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  1. Hey Folks So, one last suggestion post for the decade, and I chose to give it to the Moscow Breakthrough rework suggestion. This was a little tricky to come up with, primarily because I was trying to work with what is there like always, and mainly because I didn't want to suggest anything too extreme given that Moscow is apparently going to get a rework at some point to come. While Ragir has stated that it will be for Deployment Zones, there is always that chance it could be something a little more than that. But, that is Warzone and this is for Breakthrough, so... Please note: I cannot promise this will improve the gameplay/general Breakthrough experience on Moscow. 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 Moscow 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 (West - Attacking Team starter Vehicles) VAB Command Vehicle Boxer IFV (East - Defending Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV ---- Moscow Breakthrough Story (West - Attacking Team) Fighting street to street, building to building, alleyway to alleyway, that has been the experience of Western Forces since the start of the siege of Moscow. Eastern Forces along with Partisan Support have done all they could to stop the advancement of the West from driving deeper into the city. But, with the Kremlin walls breached, the city center is at risk of falling to the West, and more of the blood price will need to be paid if the East hopes to keep the West from capturing Moscow. (East - Defending Team) Engage the enemy at every turn, that was the order passed down by Eastern Command. An order that has laid the blood cost at the feet of all defenders of Moscow and a order that is being fulfilled day & night during this West's siege on the city. With the Kremlin walls breached, the West has begun their drive for the center of the city, and Moscow's defenders will need to be ready to pay the ultimate price to ensure the West cannot take the city center or Moscow will once again be lost... ---- Moscow redesign Concept Map and Markers I've developed this rework suggestion for Moscow's Breakthrough map using most of the same ideas from my older reworks with some different spins, starting of course with a new location for the Attacking team to come from, and like usual the attacking team is going to progress the game via trying to capture 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 what would be a out of bounds zone for the Attackers (aka the Red Star) or spawn in their Deployment Zone in the bottom right corner for Alpha & Bravo, or the upper left corner for Charlie, Delta, Echo, & Foxtrot if they wish to bring Vehicles up to the frontline. The markings on the map 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 previous rework suggestions posts) 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 deployment 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. (West - Attacking) Attacking Team Deployment Zone - Same as the East Team on Warzone. Wasn't able to get a screenshot unfortunately. Alpha Area Spawn after capturing Alpha Bravo Area Spawn after capturing Bravo Charlie Area Spawn after capturing Charlie Delta Area Spawn after capturing Delta Echo Area Spawn after capturing Echo (East - Defending) Alpha Area Spawn during Defense of Alpha Bravo Area Spawn during Defense of Bravo - There is no need for two separate spawn areas for Bravo and the area is the same as the West Team on Warzone. Charlie Area Spawn during Defense of Charlie Delta Area Spawn during Defense of Delta Echo Area Spawn during Defense of Echo Foxtrot Area Spawn during Defense of Foxtrot - There is no need for two separate spawn areas for Foxtrot. ---- Non-Objective based Prop suggestion changes/additions "Patching" the Wall and Blocking off the Tunnel entrance - The Wall should be "patched" with some rubble that blocks off line of sight & movement through it and the side passage blocked off with some barriers or something. This is primarily to keep the Attacking team from being able to swarm the last set of Objectives from two different fronts and keep the Defenders from getting pinned down by enemy Vehicle or Sniper fire in their deployment zone as easily. ---- Alpha Sector Objective Types, Targets, & Stories Alpha 1 General location Link Objective Type: Disarmament Objective Target: Signal Jamming Truck Objective: Disarm the signal Jamming Tower How to Disarm: An Attacker needs to stand at the enemy's Signal Jamming Truck in the Objective area and then upon hitting F they'll begin "disarming" the Jamming System. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Aside from the Signal Jamming Truck, I don't think much else is really needed in this area. Alpha 2 General location Link Objective Type: Area Secure Objective Target: Meeting Room Objective: Secure the enemy Room How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Not a lot of room to work with, so I'm not sure what more could be done besides maybe having both tables flipped on their sides instead of just the one, and spread apart a little to act as two dividers in the room. Alpha Sector Story (West - Attacking) Alright People it's time to take the city center of Moscow and bring this war to an end hopefully. Your first mission is to disarm a Signal Jamming Truck located inside the Senate's Courtyard and capture the Senate itself. Once you do that I will see about sending a team in to search the building for any Intelligence vital to Eastern Command. (East - Defending) Everyone take up your positions, Western Forces are about to advance on the Senate! Keep our Signal Jamming truck operational as it's keeping some of the Tools of the West at bay currently. But, most importantly of all, do not let the Senate fall to them! ---- Bravo Sector Objective Types, Targets, & Stories Bravo 1 General location Link Objective Type: Area Secure Objective Target: Construction Supplies Objective: Secure the enemy Supplies How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Area is fine how it is. Bravo 2 General location Link Objective Type: Target Destruction Objective Target: Supply Truck Objective: Secure the enemy Supplies How to Destroy: Plant a Bomb on the Supply Truck or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: Just need to clear out some stuff and place some sort of Supply Truck in the middle of the room. Could even move some of the construction stacks around to act as nearby cover. Bravo Sector Story (West - Attacking Team) Great work capturing the Senate, but we still have a lot of ground to cover in the area. Eastern Forces have been setting up a defensive position just beyond the Senate and using some of the construction materials to aid in their fortifications. I want you to disrupt their efforts by securing whatever supplies are in the construction area and destroying whatever transport they have in the area. Anything to make defending Moscow harder on them! (East - Defending Team) You have failed to protect the Senate...But, the fight is still going and you have a chance to make up for your failures just now. I've been having teams move construction supplies out of development area and unfortunately one of our trucks broke down. We don't have many to spare, so ensure that Truck stays safe and keep any construction material out of the hands of the West. Everything counts now! ---- Charlie Sector Objective Types, Targets, & Stories Charlie 1 General location Link Objective Type: Secure & Extract Objective Target: Bomber Components Objective: Secure & Extract the Bomber Components How to Secure: Plant a Bomb on the Supply Truck or use Explosive based weapons & gadgets to destroy it. Secure Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Upon the Bomber Components being "Secured" a Helicopter Drone will fly down to "Extract" it. Prop suggestion changes/additions: May need a little extra cover, but overall the area is pretty solid with little to no changes needed. Charlie 2 General location Link Objective Type: Disarmament Objective Target: ICBM Truck Objective: Disarm the enemy ICBM How to Disarm: An Attacker needs to stand at the enemy's ICBM Truck in the Objective area and then upon hitting F they'll begin "disarming" the ICBM. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Just need more cover in the area and overall the area should be good. Charlie Sector Story (West - Attacking Team) Nice work keeping those supplies out of Eastern hands, but we just got a critical notification from Western Command. It seems we lost one of our Bombers during a bombing run on Red Square and according to the Pilot before his capture there were Ballistic Missiles being transported through the Square. They reported one seemed like it was still in operational condition, so I need you to disarm it to make sure, and recover any salvage you can from or near the crash site of the Bomber. We don't want the East to have even a slight edge over us! (East - Defending Team) You fools will ensure we lose this war if we don't stop the West from expanding their control over this area!..Fallback to Red Square, setup defenses near the crashed Bomber, and keep the West away from one of the few ICBMs still operational in the area after those early Bombings! ---- Delta Sector Objective Types, Targets, & Stories Delta 1 General location Link Objective Type: Area Secure Objective Target: Food Supplies Objective: Secure the enemy Supplies How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: May need a little extra cover, but overall the area is largely solid. Delta 2 General location Link Objective Type: Target Destruction Objective Target: Radio Station Objective: Destroy the enemy 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 Prop suggestion changes/additions: May need a little extra cover, but overall the area is largely solid. Delta Sector Story (West - Attacking Team) Great to see those flight components didn't make it into the hands of the Eastern Engineers and especially disarming that ICBM. There is another one active in the area, but I have a team mobilizing to secure it as soon as they can get through the Defenders at the State Museum. For now I need you to secure the Mall ahead of you to ensure Eastern Forces cannot turn it into a Stronghold to repel our efforts today, make it happen People! (East - Defending Team) Starting to think you fools are working for the West the way you surrender ground to them...Make your way into the mall and prepare to repel these invaders while we still have the ability to fight them! We have Radio communications still open and Partisan Forces have been gathering food from the mall to lessen the burden on our forces fighting in other parts of the city. Keep our line of Communication open and whatever food supplies the Partisans found for us! ---- Echo Sector Objective Types, Targets, & Stories Echo 1 General location Link Objective Type: Target Destruction Objective Target: Munitions Cache Objective: Destroy the enemy Radio Station How to Destroy: Plant a Bomb on the Munitions Cache or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: May need a little extra cover, but overall the area is largely solid. Echo 2 General location Link Objective Type: Target Destruction Objective Target: Kamaz-63969 Typhoon MRAP (Aka the original Spawn Vehicle) Objective: Secure the enemy Supplies How to Destroy: Plant a Bomb on the Kamaz-63969 or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: May need a little cover, but overall the area is largely solid. Echo Sector Story (West - Attacking Team) Eastern Forces will begin to feel the pinch when they start missing out on meals and with their Communications broken we can operate with a bit more haste knowing their unable to speak with Eastern Command. Western Command reports seeing a Eastern MRAP moving into the mall to deliver supplies to local Forces currently holding out in there. Destroy the MRAP and whatever supplies the East has stashed away in there and get that Mall fully under our control! (East - Defending Team) Fallback to the MRAP and our Munition supplies on the other side of the mall! Our lines of Communication might be broken, but our bodies can still fight! We're running out of ground to lose, so you People better start putting your spirits into the fight or we're going to lose full control over the city center! --- Foxtrot Sector Objective Types, Targets, & Stories Foxtrot 1 General location Link Objective Type: Secure Area Objective Target: Museum Entrance Objective: Secure entry to the Museum How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Largely the place is fairly balanced with cover. But, without testing it as a direct capture zone it's hard to say if the area needs work. Foxtrot 2 General location Link Objective Type: Secure Area Objective Target: ICBM Truck Objective: Secure the enemy ICBM How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Just need more cover in the area and overall the area should be good. Foxtrot Sector Story (West - Attacking Team) Great work taking the Mall from Eastern Forces, but we have trouble at the State Museum. Allied forces are unable to breakthrough the Defenses at the Museum in Red Square, so it falls on you now to secure the last active ICBM and secure a entrance to the Museum so we can begin clearing it out of all it's Defenders inside. Do this and we take the city center before night fall! (East - Defending Team) This is our final stand...If you wish to redeem yourselves of your failures this day now is the time! Protect our fellow Defenders by securing the entryway into the State Historical Museum and keep the Western invaders from capturing our ICBM. Take up your positions Defenders of Moscow and hold your ground or die holding it! ---- Moscow End Story (West - Attacking Team Victory) Amazing work team! All Teams begin pushing forward into the city center! Both the Senate & Red Square are under our control and I want a new defensive position established before we attempt to push further east into the city. Hopefully the fall of the Kremlin will be enough to make some of the Partisan fighters & Eastern Military Forces surrender peacefully so we can be done with this war sooner rather than later... (East - Defending Team Defeat) There is no more hope here for us...you have failed Moscow...you have failed your fellow Defenders, and now Death surely awaits us thanks to your failures this day! I hope you take your shame with you to graves- *The Officer is cut off by the sounds of explosives and gunfire.* (West - Attacking Team Defeat) All units pull back from the Kremlin! We're suffering heavy casualties at the hands of Eastern Military Forces and reports are coming in of substantial Partisan Fighters on our flanks- *The Officer's words become drowned out by the sounds of heavy fighting* (East - Defending Team Victory) Victory is ours this day brave Defenders of Moscow! Moscow's volunteer Fighters are currently harassing the enemy flanks, let us seize this moment of Western Weakness, and drive them back while fortune favors us! Everyone push forward and drive these invaders from our homes! And with all that wall of text completed, we bring this post to an end...The hardest part about making this suggestion post was dealing with the Mall and some of the objective areas. While it is a open map in one sense, some of the locations are rather challenging to work with since I'm also trying to think of ways for Attackers & Defenders to spawn in safely with little to no way to instantly get killed by someone on the opposing team. But, as I stated above; I cannot promise this will improve the gameplay/general Breakthrough experience on Moscow. 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. I may do a version 2 of this rework after Moscow gets it's rework, but we will see in time. For now, this post has been long enough and I have a little new year shin dig to get to. So, till the next suggestion post in the new year! Have a good one folks and happy new year!
  2. Hey Folks So I was a little torn on how to approach this map and that is mainly because of how the general layout of the map is, trying to work with what is there without needing to make large changes (IE: adding buildings, making whole new bases, Points of Interest, and etc etc), and trying to keep some form of a sensible flow to the map. Now this particular suggestion is Version 1 and would ideally require the least amount of work of the two ideas I have in mind. I may do Version 2 next, I might just do Moscow then Warsaw next since they're all I have left after this post. Not sure what I will do, but I will do something for sure lol. Special thanks to Ragir for providing clean versions of the current in game maps which saved me a lot of edit time. Granted I ended up making the process longer for myself in the end, but that was because of me being...Well, me, and not because of any sort of issue with the maps. if you would like to have these maps for your own suggestion posts, the link down below will direct you to the zip file with them inside. https://worldwar3.com/files/ww3maptexturesclean.zip Please note: I cannot promise this will improve the gameplay/general Breakthrough experience on Smolensk. 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 Smolensk 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. (West - Attacking Team starter Vehicles) VAB Command Vehicle Wolverine IFV (East - Defending Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV ---- Smolensk Breakthrough Story (West - Attacking Team) As the main Western Army pushes their way into Russia, a large Airborne Operation was sent ahead to secure strategic locations around the city of Smolensk to interrupt any defensive plans Eastern Command had put into place. Initial scans of the region showed Smolensk was free of any Anti-Air Defense Systems in the area, but this was a ploy by the East in hopes of creating a seemingly defenseless, strategic target of interest to the East. Once Airborne Forces entered Smolensk, the hidden Anti-Air Systems came online, and began inflicting severe damage to the Airborne Operation. What Forces did manage to reach their staging objective points however, are now forced to attempt to fulfill their mission with less support than they had originally been promised. (East - Defending Team) With the West making their push into Russia, Eastern Command put into motion a series of strategic defensive plans to try to counteract the efforts by the West. In particular, a seemingly defenseless city of Smolensk. Knowing the West would likely start their initial reconnaissance efforts with either UAVs or Special Recon Forces, Eastern Command ordered the local Commander overseeing efforts in Smolensk to store away his Anti-Air assets till they would be needed. Once Eastern UAV scans detected a large scale Airborne force flying towards the city of Smolensk, Eastern Command had alerted the local Commander, and Anti-Air Defenses were quickly brought on line to counter the Western Air Assault. Initial Defensive reports have shown favorable results so far. ---- Smolensk redesign Concept Map and Markers. Using my previous rework suggestion as a guide, I've developed this rework suggestion for Smolensk's Breakthrough map using most of the same ideas from my Polyarny & Berlin reworks with some different spins. One thing I'd like to see is the Attacking Team moved to a different side of the map once again. However, this time preferably to a brand new Deployment zone exclusive to Smolensk's Breakthrough. From this zone the Attacking team will then attempt to capture the Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, and finally Echo Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in what would be a out of bounds zone for the Attackers (aka the Red Star) or spawn in their Deployment Zone in the bottom right corner if they wish to bring Vehicles up to the frontline. The markings on the map 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 previous rework suggestions posts) 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 deployment 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. (West - Attacking) Attacking Team Deployment Zone Alpha Area Spawn after capturing Alpha Bravo Area Spawn after capturing Bravo Charlie Area Spawn after capturing Charlie Delta Area Spawn after capturing Delta (East - Defending) Alpha Area Spawn during Defense of Alpha Bravo Area Spawn during Defense of Bravo Charlie Area Spawn during Defense of Charlie Delta Area Spawn during Defense of Delta - This spawn was honestly the biggest pain to figure out and even then I'm not entirely happy with it since it's so far away. However, anything closer is immediately within Attacker line of sight and defenders can be very easily gunned down or have very little option on their return approach to get back to the objectives should the Attackers start to over take them in the objective area. So, if anyone has a suggestion, let me know. Echo Area Spawn during Defense of Echo - Same as East Team's Warzone Deployment Area. ---- Non-Objective based Prop suggestion changes/additions. Aside from a repair station for the Attacking Team moved up into their deployment zone, I cannot think of anywhere outside of the objective areas that need any additional props or props being moved around to improve gameplay. ---- Alpha Sector Objective Types, Targets, & Stories. Alpha 1 General location Link Objective Type: Area Secure Objective Target: Radio Station Building Objective: Secure the enemy Radio Station Building How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Alpha 2 General location Link Objective Type: Target Destruction Objective Target: Munition Stockpile Objective: Destroy enemy Munition Stockpile How to destroy: Plant a Bomb on the Munition 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, just a different target. Prop suggestion changes/additions: This whole sector in general could use some extra props placed around it to make it feel like the Eastern Forces have been establishing themselves in this area. A lot of room for the design team to stretch their legs a bit in my opinion. Alpha Sector Story (West - Attacking) So much for Military Intelligence providing a clear picture as to what we're going to fly into exactly...Our Forces are scattered around Smolensk and Eastern Anti-Air Defenses have inflicted a heavy toll on our Operation. But, we're on our feet now and it's time to go to work by first securing that Radio Station Building down the hill and seeing what exactly the East has been moving into the gas station. If it looks like it can do further destructive damage to our operation, destroy it! (East - Defending) All forces stay on alert while Defensive operations are under way. Eastern Command wants to grind the Western Forces down as they advance into Russia, that means we cannot allow this area of Smolensk to fall, otherwise we risk allowing the West to advance with little to no resistance being put in it's way. For now, protect your Radio Station so we can keep in contact with nearby forces and keep that munition stockpile safe for the time being. It will be crucial to our efforts to grind down the Western Invaders. ---- Bravo Sector Objective Types, Targets, & Stories. Bravo 1 General location Link Objective Type: Disarmament Objective Target: 96L6 Radar Truck Objective: Disarm the enemy Radar Truck How to Disarm: An Attacker needs to stand at the enemy's Radar Truck in the Objective area and then upon hitting F they'll begin "disarming" the Radar System. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Depending on where exactly the Attackers need to go will really determine how much extra cover will be needed. However, if it's more towards the Alpha sector, then I don't think any will be needed really. Bravo 2 General location Link Objective Type: Secure Area Objective Target: Cargo Containers Objective: Secure the enemy Cargo Containers How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Bravo Sector Story (West - Attacking Team) Great work capturing that Radio Station and destroying those munition stockpile. However, we're not out of the woods yet. We need to keep the battle tempo going to our will and the next step in doing that is to secure the local Artillery base. Disarm the Eastern Anti-Air Defenses and secure whatever they have stashed in the cargo containers behind the building. The sooner that base is under our command, the sooner we can begin properly planning to salvage this Operation. (East - Defending Team) Those munitions were critical to our plans to further grind the West down and we have lost contact with our northern Forces thanks to your blunder...But, if we lose that Artillery base, we will be in even worse shape, so get your heads & hearts into your duties, and make sure those Westerners don't secure that base. It cannot fall at all costs or we will likely need to start surrendering even more ground to Western Forces after this! ---- Charlie Sector Objective Types, Targets, & Stories. Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Satellite Ground Station Objective: Destroy the enemy Satellite Station How to destroy: Plant a Bomb on the Radar 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, just a different target. Prop suggestion changes/additions: This area just needs a little more cover like chunks of debris from the crater above the bunker, maybe some sandbag walls, and other small to medium size bits of cover. Charlie 2 General location Link Objective Type: Intelligence Decryption Objective Target: Command Station Objective: Secure enemy War Data How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Charlie Sector Story (West - Attacking Team) With Eastern Air Defenses down in this part of the city, we have made a crack in the Eastern Defensive Line, and that means we have our opening to salvage this operation. Your next mission is to secure that Bunker while I get in contact with Western Command to see what assistance they can provide. While you're in there, try to secure what Intel you can on who is in charge of Smolensk's defenses and destroy that Satellite Ground Station they have on top of it. Maybe destroying it will further reduce the effectiveness of their Air-Defenses. (East - Defending Team) You People are delivering Smolensk on a platter to the West at this rate! Fallback to the Bunker while I get in contact with the Radio Station and get them on alert to a possible attack. Keep that Satellite Ground Station online and the bunker secure. Without the Ground Station our Air Defenses will weaken and we won't be able to stave off the West for long in the city and that means the frontline will lose a route to move supplies through...or worse, retreat through. ---- Delta Sector Objective Types, Targets, & Stories. Delta 1 General location Link Objective Type: Target Destruction Objective Target: Supply Vehicle Objective: Destroy enemy Supply Vehicle How to destroy: Plant a Bomb on the Supply Vehicle 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, just a different target. Delta 2 General location Link Objective Type: Secure Com-Frequencies Objective Target: Radio Station Objective: Plant a Device to capture enemy Communication Frequencies. How to Secure: Plant a Device on the enemy Radio Station Device Timer: 40 Seconds Delta Sector Story (West - Attacking Team) Great job securing that Intel and bringing down that ground station. Western Command reports that Eastern Air Defenses are weakening, but are still too dangerous to consider further Air Operations in the area just yet. You've done your part here to weaken their Air Defenses, up to our allies to do the rest. However, I want you to move on the Radio Station and capture it from the East. Western Command reported seeing a Vehicle moving supplies into the area and we simply cannot have that happening. So, destroy that Supply Vehicle and capture that Radio Station from the enemy. (East - Defending Team) Fallback to the Radio Station! I need you to hold out till I can secure reinforcements to assist you against the Western Attackers. The Supply Truck there is one of the few I have to spare at this time, so keep it protected along with the Radio Station while I work to get your aid here. ---- Echo Sector Objective Types, Targets, & Stories. Echo 1 General location Link Objective Type: Secure & Extract Objective Target: Reinforced Container Objective: Secure & Extract the Reinforced Container How to Secure: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Upon the Reinforced Container being "Secured" a Helicopter Drone will fly down to "Extract" it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: Just need some sort of small - medium sized container on the northern side of the roof for the Extraction helicopter to pick up and that is it. Not a lot of room to work with really. Echo 2 General location Link Objective Type: Capture HVT Objective Target: Kamaz-63969 Typhoon MRAP (Aka the original Spawn Vehicle) Objective: Secure the HVI in the Command Vehicle How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Echo Sector Story (West - Attacking Team) We're nearly in a position to salvage this operation, just one last hill to climb, and we're going to be all set. Western Command reports that during the initial assault a Mi-8 Helicopter carrying some interesting cargo had to make a bit of a hard landing on the Helicopter Pad on the Western Building looking down from the hill top and apparently it seems the local Commander is just up the hill inside a Command Vehicle. Secure the High Value Target, extract the container, and then we can focus on taking the city! (East - Defending Team) Friendly Reinforcements will be here soon People! Fallback to my position, we make our final stand here, and we will hold this position down to very last soldiers if needs must! Take up positions and stop the Western Invaders here and now! --- Smolensk End Story (West - Attacking Team Victory) Great job securing that container and capturing the H.V.T. With the Commander of Smolensk's Forces under our watch, we can begin salvaging this operation, and ultimately capture the City from Eastern Command. Their Front line will likely suffer from a lack of supplies and further Air Operations can be conducted with little threat from the ground now in this region. Still a long way to go though and Moscow is still well out of our reach, but the way is open all the same! (East - Defending Team Defeat) The Gate has been breached...the roadways, the railways, and the airways to Moscow are now open thanks to your failure this day...Let us hope that our allies can hold out till Eastern Command comes up with a plan to salvage this failed mission. For now...set your guns down, our part in this war is over, and our time of shame has begun. (West - Attacking Team Defeat) All Forces begin immediate withdraw to primary exfils or secondary exfils! This Operation is a bust, we will need to leave it to the main force to push towards Smolensk without close-air support, and hope the defenses will fall quickly. If not, I fear the Eastern Defenses might very well grind our offensive to a halt till one side or the other manages a breakthrough... (East - Defending Team Victory) Victory belongs to us this day! Clean out these Invaders, secure their wounded, capture their fallen Helicopters, and then prepare for phase 2 of Defensive operations. We will grind their invasion of Russia to a halt and then Eastern Command can set our Counter-Attack in motion when our assets are all in place for the assault! 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 Smolensk Breakthrough rework, or at the very least just like the idea of Smolensk getting a rework at some point in the future. I wanted to try to cut this post down as much as possible since my Berlin post was a rather lengthy post given that I had an extra objective area in it with the Crashed Plane. Now this is Version 1 of course and Version 2 will be a little longer. However, given that I still have Moscow & Warsaw to go which will get the same full reworks, I might just focus on getting those done before getting Smolensk version 2 completed. But, for now I will bring this post to an end and till the next suggestion post where I will be covering either Moscow Breakthrough rework or version 2 of Smolensk Breakthrough rework... Have a good one folks!
  3. 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!
  4. 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.
  5. Hey Folks So, I finally managed to find enough free time to begin working on some Map rework suggestions for the new Breakthrough game mode. I really wanted to do this before Breakthrough left the PTE, unfortunately I just didn't have the time to do so, and needless to say the Devs don't work around my busy life (I know, what a magical shock lol.) Anyways! Using a combination of things from my small & large Breakthrough suggestion posts, I've come up with this suggestion to possibly improve the Breakthrough experience on Polyarny. I'm not a digital snake oil salesmen, I'm not going to make "Oh it will cure all the problems" promises. The suggestions are just that, suggestions. What the Developers do or don't do with them is up to them. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Polyarny 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. (West - Attacking Team starter Vehicles) VAB Command Vehicle Wolverine IFV (East - Defending Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV ---- Polyarny Breakthrough Story (West - Attacking Team) After a successful Amphibious Invasion on the local Shipyard. Western Forces are prepared to push deeper into the Town of Polyarny to expand their control over the region, and ultimately the Kola Peninsula. However, the East will not allow such a major port to fall without a fight and has sent reinforcements to take the Shipyard back. It is up to the Western Invasion Force to quickly secure Polyarny and establish defenses to prepare for the Eastern counter-attack or risk being pushed back into the Barents Sea. (East - Defending Team) With the loss of the local Shipyard, Eastern Defense Forces have been pushed back deeper into the Town of Polyarny, and now stand alone against a Western Invasion Force. Eastern Command will not allow such an important Shipyard to fall though without a fight and reinforcements have been dispatched to support the Defense force of Polyarny in recapturing the Shipyard. It is critical that the Defense Force holds out long enough for reinforcements to show up to counter the Western invasion and push them back out into the Barents Sea. ---- Polyarny redesign Concept Map and Markers. Much like with what happened with Berlin's Breakthrough map, I'd like to see the Attacking Team moved to opposite side of the map, preferably the Deployment zone for the West Team in Polyarny's Warzone map. From this zone the Attacking team will then attempt to capture the Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, and finally Echo Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in Echo Sector (aka the Red bar) or spawn in their Deployment Zone if they wish to bring Vehicles up to the frontline. 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. Solid Colored Bars - Defending Team Spawn Area. A1/A2 - E1/E2 - The general location of the Objective Points in the Sector. 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 Berlin 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. (West - Attacking) 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 (East - 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/Echo Sector Area Spawns during Defense of Delta/Echo - The screenshots I took didn't come out very good and I've had a problem getting spawned on the Eastern Team to get the screenshots. Moving on to Objectives now however, things begin to really change. My 2nd biggest complaint about Breakthrough is that it basically feels like a carbon copy of Battlefield's rush right now in regards to Objectives & Objective targets. However, I know the Devs are using the Radio stations primarily because it's easier to move those than what I'm going to suggest. That said though, I do want to see WW3's Breakthrough be as different as possible from Battlefield's Rush. So, at the risk of being metaphorically lynched by everyone, here we go- ---- Alpha Sector Objective Types, Targets, & Stories. Alpha 1 General location Link Objective Type: Cache Destruction Objective Target: Supply Cache Objective: Destroy the enemy Team's Supply Cache How to destroy: Plant a Bomb on the Cache or use explosive based weapons & gadgets. Bomb timer: 40 Seconds Note: I would just use the spot the current Radio Station is using. Alpha 2 General location Link Objective Type: Secure & Extract Objective Target: "Experimental" Battle Robot Objective: Destroy the enemy Team's Supply Cache How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Upon the Battle Robot being "Secured" a Helicopter Drone will fly down to "Extract" it. Special note: I'm not sure how easy it would be to make a prop using the Battle Robot, so...sorry if I just basically requested a lot of work on top of the coming suggestions of a lot more work. Alpha Sector Story (West - Attacking Team) Alright Team, advance on Polyarny and expect resistance from what remains of the Eastern Forces here. They have been moving supplies into the area in preperation of your arrival and have a strange new UGV there to assist them that doesn't seem operational at the moment. Secure the UGV, destroy their supplies, and get Polyarny under control People! (East - Defending Team) Reinforcements should be here soon, Team. We don't have a lot of supplies left, so make sure to protect your cache, and ensure the new UGV doesn't fall into enemy hands! ---- Bravo Sector Objective Types, Targets, & Stories. Bravo 1 General location Link Objective Type: Target Destruction Objective Target: Radio Station Objective: Destroy the enemy 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. Special note: Radio Station should be where the flipped table is in my opinion and if a little extra cover could be placed in there Bravo 2 General location Link Objective Type: Intelligence Secure Objective Target: Computers & Server Objective: Secure enemy Officer Data How to Capture: An Attacker needs to stand at one of the enemy Computers in the Objective room and then upon hitting F they will begin "securing" the data. During this time their Teammates will need to protect them while the Defenders try to stop them from securing the data. Data Capture time: 40 Seconds Special note: Using the pool tables as some degree of cover, I would recommend placing the Objective Target somewhere around where the closest pool table is located. Bravo Sector Story (West - Attacking Team) Good job capturing Alpha Sector Team, but we have a situation. Bravo Team has come under heavy fire in Charlie Sector and are unable to assault the Officer's Club in Bravo Sector. We need you to head in there to secure Intel on local Officers that have recently been assigned to Polyarny and we need you to interrupt communications between their forces. Assist Bravo Team after you have completed your task! (East - Defending Team) Fallback to the Officer's Club and secure the Radio station & Server that are inside of the building! We cannot risk the West capturing our Officers or severing our lines of communications right now. Charlie Team is currently engaged with enemy forces near the checkpoint along with what remains of Bravo Team, assist them once the Officer Club is safe. ---- Charlie Sector Objective Types, Targets, & Stories. Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Kamaz-63969 Typhoon MRAP (Aka the original Spawn Vehicle) Objective: Destroy the enemy MRAP How to Destroy: Plant a Bomb on the MRAP 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, just a new target for destruction. Special note: I'm not sure how easy it would be to make a prop using the Typhoon MRAP, so pardon if I just basically requested 6 months worth of work...on top of all the other work I'm suggesting lol. Charlie 2 General location Link Objective Type: Secure Area Objective Target: Checkpoint Objective: Secure the enemy Checkpoint How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Special note: I know this area is pretty far out of the way and the idea of adding more props might cause technical issues. But, this side of the map is kind of rough and hard to really put in a variety of Objective types & targets without making major changes. So, if it wouldn't cause a lot of technical problems, I think adding just a small Military checkpoint here might give the map a little more flavor and character to it. Charlie Sector Story (West - Attacking Team) Great job capturing the Intel that we needed and disrupting communications for the Eastern Forces. Unfortunately Bravo Team has suffered heavy casualties and lost four IFVs during their assault. We need you to push forward into Charlie Sector to destroy what looks like an Armored Command Vehicle and secure the Checkpoint so we can send another team in to assist you. (East - Defending Team) We needed that place secured People!...Fallback to the Command MRAP and Checkpoint to cover for Charlie Team while they retreat with their wounded. We'll try to get Communications back up with Command so we can see when our Reinforcements will arrive. Keep the West from advancing any further, we don't have much left to hold on to! ---- Delta Sector Objective Types, Targets, & Stories. Delta 1 General location Link Objective Type: Target Destruction Objective Target: Supply Truck Objective: Destroy the enemy 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, just a new target for destruction. Delta 2 General location Link (Outside view) - General location Picture (Inside view) Objective Type: Target Destruction Objective Target: Fuel Supply Objective: Destroy the enemy Fuel Supply How to Destroy: Plant a Bomb on the Fuel Supply 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, just a new target for destruction. Special note: I would suggest putting that cable wheel (not sure what to call it) into that far left corner, add maybe some crates or whatever for a little extra cover, and just basically make a stack of army green fuel barrels up against the center of the wall. Nothing too extreme that I can see. Delta Sector Story (West - Attacking Team) Bravo Team thanks you for capturing that Checkpoint and taking out that Command Vehicle. However, HQ reports that enemy reinforcements are closing in on Polyarny and I need People to get into position to intercept them, so no assistance is coming I'm afraid. Push on to Delta Sector Team, Eastern Forces seem to be moving supplies out of the area and into a Supply Truck. Destroy both and prepare for one more assault after! (East - Defending Team) We're losing too much ground here People! Reinforcements are almost here, just hold out a little while longer, and keep the Western invaders from destroying the fuel supply & supply truck that was left in the area. Reinforcements will need both in the push to recapture the Shipyard. ---- Echo Sector Objective Types, Targets, & Stories. Echo 1 General location Link Objective Type: Secure Area Objective Target: Checkpoint Objective: Secure the enemy S-300 Anti-Air System How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Special note: Alright, going to go a little nuts here. But, I would suggest clearing out all the Vehicles, putting up one of those S-300 models in the center of that slab of asphalt, and then just place other bits of cover around there like Sandbag walls, tank traps, or whatever that wouldn't cause a massive amount of technical issues. Make it look like the Eastern Military just rolled in and claimed the area as their spot. Echo 2 General location Link Objective Type: Intelligence Decryption Objective Target: Command Station Objective: Secure enemy War Data How to Capture: An Attacker needs to stand at one of the enemy Computers in the Objective room and while holding F begin "securing" the data. During this time their Teammates will need to protect them while the Defenders try to stop them from securing the data. Data Capture time: 40 Seconds Special note: And for the last bit of massive work I'm suggesting. I would suggest putting a little cover down in the lower levels of this apartment building. I know the screenshot is of the room I would like to see the objective placed in and not exactly showing anything else. But, I know the room is between the central & right side downstairs entryways. Place might be a CQC nightmare. But, it would more than like be the last objective and could make for a fun CQC slog for the final objective to capture. Echo Sector Story (West - Attacking Team) Alright Team, one last hill to climb before Polyarny is ours. HQ reports that the East has a high value SAM System in Echo Sector and they want it captured in order to effectively engineer counter measures against it. We've also been hearing Eastern Communication going on once even though it's not coming in very clear. Whatever is being said, there is clearly one Radio Station still operational in the area. Capture the SAM System, find that Radio Station, and get us information on what the Eastern Forces are planning! (East - Defending Team) Our Allies will need to ration their fuel supplies thanks to you People!...Fallback, we make our final stand here. Our Anti-Air System isn't fully operational yet and reinforcements are making their way here as fast as they can. Protect our Anti-Air system and keep the West away from our Command Station so that our allies can take them by surprise! ---- Polyarny End Story (West - Attacking Team Victory) Polyarny is ours People and enemy reinforcements will be here soon... Prepare to give them a "Welcome to Polyarny" that the Eastern Command will feel back in Moscow...After this we prepare to move on Murmansk, Severomorsk, and in time...Moscow. (East - Defending Team Defeat) Polyarny is lost...We have failed the East...and now our Allies are speeding their way towards certain doom thanks to our failure this day...The road to Murmansk, Severomorsk, and Moscow is now open to the West... (West - Attacking Team Defeat) All Teams fall back and prepare defenses at the Shipyard! We have failed to capture Polyarny before the reinforcements have arrived...Now we must try to avoid being pushed back into the ocean... (East - Defending Team Victory) You did it! Polyarny's defenses have held long enough and reinforcements are about to arrive! Take up positions People! Command wants Polyarny and the Shipyard back under control by the day's end! And with all of that out of the way, this brings this Polyarny Breakthrough rework suggestion post to an end. I hope you like the ideas I've put forward, or at least like the general idea of Polyarny getting reworked for Breakthrough at some point at the very least. I know I put a lot forward and basically just suggested massive changes to Breakthrough (even though I've already done that once in the Suggestions to enhance Breakthrough - Large changes suggestion post of mine) that more than likely won't happen/can't happen prior to 1.0 release. But, if nothing else, at least Polyarny might be a little more enjoyable on Breakthrough. Next up I will be covering what I think is the 2nd worst Breakthrough map, Berlin, and depending upon the reactions, comments, suggestions, and etc that happen here will determine what I do with the Berlin suggestion post. All that story stuff I suggested is more for a flavor enhancement for Breakthrough, it's not actually needed, I just think it would help make WW3's Breakthrough stand further apart from Battlefield's Rush. If anyone has any questions or suggestion, please ask/post them! But, till the next suggestion post... Have a good one folks!
  6. Der bahnbrechende Spielmodus unterstützt 10v10 Spieler in jedem Spiel. Zu Beginn werden die Mannschaften in zwei Gruppen eingeteilt: Angriff und Verteidigung. Das angreifende Team beginnt mit nur einem Wiederbelebungspunkt: seiner Hauptbasis. Verteidiger haben alle Punkte erobert und können auf jedem von ihnen spawnen, Verteidigungen aufbauen oder einfach nur versuchen, so schnell wie möglich an die Frontlinien zu gelangen. Jeder Punkt stellt ein Ziel (eine Radiostation) dar, das die Angreifer zerstören müssen. Sie können es tun, indem sie eine Sprengladung platzieren[Standard: F] und sie 40 Sekunden lang verteidigen oder indem sie einfach die Radiostation mit normalen Sprengstoffen - RPGs, Panzerbomben, Luftangriffen, C4 und sogar Granaten - zerstören. Nicht alle Stationen sind im Freien, so dass Fernexplosionsangriffe bei einigen von ihnen nicht funktionieren. Die Karte ist in 4 Bereiche unterteilt (A -> D) mit jeweils 2 Radiosendern, genannt 1 und 2. Als Beispiel ist hier ein Blick auf Moskau zu Beginn des Spiels als Verteidiger: Die Angreifer beginnen am unteren Ende der Karte und gehen durch A bis D, wobei sie beide Punkte zerstören müssen, bevor sie vorankommen. Das bedeutet, dass die Angreifer, wenn sie sich koordinieren, die Verteidiger leicht festnageln und die andere Gruppe einen der Punkte übernehmen lassen können. Jedes Breakthrough-Match beginnt mit 15 Minuten auf dem Timer. Wenn der Timer 0 erreicht, gewinnt das verteidigende Team. Jedes Mal, wenn die Angreifer eine Station zerstören, wenn der Timer unter 5 Minuten lag, wird der Timer auf 5 Minuten zurückgesetzt. Das bedeutet, dass im Falle einer Dominanz der verteidigenden Mannschaft das Spiel nach 15 Minuten endet, aber wenn die Angreifer durchbrechen, haben sie immer noch Zeit, diese Dynamik zu nutzen, um weiter voranzuschreiten. Theoretisch kann das Spiel bis zu 30 Minuten dauern, wenn der Kampf wirklich heftig ist, aber wir haben es meistens in 15 oder 20 Minuten beendet. Jedes Mal, wenn ein Paar Punkte erobert werden, wird das Feld für die Verteidiger gesperrt, so dass sie 60 Sekunden Zeit haben, sich in die nächste Verteidigungsposition zurückzuziehen. Während des Rückzugs werden alle Verteidiger markiert, solange sie sich in der geschlossenen Zone aufhalten. Nach Ablauf der 60sekunden erhalten die Out-of-Bounds-Meldung. Angreifer können nur das nächstgelegene Paar von Punkten angreifen, sie können nicht weiter in das feindliche Gebiet vordringen. Angreifer gewinnen, wenn alle Radiosender zerstört sind und der Timer nicht abgelaufen ist. Breakthrough arbeitet auf allen aktuellen und zukünftigen Warzone Karten, wobei die Large-Varianten auf einigen von ihnen verwendet werden, so dass man zum Beispiel auf Moskau in der Einkaufsgalerie im Norden kämpfen kann. Alle Schläge sind in Breakthrough verfügbar, aber Kampfpunkte zu sammeln ist nicht so schnell wie in Warezone. Das bedeutet, dass die Zusammenarbeit mit deiner Truppe wichtiger denn je ist, um einen Vorteil in Form von Streiks, Fahrzeugen und anderer Unterstützung zu erlangen. Denke daran, Ziele als Leiter zu markieren! Breakthrough ist schnell, dynamisch und sehr intensiv im Vergleich zu Warzone, was genau das ist, was wir für den dritten Spielmodus gesucht haben. Es liegt irgendwo zwischen Team Deathmatch und Warzone in zeitlicher Intensität, aber es ist nicht so einfach wie TDM - Sie müssen immer noch gut flankieren und über Ihren Ansatz nachdenken, denn jeder Wiederbelebungs kostet wertvolle Zeit.
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