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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!
OPIS BLEDU: Przeciwnicy respią się dosłownie 'przed lufą'. Wydaje mi się, że nie powinno tak być. Na dołączonym filmiku dobrze to widać. --> [0:23] https://drive.google.com/open?id=1dFgt77dtDA93Sx-CxvWAvSg69s9LxwGY [myślę, że chodzi tu o dopracowanie ograniczenia dostępności spawn point'a, gdy wrogowie są blisko] GAME BUILD ID: 4300829
Hey guys, I was wondering whether TDM for the Smolensk and Polyarny maps is going to be in the game, and if so, at what time we may get them. Even though it took a while for TDM to be added to Berlin and Moscow, I haven't found anything that says whether all game modes would be on all maps, and, as such, I am unsure as to whether this will release. I think with the small playerbase that exists currently it is important to have gamemodes that allow for less players, however I understand that Breakthrough is probably higher priority there. Thanks, I think your game is great