C line (C2-C3). Stupid placement of spawns Often, it feels like there is no thought placed on where spawns are placed. There can be times when there is absolutely no cover at all once you leave the spawn, or the distances are wildly varying for attackers and defenders. For the first point, I think D2-D3 spawn on Town perfectly illustrates this. It is on a hill, with absolutely no way to leave the spawn with any form of cover or concealment (except if you want to attack E line lol). Having a faster, and not protected route, and a slower but protected route is the ideal situation, but having no cover whatsoever is criminal, and makes it hilariously easy to camp. This issue exists in multiple places, and there are many. Some of the worst (but not limited to) Town: A1, A1-A2, A4-O2, B1-B2 (for defending B2), C1-C2, D1, D2-D3, E1, E2-E3. Factory: A1-A2. I could easily list more, but that’s not the point. For the second point, Town’s A3 capture point really drives it home for me. As attackers, if you cannot capture it in the first fight, your chances of winning drop off a cliff. A1-A2 spawn is much too far away to properly be able to defend A2, let alone attack A3, while the defenders have a spawn that is barely 100m away from A3. It’s basically impossible to cap A3 if defenders are paying attention as they can reinforce so much faster. Why is the next spawn better for attacking A2? Inter-line and Intra-line interference by spawns that cannot be disabled. Another problem is that attacks can come from two different directions, sometimes without even considering being flanked from another line. The worst example of this is probably Factory’s very own (and very broken) D line. For some reason, it was deemed to be a smart decision to fold D line back on itself, and to allow the wall to be jumped at D4-O2 spawn. For some reason, that spawn is actually closer to D2 than the intended spawn is. There is basically no reason to ever not spawn there, as it is the best spawn for defending any point on the line. It also basically gives the defence a free, and easy flank route for literally every point on the line, making sure attackers have no reasonable way to approach D3. This issue manifests itself in many other maps and spawn zones too, namely when the spawns are on opposite sides, relative to the line drawn between the caps. (Town’s A line again) Disabling the flanking spawn is not possible, and it basically gives whichever team holds it a massive advantage. A flank route should be longer than the straight route, not vice versa. Alternative routes should always exist, but they should be balanced by the fact that they take longer to use. The best spawn for any situation, should also be the one that is deactivated, should you fail to hold a point. You should never have a point that is equally viable elsewhere. Additionally, one side of the cap should always be free from any type of spawn point, to allow for flanking of the cap. Town’s A3 has that as a big issue. Due to the spawn placement, you cannot flank on either side of the cap, as the defenders always have a spawn in the wooded areas on both sides. Now for interference between lines. The worst culprit is Town’s D/E line. Given that the defenders have D line, E line is practically impossible to take. Take the example below, where defenders hold E3. Here, the D line spawn is ACTUALLY CLOSER THAN THE E LINE SPAWN AND OFFERS COVER. Furthermore, it CANNOT BE DISABLED. Meaning, that E2 is always under immediate threat from enemy attack, from a completely different direction, and from a source that cannot be countered. I have gone 60-10 K/D defending E2 as attackers, and still been ultimately overwhelmed. This should not happen. Ever. Having adjacent lines SHOULD be an advantage, but those spawn should still be considerably further than the spawns on the line itself. Another bad example is Town’s B line. How this still exists is beyond me. Overall, the terrain on most maps could do with a little more hard cover and points of interest outside the capture zones, as most maps feel a little empty. However the main issue plaguing most of the maps is the location of spawn zones. The old system of spawning in the caps, however flawed that was, at least lead to predictable and logical paths of movement, relative to the UI elements presented. I’m not suggesting a return to the old system, but much more thought needs to go into the locations of the spawn zones on all of the maps, the best one being Forward Airfield. That map was designed post-spawn system update, and it is really noticeable, with much of the elements I mentioned existing, and mostly decent spawn locations and little interference from other lines. I have left out specific suggestions, since that’s not something I can do on my own. General pointers to making all maps better and more fun however some changes in direction for spawn zones: 1. Bringing spawn zones closer to the lines drawn between the caps 2. Ensuring there is a safe way out of the spawn points, although these should take longer than rushing out in the open 3. The best spawn for any point is the one that is disabled next. 4. The distances for both teams are roughly equal 5. Later spawns don’t allow for easy flanks, or block decent flanking/support positions from the other team For terrain in general, excluding the caps: 1. More flank routes, especially around rivers. 2. More hardpoints and supporting areas to fight over, outside the cap zones. A few ruins, trenches, pillboxes and houses would go a long way in the empty fields and near tough capture zones. These should be able to support the capture zones (sniping etc) and also be an additional bulwark to slow enemies if held. Good examples are the ruin between A4 and A3 on town, and the house between E2 and E3 on Mountain Town. On a somewhat related note, the cave rock needs to make a comeback. (Veterans, you know what I mean)
  4. monkeeofninja

    Landmines need some love

    The penalty I proposed is -1XP which is basically only symbolic. You can make that back by literally shooting a tank with a rifle. It's not intended as much to penalise players who destroy mines as it is being used as a method to notify them of what their action has done. Mines have no feedback right now which is their main issue. I would love to see griefers spend hundreds of credits a shot to make people lose 1 xp, which will be gained back in no time. Those griefers are burning through their own credits anyway. As you said, it's not perfect but miles better than what exists now.
  5. monkeeofninja

    Adding H&G Profile to AMD Radeon Settings.

    This. Reducing tessellation really improves performance wit basically no visual downside. Add the app, select HnG.exe which is in the Heroes and Generals install folder
  6. monkeeofninja

    Iron Sight Zoom

    Hipfire is surprisingly useful at even midrange. It also allows for better manoeuvring in close quarters environments. You get a much better view too. This ironsight change will require getting some used to (or in my case getting re-used to) but is overall a good thing.
  7. Let's talk about landmines. Perhaps the most useful weapon in the game in some respects, being able to silently deny flanks. They are also one that hasn't received a significant change ever. I believe they are not working properly and are very confusing to new players. There are a few issues here: No easy indication of which mines are friendly, and which are hostile. Every other element of the game in terms of design points to red = enemy therefore, bad. So, what will most players do when they see a RED symbol? Assume it's hostile. Often they will shoot it too. Even if you die to friendly mines, it barely gives any feedback that they are actually friendly unless you look at the killfeed. Shooting a mine (of either team) will not give you any feedback either, making it difficult to understand what you have just done. No differentiation in the UI between AT (Anti-Tank) and AP (Anti-Personnel) mines. Again, this is a design failure. This is also confusing for many people as there is no way to tell what type of mine is which, unless they have seen them often enough. It also teaches two different confusing things: you can run over the skull and crossbones without dying. you will die if you run over the skull and crossbones These two things are SIMULTANEOUSLY true, depending on the type of mine and if you are on foot/in a vehicle. Incredibly confusing. Mines show up too late for people in vehicles. Often, there is not enough time to dodge an AT mine if you are going full tilt in a car. The icon shows up too late and you will not be able to stop in time. Underwater mines cannot be shot. This is infuriating. The strongest spots for landmines are already in the fords and river crossings. This means that you cannot pass by safely even if you spotted them, unless you want to use a grenade (expensive) to destroy the landmine. Good luck if you don't have any. Mines often explode and do no damage, to both teams. This is a bug. However, an extremely infuriating one. Happening seemingly at random, but more often near the top of stairs, landmines can detonate (not shot at) with a player running over them, but will deal zero damage and the only effect is to put a nice hole in your wallet. This makes them inconsistent, which is the last thing we need for the most expensive item in game. So, how do I propose this be fixed? First, the icon colour needs to change, and we need separate icons for AT and AP mines, with a longer range of spotting AT mines when in vehicles. This removes all confusion as to what team the mines belong to. If running over friendly mines, you will still die. Second, we need a XP bonus/penalty for the destruction of enemy/friendly mines respectively. Nothing large, 1 point should suffice. If you detonate a friendly mine, by any means including running over them you will lose 1 XP. If you detonate an enemy mine by shooting it or with a grenade, you will gain 1 XP. This teaches players that mines are not to be run over, and more confirmation that marked mines are friendly. Losing XP, however small will make more people pay attention. Thirdly, allow for easier disarmament of underwater mines. Allow them to be shot at. Finally, fix the bug. Enough said about that.
  8. monkeeofninja

    The issue of Nazi related names in Chinese.

    Imagine creating a username that basically breaks the ONLY rule in the entire game for naming. You sign up and agree to the rules. Simple as that. Selective rules should not apply just because they speak a language you don't understand. Besides, the only reason I realised was because I understood the name. Imagine being so triggered about the fact that somebody else is supposedly triggered that you have to make a comment with no value.
  9. monkeeofninja

    [GE] KAR-98, ZF-41 Infantry, vs Infantry Marksman

    The scopes are identical. There is no difference to how the sights look. In my opinion Infantry >>> Marksman. It is so hard to properly hit shots with marksman scope because the needle is too thin. Preferably, infantry scope without side lines would be best.
  10. monkeeofninja

    Beginners Guide: How to Start a New Infantry Soldier

    One thing I didn't see mentioned is the importance to get over that 50dmg threshold as soon as possible. I always equip the first ammo upgrade, making it a 2 hit kill then upgrade to the sniper ammo as soon as possible to 2 hit heavy set users. Of course, this is until you unlock Scout II barrel, at which point reverting to stock ammo is best.
  11. monkeeofninja

    The issue of Nazi related names in Chinese.

    To preface this, I am not Chinese, nor do I speak it, so my knowledge here is limited. However, I speak Japanese and the Kanji symbols used here share roots with the Chinese language so many aspects are understandable (Similar to how French and English work). I ran into a player (enemy if that matters) by the name of 德意志第三帝国 which prompted me to do some digging. In Japanese 'third riech' is often written as ”ナチス第三帝国” meaning literaly Nazi Third Empire. In this case, his name means "German third empire" which as we all know is the third riech. Translation website here: https://eng.ichacha.net/德意志第三帝国.html Another player was called 迪特里希 with a squad name of 武装党卫军 These respectively mean: Dietrich (迪特里希) https://eng.ichacha.net/迪特里希.html Waffen SS (武装党卫军) https://eng.ichacha.net/武装党卫军.html While Dietrich on it's own may be barely okay, (although it's likely referring to either Franz Dietrich or Sepp Dietrich, both SS war criminals) With his squad name as well, it's clearly breaking the rule of nazi names. So, in this game alone, there are at least two people with nazi - inspired names and/or squad names, just hidden in Chinese so the automated system will not pick it up. Screenshots here: https://imgur.com/a/XZBmGj2 Hopefully someone with more Chinese ability will be able to provide better insight into this than I can. Match was /M 7932884404176960588
  12. monkeeofninja

    Town D-Line's Bridge

    E line is broken, very broken. Attackers will never win if the enemy has D line. It's too close to D line's spawns. As attackers, you cannot lose E3. Ever. The instant that happens, D line's spawns are magically closer than E line's spawns and cannot even be disabled. Not to mention how close E4's spawn is to the objective, and the fact that you can actually jump the wall in spots. The opening facing the river really needs to be blocked, since it makes it comically easy to hold E4. I have gone 60-10 kills defending E2, and still ended up losing the game, because enemies can reinforce faster than the actual intended defence spawn. The entirety of E line needs to be redone, and moved further away from D line. D lines is pretty bad too. The spawns (especially D3-D2) are out of place, making routes for attackers and defenders different. This is always a problem. Basically, both teams barely ever meet in areas outside of capture points, and D1 is impossible to defend, since the defense team can use the top road, and attacking team has to cross open field. D4 is actually one of the better capture points, but it needs more cover on the cap. An overturned APC and some crates would go a long way. If there are no tanks, it's basically jeep rush heaven over the bridge, unless somebody decides to bring a bazooka. As for AT weapons (except rifles) It is working as intended, and realistic. These weapons have explosive charge warhead which is what does the damage, so it shouldn't matter what range you hit from. As for dealing with tankers on Town, may I recommend investing in an amphibious car on one soldier. It's hard when the enemies harden a point with tanks, especially when you have no tanks of your own. Some War matches are basically unwinnable, but you have the opportunity to do high damage to your opponent, with cheap infantry units.
  13. monkeeofninja

    Choose servers

    Agreed. This really should be a thing for a first person shooter.
  14. monkeeofninja

    reduce spawntimes?

    I believe they were introduced to stop idiots spamming out resources. That being said it does not work as intended right now for two main reasons: Your performance during your previous life doesn't matter The timer seems to begin upon death Due to this idiotic design, it doesn't reward players who are actually effective in their role (because they still have to wait) and idiots can still spam out resources (because they die like idiots) just less often. What should actually happen is extending the spawn timer, but actually beginning it upon spawn not death and reducing the time when points are scored. Then, we have long timer for idiots, and no respawn time for players who are actually effective.
  15. monkeeofninja

    Not exploding nades

    I've noticed that you have to prepare the throw longer than before. You used to be able to do a quick toss, but that seems to not be the case anymore. Then again, all explosives seem to be bugged, especially AP mines. Those explode and do no damage quite frequently. Maybe the bug has extended to nades too.