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  1. Hey Folks Well I double timed it like I said I would in Discord and got this suggestion post for a Berlin Breakthrough rework all completed for the most part. But before I get deep into this, just like to start by saying thanks to @Ragir, @Morp, @Rozmo and everyone for their kind responses over my Polyarny Breakthrough map rework suggestions. All those kind words inspired me to go a extra mile with the post down below. So...sorry ahead of time for the massive wall of text, links, colors, and etc you're about to see. I wanted to do some SketchUp work to go along with all this also, but my Laptop is giving me some issues that need to be resolved first. So, once I get those issues resolved, I will edit this post & the polyarny post to include the SketchUp works. Like I said to Morp; they won't be the most graphically pleasing, but they will be better than me trying to explain stuff in text when I'm just about asleep at my desk. Please note: I cannot promise this will improve the gameplay/general Breakthrough experience on Berlin. Without the ability to test these changes myself, it's pure speculation. All suggestions are perfectly welcomed, all I would ever ask for though is criticisms be constructive, not destructive. In the end these are just suggestions, what the developers choose to do or don't do with them is ultimately their choice. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Berlin Breakthrough Map Rework. ---- Dunabar's "Master Suggestion Post Archive" ---- Main Goals of this rework. Utilize as much of the map as possible. Find places where Area Spawns can be placed for both Teams that require little to no large scale changes to the map. Make sure the Area Spawns are 100% or near 100% safe to spawn into with little to no changes to the map required. Find places where a variety of Objective Types and Targets can be placed that feels fitting to the map. Give faction friendly Vehicles to the respective teams. Create a light story to go with the Map, Objective Types, and Targets. ---- Starter Vehicles for the Teams. (East - Attacking Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV (West - Defending Team starter Vehicles) VAB Command Vehicle Boxer IFV ---- Berlin Breakthrough Story (East - Attacking Team) After weeks of Strategic Bombing to weaken the City's defenses, Eastern Command gave the order to start the second Battle for Berlin with a combined assault of Airborne, Armored, & Mechanized Infantry. At first the East was gaining ground with little to no resistance. But, as they moved deeper into the city, the resistance became increasingly frequent, and increasingly devastating as time went by. Eastern Airborne Operations had been effectively halted and ground forces were forced into intense street to street fighting without most of their close-air support there to assist them. There is only one path left open to reach the heart of Berlin and that path was through the gates of hell... (West - Defending Team) With Eastern Forces burning a trail into the Heartland of Europe and the lessons from the Battle of Warsaw still fresh in the minds of Western Command. Plans were put into place for the inevitable battle that would be waged in the city of Berlin. Weeks of costly stalling efforts, days of terror under the shadows of Bombers, and hours in waiting for the order to come down from the top. The trap would spring with the mouth of hell opening up to release advance anti-air fire on Eastern Airborne Forces, thunder shaking the earth as precision artillery strikes rained down on Eastern Ground Forces, and every building spewing hot lead upon those unfortunate enough to see it all with their own two eyes... ---- Berlin redesign Concept Map and Markers. Using my Polyarny rework suggestion as a guide, I've developed this rework suggestion for Berlin's Breakthrough map using most of the same ideas from Polyarny with some different spins, I'd like to see the Attacking Team moved to opposite side of the map once again, preferably the Deployment zone for the East Team in Berlin's Warzone map. From this zone the Attacking team will then attempt to capture the Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, Echo Sector and finally Foxtrot Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in Bravo Sector (aka the Red Star) or spawn in their Deployment Zone in the upper left corner for Alpha, Bravo, and Charlie, or the bottom left corner for Delta, Echo, and Foxtrot if they wish to bring Vehicles up to the frontline. Should the Defenders get pushed back to Delta Sector however, they will instead need to use the bottom Deployment Zone to bring their respawned Vehicles back to the frontline of the game. This is primarily to make traveling between objectives a bit shorter for them since I envision Vehicles to play a larger roll on this map. Inside each of these sectors you will notice one or more markings in them. The markings are as followed- White Star in a Black Circle - Attacking Team Spawn Area. Colored Star in a Black Circle - Defending Team Spawn Area. A1/A2 - F1/F2 - The general location of the Objective Points in the Sector. (Assuming People didn't read my Polyarny suggestion post) The Spawn Areas above are a suggestion to replace the Objective Spawn System currently in Breakthrough. The Objective Spawning System is (in my personal opinion) extremely unfit for this game mode and is too easily abused against the Defending Team since their spawn zones can be camped to the point that Defenders are almost instantly killed upon spawning in. However, Spawning Areas do come with their own problems and these problems can already be experienced by the Attacking Team on (current) Berlin Breakthrough where they can be pinned into their starter deplyoment area by the Defending team. So, having experienced life on both sides of the fence, I think I may have found a good balance of Distance & Security for Spawning Areas for both Teams. However, without actually getting to test this, it's pure speculation. But, with a mixture of trial & error and some prop additions or movement, I believe the Spawn Area can work for both teams just fine. Here are a list of screenshots of the areas I suggest for the Area Spawns if they're to be added. (East - Attacking) Deployment Zone - Will need to clear out the Tank Traps so the Vehicles can get through or place the Vehicles on the opposite side of the deployment zone straight ahead in the picture. Alpha Sector Area Spawn after capturing Alpha Bravo Sector Area Spawn after capturing Bravo Charlie Sector Area Spawn after capturing Charlie Delta Sector Area Spawn after capturing Delta Echo Sector Area Spawn after capturing Echo (West - Defending) Alpha Sector Area Spawn during Defense of Alpha Bravo Sector Area Spawn during Defense of Bravo Charlie Sector Area Spawn during Defense of Charlie Delta Sector Area Spawn during Defense of Delta Echo Sector Area Spawn during Defense of Echo Foxtrot Sector Area Spawn - Given how close Foxtrot was to the southern Deployment Zone and the layout of the map. I figured it would be too easy for the Defenders to return to Foxtrot if they had a closer dedicated Area Spawn. I can think of a place that might be a fair enough distance, but it would require a large amount of prop placement. Deployment Zone (North) Deployment Zone (South) Unlike Polyarny however, both Attackers & Defenders will be pretty reliant on keeping their Vehicles safe as much as possible. While they should not be critical to success, they should at least be a major supporting element to either team in my concept of Berlin Breakthrough. ---- Non-Objective based Prop suggestion changes/additions. Double Stack Hesco Barrier between Alpha Sector & Echo Sector - Now the main reasons why I would like to see this tall double stack hesco barrier wall between the two objectives sectors is- It gives the map a visual look to go with the concept that Western Forces are entrenching/have entrenched themselves in Berlin. It's to prevent the Defending team from moving their Command Vehicle or IFV into position to shoot over the wall while maintaining a low-risk defensive position. It prevents the Attacking Team from moving their Command Vehicle or IFV into position to shoot into the Defending Team's Delta Area Spawn. Destroyed Tanks blocking the road to push through the barrier wall ahead - The reason for this barrier of destruction is primarily to keep the Attackers from having Snipers waiting in their Attack Deployment Zone and picking off Defenders spawning in their southern deployment zone and visa versa. This way neither side can shoot at the other between these deployment zones. ---- Alpha Sector Objective Types, Targets, & Stories. Alpha 1 General location Link Objective Type: Target Destruction Objective Target: Radio Station Objective: Destroy the enemy Team's Radio Station How to destroy: Plant a Bomb on the Radio Station or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new placement for the Radio Station. Prop suggestion changes/additions: One thing I'd personally like see done to this room (aside from having the Radio station placed behind the bar) is the addition of some extra cover/firing positions in the room that make it look like the Defenders were digging in the best they could with what they had. Alpha 2 General location Link Objective Type: Disarmament Objective Target: Demolition Charges Objective: Disarm the Demolition Charges How to Disarm: An Attacker needs to stand at the enemy's primary explosive charge in the Objective room and then upon hitting F they'll begin "disarming" the Demolition charge. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming the bombs. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Aside from making the objective look like a rather large bomb ready to go off, I'd love to see what looks like black det cords running around on the floor, and up the support pillars to smaller Demolition charges that look like they're there to cave the whole place in. Alpha Sector Story (East - Attacking Team) Lead armor elements have been destroyed, the western path has been closed!. We cannot go back either because of Western Artillery strikes...and the street south seems closed off...We have no choice but to go north. Eastern Command mentioned noticing Western Forces moving supplies into Subway station and operating out of a place called the Caffe de roya in the area as well... (West - Defending Team) Get ready People, the Eastern spearhead's lead Armor has been taken out, and their only path left is to head this way. Protect the Demolition charges in the subway till Demolition Teams are done getting everything prepared and keep our line of communication open in the Caffe de roya. ---- Bravo Sector Objective Types, Targets, & Stories. Bravo 1 General location Link Objective Type: Secure Area Objective Target: Boomerang Truck - (This link will provide information behind what the Boomerang is exactly. May be something the Devs can get creative with.) Objective: Secure the area around the Boomerang Truck How to Secure: It works just like Warzone's capture points. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zone. Prop suggestion changes/additions: Aside from some cover like Sandbags or concrete arranged into defensive positions near/around the objective area, there really isn't a lot I think is needed in it. Bravo 2 General location Link Objective Type: Target Destroy Objective Target: Artillery Shell Stockpile Objective: Destroy the enemy Artillery Stockpile How to destroy: Plant a Bomb on the Artillery Stockpile or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new target for destruction. Special note: Should set off a rather large explosion that destroys the Artillery Guns near it and anyone close to the blast area. Prop suggestion changes/additions: This area of the map has a lot of room for potential gameplay. But, the key thing I would really like to see is a few Artillery guns set up (2 - 4 at most) in this general area with a seemingly harden container with Artillery ammunition stored in it that the 'crew' was getting their ammo from. The storage of these shells would of course act as the objective to plant the bomb on. Bravo Sector Story (East - Attacking Team) Good job clearing out the Caffe de roya and disarming those Demolition Charges...If our forces had followed the street over the subway, the entire operation may have been in danger of completely falling apart if the West set off those charges. One of our own Demolition Teams moved around us and took out a Artillery crew on their way to their own objective. They don't have any explosives to spare, so it is up to us to finish their job along with capturing a Boomerang Truck that was assisting the Artillery Crew. (West - Defending Team) All squads pull back to Bravo sector! Without out the Radio Station, we cannot get in contact with the Demolition Teams...Apparently while you were fighting some Eastern Soldiers slipped by your lines to kill the Artillery crew of the nearby Artillery guns working with one of our Boomerang trucks. The Boomerang crew said the Vehicle can perform it's task on it's own, we just need to protect it, and the artillery guns while they take away our K.I.A. Stop the Eastern Forces here! ---- Charlie Sector Objective Types, Targets, & Stories. Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Supply Truck Objective: Destroy the enemy Team's Supply Truck How to destroy: Plant a Bomb on the Supply Truck or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new target for destruction. Prop suggestion changes/additions: Aside from maybe a little cover in the area, I just think a simple military truck put in place (preferably to block off line of sight of that entryway to the Yellow Hotel from the collapsed building behind my character in that picture), I can't think of much that really needs or could be added here. Charlie 2 General location Link Objective Type: Demolition Objective Target: Marschallbrücke Bridge Objective: Initiate Demolition Charges and protect the Charges Demolition Charge timer: 40 seconds Prop suggestion changes/additions: This is something special I would really, really love to see. I know the game can handle some destruction and I think it would be really cool if the Attackers could prepare a fully reconstructed version of this bridge to be blown up. Sort of like the Attackers are cutting off a path to keep the "Western Military" from flanking their position there. Charlie Sector Story (East - Attacking Team) Great job capturing that Boomerang Truck..Apparently that System was giving away our Movements, firing positions, and more to make life easier for their Artillery crews. Unfortunately our allies that aided us took heavy losses planting demolition charges on the bridge north of here when a western patrol group came through. So, the task falls to us to drop the bridge for them and clear out any patrol Vehicles we find! (West - Defending Team) The loss of the Boomerang Truck and Artillery Guns are going to make things harder on our allies People!..Fall back to Charlie Sector while I get in contact with Western Command over the situation. Apparently one of our patrols killed some members of a Eastern Demolition Team trying to wire the Marschallbrücke Bridge for destruction using some supplies from one of our Trucks. They went to get a crew to handle the charges, so you just have to keep the enemy away from the primary charge till the Demolition crew arrives! ---- Delta Sector Objective Types, Targets, & Stories. Delta 1 General location Link Objective Type: Secure Area Objective Target: Crashed UAV Objective: Secure the area around the Helicopter Crash site How to Secure: It works just like Warzone's capture points. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zone. Prop suggestion changes/additions: Now admittedly this area will be extremely hard to make really interesting/fun, but the idea of two sides fighting for control of this UAV (Which capturing enemy equipment can be a big deal in real War) is just far too tempting to ignore. So, if both possible on a technical front and of interest to the Devs, I'd love to see that left side wall in the screenshot provided be largely modeled after Berlins' TDM version excluding the large open rooms on the western outside wall. Primarily just to open path in the far left corner up those small concrete stairs and the windows opened up so players can see down onto the UAV. This would make controlling this upstairs location highly important to both teams. Aside from that, maybe some stacked crates or whatever to use as light cover would also be good down in this little corner yard. Delta 2 General location Link Objective Type: Target Destruction Objective Target: Radar Objective: Destroy the enemy Team's Radar How to destroy: Plant a Bomb on the Radar or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new target for destruction. Prop suggestion changes/additions: This is far more simple. I suggest moving the Radar you see in the linked image over to where the Truck, Trees, Shipping container are primarily to spread the two objectives apart from each other a little more. Then where the Radar is currently, add either a truck or two, maybe a shipping container, or whatever form of heavy cover in it's place. As for ideally where the Radar would then be, I would suggest adding a mixture of light & heavy cover in the form of Sandbags, concrete slabs, walls, maybe a couple tank traps for visual appeal, and whatever other form of cover to make up for the removal of so much just to move the Radar. Delta Sector Story (East - Attacking Team) Great work taking care of that bridge and the supply truck. Eastern Command reports of a motorized group trapped on the other side that were coming to assist their allies.. Our new mission is to push deeper into the area to secure a crashed UAV we had lost during the opening Western Ambush and destroy a Radar station that our Artillery can't reach without getting in range of the Western Artillery. (West - Defending Team) You people need to get your heads on straight and stop letting the enemy have their way through Berlin! Fallback to Delta Sector to protect our Radar and the Eastern UAV that crash landed in the courtyard. If our Engineers can salvage anything from that UAV to help us push the East out of Berlin, than we might be able to end the East's offensive in Central Europe! ---- Echo Sector Objective Types, Targets, & Stories. Echo 1 General location Link Objective Type: Secure Area Objective Target: Crashed Helicopter Objective: Secure the area around the Helicopter Crash site How to Secure: It works just like Warzone's capture points. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zone. Prop suggestion changes/additions: Not much needs to be done in this area that I can see. Plenty of cover around, just need to make sure the capture zone is large enough to not have everyone out in the open space. Echo 2 General location Link Objective Type: Disarmament Objective Target: NBS MANTIS System (This Link will show what the NBS MANTIS is) Objective: Disarm the NBS MANTIS System How to Disarm: An Attacker needs to stand at the enemy's Operational Radar in the Objective area and then upon hitting F they'll begin "disarming" the Anti-Air System. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming the bombs. Disarmament timer: 40 Seconds Prop suggestion changes/additions: I know I've already suggested some big changes and I'm going to suggest just one more big change (maybe 2 depending on some stuff,) I'd love to see this section of the map near the Brandenburg Gate changed a bit to look more like a medium sized Military check point with various size sandbag walls, the Anti-Air NBS MANTIS System with it's guns as a feature piece of the area, and some other stuff to make it look like the Western Military was really serious about posting people at this spot. Echo Sector Story (East - Attacking Team) With the UAV secured we can have a recovery team come in to take it away and the loss of the radar has apparently allowed more of our guided munitions to support our allies elsewhere in the city. So, fine work team! We now need to secure one of our crashed Helicopters in the Pariser Platz so a recover team can recover it along with our dead. The West also apparently has some Advance Anti-Air system near by as well that is responsible for downing the Helicopter. (West - Defending Team) Fallback to the Brandenburg Gate and Pariser Platz Team! We're losing too much ground and it is vital we do not lose anymore! Keep the Eastern Forces from getting anything from the down Helicopter of theirs and most importantly protect our MANTIS System. That Anti-Air System has been keeping Eastern Airborne out of the sky around us and the worse of the enemy's artillery off of us! ---- Foxtrot Sector Objective Types, Targets, & Stories. Foxtrot 1 General location Link Objective Type: Secure Area Objective Target: Cargo Container Objective: Secure the Cargo Container How to Secure: It works pretty much like Warzone's capture zones. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zones. Foxtrot 2 General location Link Objective Type: Secure & Extract Objective Target: C-130 Black Box Objective: Secure & Extract the Black Box from the downed C-130 How to Secure: It works pretty much like Warzone's capture zones. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zones. Once the Area is secured a Helicopter Drone will fly down and pick up the Black Box. Prop suggestion changes/additions: Overall in this little section I would just add more cover like large stones rolled out of the ground, Military trucks pulled up like the crew was going to load the cargo into the back of them, and maybe some scattered debris around for light/small size cover in spots. Foxtrot Sector Story (East - Attacking Team) The recovery of our fallen allies from the Helicopter will be a moral boost in our fight against the West here in Berlin. The destruction of that Anti-Air System as well puts us one step closer to clearing the skies over Berlin for our Airborne forces...Eastern Command has a final task for us; they want us to secure the area around a downed Western Aircraft near the Steppengarten that was carrying some large cargo and they want the black box from the airplane to see what information we may be able to recover from it. Make it happen Team! (West - Defending Team) Fallback to our downed Aircraft, I will radio command to see about getting some armored support to our position to push their advance back. Let them escape with nothing from our plane and kill them all before they kill all of you! ---- Berlin End Story (East - Attacking Team Victory) The heart of Berlin falls under the control of the East once more thanks to you! Through your efforts we have opened a narrow pathway for our Air support & Airborne Forces to come through and begin supporting our allies. You've made the East proud this day and if all continues to plan we will have Berlin fully secured in a matter of months! (West - Defending Team Defeat) We have failed...all our planning, all our sacrifices...all for nothing. The Shadow of the East falls over Berlin once more and if Western Command cannot find a way to salvage this situation, Berlin will inevitably fall out of western control along with whatever Technology is here...You may have very well handed the East the keys to our defeat in this war! (East - Attacking Team Defeat) No...I cannot believe we failed! All forces pull back to our Forward Operating base before the west surrounds us and pins us in- *The Officer's radio is cut off by the sound of a Artillery round exploding at their position.* (West - Defending Team Victory) Great work Team! Western Command wants us to exploit this situation while Eastern Forces are in turmoil. They're sending us aid in the form of Tanks & Attack Helicopters to clean out what resistance we may stumble across in our efforts to break Berlin free from the hands of the East...Hell, maybe push them out of Germany all together! And with all that wall of text completed, we bring this post to an end. I hope you all liked the ideas I've put forward for this Berlin Breakthrough rework, or at the very least just like the idea of Berlin getting a rework at some point. I know I put a lot forward in both this and my Polyarny suggestion post, and I know most of this could not be completed before 1.0. But, I do it to show what I think could possibly be done to make WW3's Breakthrough more unique when compared to it's Battlefield counterpart. The next map I will cover will be Smolensk which will be the halfway point for this little series of suggestion posts and till I give you another wall of text to read in that post... Have a good one folks!
  2. Hey there I'm shamelessly ripping off Dunabar's fantastic post with my own ideas for how to improve the Berlin map and the game mode as a whole. I'd like to make sure to be upfront that a lot of my ideas are inspired by Dunabar's work and I'll be following his established format in this post. Some of my suggestions are things that Dunabar had suggested before, such as his ideas for how to make the objectives more exciting and varied. Most of what I have to suggest is in a different format for the mode. I find that current Breakthrough can be very condensed, with the points/zones being fairly close as well as quite small. This leads to a mode that feels as though it has lost some the more tactical aspects of the game and is very chaotic. As with Dun's preface, these are just suggestions and all criticism is welcome, as are suggestions on how to improve upon my idea for the mode. Thanks for giving this a read! Main Goals: To spread combat out over a larger area, both utilizing more variation in combat, and creating combat that is more tactical and less claustrophobic. Create safe spawn zones to prevent spawn-killing and spawn farming. Slow down the pacing of the mode to promote tactics and teamwork while reducing chaos, without making the mode dull or empty feeling. Secondary Goals: Just as Dunabar did, create a story, point specific objectives, and targets, to make the mode feel more immersive and engaging. Create a mode that caters to the preferences of all players with small (5 players per team), medium (10 players/team), and large (15 players/team) engagements in a single match. Any asymmetrical elements such as different vehicles for East/West are welcome, however this is not my primary concern nor my specialty so I will not comment specifically on this aspect. Berlin Breakthrough Story: (East - Attacking Team) Following a successful push through the Baltic States, the Eastern Forces' next major challenge sits before them in Berlin. The Western Forces stand in their way, however, and aren't going to let the East push through to Paris, the final bastion of the West's Defense. Having already secured the Northern airfield, they must now push through the core of Berlin in order to secure the Southern airfield. The Eastern Forces must quickly push through the city to the Tempelhof Field to prevent further reinforcements from squandering their advance. (West - Defending Team) After the fall of the North side of Berlin, it is up to the remaining Western Forces to hold off and repel the advancing Eastern Force. The enemy forces must be held back to prevent them from pushing deeper into the heart of Western Europe and assaulting Paris, a key point for control over Europe. The Defense Force must prevent the Eastern advance from securing the last Tempelhof airfield until reinforcements arrive to drive off the attacking force. Berlin redesign Concept Map and Markers: In my version of Breakthrough, I opted for three points and three sectors rather than the two point scheme that is currently used. Due to the third point in each sector, the player limit would also be increased to 30 players, or 15 on each team. Additionally, spawning on squad members will not be possible. This is likely a controversial idea, but I will explain the reasoning later on. As denoted by the symbols on the graphic, different spawn points are available to each team during each phase of the match. The first phase, the Alpha Phase, would begin with a one minute preround timer. During this time, the defending team is able to spawn on each of the objectives, A1, A2, and A3, in order to allow for the team to correctly divide the team into squads to defend each point and get in a defensive position. During this time, the attacking team is able to spawn, however their movement will be restricted to their deployment zone. This is to allow for the attacking team to establish squad organization and determine which players will go where. One the preround timer is up, the match will officially begin. The attacking team's spawn points are denoted by the purple stars, the same spawn points as was available during preround. Defenders will no longer be able to spawn on the objectives themselves once the match has begun, and will now be able to spawn on the red diamonds, the orange diamonds, or the yellow diamonds. If the attacking team is able to complete all three objectives within the sector, there will be a one minute retreat! phase, similar to the current game. During this time, the defending team will be able to spawn directly on the next set of objectives, as they were able to do during the preround. The next phase, Bravo Phase, will follow the same set of rules as the previous phase, however the attacking team will now be able to spawn on the red stars as well as the previous spawn points. The defending team will no longer be able to use the red diamond spawns, but will still have access to the other two spawn locations they previously had access to. Just as with the previous phase, should the attacking team complete all three Bravo objectives, the game will have a retreat! phase and progress to the final sector of the map. The final phase of the match is the Charlie Phase. During this, the attacking team will now have access to orange star spawn points, and the defending team will only have access to the yellow diamond spawns within their deployment zones. Once again, during the retreat the defending team will be able to spawn directly on the objectives within the charlie sector, while the attacking team will be unable to enter or fire weapons within the zone until the timer is run out. I had neglected to mention this earlier, but unlike the current retreat phase, it will last a full one minute rather than ending once all players have left the captured zone. This is to ensure the defending team has enough time to properly set up their defense and promote a balanced match as both teams have this time to reorganize, rearm, and restrategize. Why Remove Squad Spawning? I believe the removal of squad spawning will help reduce the "body spam" that the current version of Breakthrough exhibits. By limiting the respawns to the designated points, teams will have to be more careful in regards to their gameplay and movement rather than allowing one member of the squad to hide behind cover while the rest of the squad continually rejoins the fight in the same place they were when they were killed. This will promote more tactical gameplay and more teamwork, as members of each squad will have to work and push as a unit to make progress rather than throwing a mass of bodies at the objective until they succeed. Why Three Points Rather Than Two? Having three points as well as three squads of five members, with one squad dedicated to a single objective from each team will create a fun and balanced fight over each objective. Additionally, each sector will allow for small, medium and large skirmishes. Once one squad is able to complete their objective they are free to reinforce the other objectives as needed. This goes for both the attacking team and the defending team. This means that each phase as objectives are taken/lost, the players will reinforce points which are still active leading to a larger fight on the subsequent objectives with more players and more action. This will cater to players who enjoy smaller skirmishes with fewer players while also appeasing players who enjoy the chaotic ambiance of a large scale war so that all play styles have a role to play and can find enjoyment. Alpha Sector Objectives Alpha 1 Objective Type: Intelligence Secure Objective Target: Computers and Server Objective: Obtain Enemy Weapons Intel How to Complete Objective: Attacker must "hack" the computer system which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they secure the enemy's weapons data. Alpha 2 Objective Type: Target Destruction Objective Target: Communications Array Objective: Destroy the enemy communications control How to Complete Objective: On top of the building lies the control panel for the Western Forces' radio tower in the courtyard below. Use explosive weapons and gadgets to destroy the panel or plant a bomb to destroy it. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Note: The timer lengths are very much subject to change, however I believe allowing for faster defuse than plant will promote use of unique gadgets and tools such as C4 or Semtex grenades to increase the chances of success and will promote more teamwork to destroy the objective. Alpha 3 Objective Type: Location Secure Objective Target: Rally Point Objective: Clear and secure enemy rally point How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Bravo Sector Objectives Bravo 1 Objective Type: Target Destruction Objective Target: Enemy Artillery Silo Objective: Destroy the Enemy Artillery Silo How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Bravo 2 Objective Type: Secure and Extract Objective Target: Experimental Drone Technology Objective: Secure the enemy's new experimental drone How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Following capture a heavily armored helicopter will lift the experimental drone away out of the shipping container. Bravo 3 Objective Type: Intelligence Secure Objective Target: Subway Terminal Objective: Hack into the city's transportation mainframe How to Complete Objective: Attacker must "hack" the transportation terminal which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the terminal to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the terminal is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over Berlin's subway system. Charlie Sector Objectives Charlie 1 Objective Type: Location Secure Objective Target: Downed Cargo Plane Objective: Secure the weapons cache in the downed plane How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Following capture a heavily armored helicopter will lift the weapons cache away. Charlie 2 Objective Type: Intelligence Secure Objective Target: Drone Control Center Objective: Gain control of the enemy drones How to Complete Objective: Attacker must "hack" the drone control computer which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over the Western Forces' drones patrolling South Berlin. Charlie 3 Objective Type: Target Destroy Objective Target: Anti-Air Missile Silo Objective: Destroy the enemy missile silo How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery to ensure the Eastern aerial advance to destroy the Southern airfield. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Final Thoughts/Statements Please give any feedback that you think would improve the idea, and once again thanks to Dunabar for the inspiration and I hope I didn't blatantly rip off too much of your ideas... it's hard not to when your ideas are so good! Thanks for reading, this took way more effort than I thought it would and needless to say I'm impressed as I did maybe half the work Dun did on his. It would definitely take some new assets, so the full implementation clearly isn't something that would be done anytime soon, but I think the core concept of a 3 lane 3 squad system could be done without too much work and I would love to see how it pans out. I also wanted to mention that I made it so each subsequent objective type changes, so that the 1 points are a different objective type each time, as are the 2 points and 3 points. I think this idea would lead to a very fun game mode, and things like spawn locations could always be changed to fit whatever works best. Thanks again for reading, I hope you enjoyed the read.
  3. Witam, nie ma żadnego serwera z trybem War Zone na Berlinie od kilku dobrych dni. Czy można kilka włączyć?
  4. Where is this version of berlin? It looks sick in sunrise
  5. First time posting one of my videos here, but I just thought I'd share this one I made out of an awesome match on Berlin warzone with a couple fellow streamers. With just a little bit of teamwork, we were able to capture, hold, and just generally dominate the points for a decisive victory. Let me know what you think!
  6. Screenshots have been uploaded to flickr, each City is a link to an album. All screenshots were taken in 4k native resolution, ultra graphics settings and have NOT been photoshopped. Berlin Warsaw Moscow
  7. At A2 on Berlin you can see trough walls and also shoot trough them! Game Build ID: 3421056
  8. OPIS BLEDU: Niektóre obiekty na mapie Berlin prześwitują przez zasłonę dymną. Ustawienia graficzne poniżej GAME BUILD ID: 3339314
  9. OPIS BLEDU (wymagane: jeśli możliwe to zrzut ekranu lub filmik mile widziany): Wyteleportowało mnie poza mape GAME BUILD ID (wymagane: przejdź do właściwości gry w bibliotece na aplikacji Steam potem skieruj się do plików lokalnych i w dolnym lewym rogu będziesz miał ID): 3271209 KROKI DO POWTÓRZENIA BLEDU(wymagane): Jechałem T-72 w stronę punktu A1 z respa od strony drużyny która jest w prawym górnym rogu mapy wjechałem do krateru po wybuchu obok A1 i nagle przeteleportowało mnie za respa przeciwników to samo stało się mojemu koledze próbowałem powtórzyć to z innymi pojazdami lecz nic się nie działo. SPECYFIKACJE SPRZĘTU (wymagane przy problemach z wydajnością gry): Karta Graficzna GTX 1050Ti,Procesor I5-7500,24GB RAM DDR3 CRASH LOG (jeżeli wyskoczy Ci informacja z błędem wklej tutaj): Nie wyskoczyła
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