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	<title type="html"><![CDATA[First Strike Forums — Mon Calamari map - What to look for.]]></title>
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	<updated>2008-09-24T12:54:24Z</updated>
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		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=116007#p116007" />
			<content type="html"><![CDATA[<p>Again, the OOB area was just to keep testing focused. Pay it no attention.</p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2008-09-24T12:54:24Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=116007#p116007</id>
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		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=116005#p116005" />
			<content type="html"><![CDATA[<p>I have to admit I&#039;m at a loss as to why the out-of-bonds area extends so far outwards anyway. I could understand it when it blocked vehicles from flanking the island, but if you&#039;re going to disable it so vehicles can traverse it, then surely it&#039;s enough to just make it surround the island and make it wide enough to keep out infantry dismounting transports just outside its range?</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-24T12:29:38Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=116005#p116005</id>
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		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115995#p115995" />
			<content type="html"><![CDATA[<p>Hey Tron! Thanks for the feedback. Hope you&#039;re enjoying the mod <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[FSDev| JayBiggS]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=446</uri>
			</author>
			<updated>2008-09-24T06:37:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115995#p115995</id>
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		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115990#p115990" />
			<content type="html"><![CDATA[<p>Hi, I noticed the transports barracks, when dropped, slide down the hills or any slope. I dropped one onto the top one of the building and it slid off that too. So, I suggest maybe a grittier paintjob on &#039;er. Would making the bumpmap bumpier fix that problem? just kidding...but yeah, get some friction on that would ya please?</p><p>I noticed the trees leaves would rustle when you hover over them. Nice!</p><p>Another note. It would seem TIE fighters dont have the hover feature like the Bomber has. Well, if it does, it&#039;s not as effective. I would throw it in reverse and just tumble backwards. Not that I fly much better in a spacemap really. But it&#039;d be nice if TIE&#039;s, actually any craft, could hover too. Repulsorlifts are standard and quite cheap to produce.</p><p>Here&#039;s an odd request which I&#039;m guessing may not be feasible. You can see all this area but the zone is only quite narrow to operate in. I was wondering if you could put up something that looks like that shield used on the Ryloth &lt;I think&gt; map. That way you sorta see where the bounds are and it could add to the reason why the fight can only be along that path. As in, the Mon Cals jam critcal areas but the IMPs have managed to cut through that jam in that area. Anyways...Didn&#039;t notice if there was one, but how about a big gun to take down those transports. Like a turret or something. That&#039;d mean the pilot would have to move fast to get the job done.</p><p>I really enjoy that map a lot...actually all the new maps are quite fun.</p><p>TRON</p>]]></content>
			<author>
				<name><![CDATA[TRON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2176</uri>
			</author>
			<updated>2008-09-24T05:22:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115990#p115990</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115802#p115802" />
			<content type="html"><![CDATA[<p>OK, had another two rounds with pen and paper handy today, my feedback:</p><p> - I believe, and hope, you&#039;re planning to make the Imperial island more level, so that the shuttle doesn&#039;t tip over upon spawning <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> .</p><p> - The accessible area to the west of the beach would be a nice spot for a spawn beacon and lookout post, and should not be out of bonds.</p><p> - Please limit the number of Mobile Barracks in-game at any one time to one. We had a Stormtrooper Transport dropping three mobile barracks on the beach today, and the place got overrun nearly instantly. Make it so that the first mobile barrack dropped disappears when the second is dropped, or just reduce the number of barracks carried by the DX9 to one at a time (with the option to get more at ammo sources).</p><p> - Make the beach cap radius smaller. I capped it today from the waterline by just sniping everyone on it, without even having to take the place (might have been mistaken, but I think I was within cap radius). You should have to be within the trees or even atop the cliff to cap the beach.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-21T22:02:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115802#p115802</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115799#p115799" />
			<content type="html"><![CDATA[<p>I said this on IRC already, but please make the beach by the crater a bit more level. Doesn&#039;t have to be bigger, but please make it more level so the shuttle doesn&#039;t slide so easily.</p><p>It&#039;s a great sneak attack spot, though. I managed to park a shuttle there today and we used it as a spawn point until the beach was taken. Everyone on the other team were like &quot;wtf you landed a shuttle?!&quot;, and &quot;where on Earth did you come from?&quot;.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-21T19:29:18Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115799#p115799</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115703#p115703" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>I assume that with &quot;Flag icon&quot; you mean 3D map icon?</p></blockquote></div><p>yep.</p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2008-09-20T16:30:07Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115703#p115703</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115701#p115701" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>12. Took out the Holoflags and moved the flag icon to the ground ( holos are unrealistic imo, and I would like to see if just having an icon is effective)</p></blockquote></div><p>This is something I&#039;ve given thought to myself, actually. It makes little sense for holographic projectors to stand there showing which side controls an area. Will be interesting to see how this works out.</p><p>I assume that with &quot;Flag icon&quot; you mean 3D map icon?</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-20T15:46:48Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115701#p115701</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115697#p115697" />
			<content type="html"><![CDATA[<p><strong>***********************************************************************************</strong></p><p><strong>OK, to give you guys an update</strong> (and to get the thread back on topic somewhat <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> ) here&#039;s&nbsp; a list of the quick changes I have made for todays testing:</p><p>1. Added more variety to spawnpoints and moved them abit further from the heavy action areas</p><p>2. Gave the Beach CP to the Rebels, so we have a look at the size of the beach etc in action</p><p>3. Made the map a one way (imperial attack) Pushmap. Rebs wont be able to take back flags</p><p>4. Made it so the round will end when Imps take Bunkerhill</p><p>5. Added a bit of makeshift, placeholder, cover etc on the beach(mainly), using Ryloth statics.</p><p>6. Added a couple of turrets to the beach</p><p>7. Added a Turbolaser tower behind the beach, just incase imps, noobishly, land lambdas past the beach in order to take the beach .... to the detriment of the test. (land infront of the beach!!!)</p><p>8. Tweaked the cap radius of the beach.</p><p>9. Made the CP&#039;s take longer to take control of.</p><p>10. Increased the vehicle Out-of-Bounds combat area - infantry still uses the original one... so dont go landing in the yellow OOB</p><p>11. Took the firehawke out. Pointless having it in atm as it cant hover on water well and just equals pointless deaths when people could be getting in amongst the battle.</p><p>12. Took out the Holoflags and moved the flag icon to the ground ( holos are unrealistic imo, and I would like to see if just having an icon is effective)</p><p>13. Smoothed out the inside of part of the Crater, so any skilled pilot who lands in there will be able to have his troops get out.</p><br /><p><strong>**********************************************************************************</strong></p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2008-09-20T15:10:23Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115697#p115697</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115696#p115696" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>Hehe, I keep going DEMP on most maps with combined arms.</p></blockquote></div><p>Me too. In fact, I was the first tester to actually use it on aircraft <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> . </p><div class="quotebox"><blockquote><p>The lambda is a forward attack landing craft. If you think landing it right in the middle of a CP is a good idea, then go ahead, what you should be doing is landing it in a clear area NEAR a cp then moving forward to attack from there, giving you a different approach.</p></blockquote></div><p>I suppose so. Still, it seems a bit strange to have it be able to withstand 10 AT/AA missiles, but succumb and crash from one single DEMP hit.</p><p>But you&#039;re right, I guess it&#039;s all about flying high and fast, suppressing the LZ with bombers and whatnot, and landing a distance away from the CP.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-20T14:29:23Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115696#p115696</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115693#p115693" />
			<content type="html"><![CDATA[<p>Hehe, I keep going DEMP on most maps with combined arms. It doesn&#039;t stop everything at all. The lambda has been complained about since it&#039;s inclusion, it&#039;s armours too weak, it&#039;s too difficult to fly etc. The DEMP has s imilar effect on a lot of vehicles. Hit any flying craft with it and they stop. Hit ground vehicles and they stop. </p><p>The lambda is a forward attack landing craft. If you think landing it right in the middle of a CP is a good idea, then go ahead, what you should be doing is landing it in a clear area NEAR a cp then moving forward to attack from there, giving you a different approach. </p><p>I had&nbsp; alot of fun last night on refinery EMPing lamda&#039;s, XWings, tanks....</p><p>Start nerfing the DEMP and it becomes useless. Start increasing vehicles resistance to it and it becomes uselss. The weapon has a LONG recharge rate (compared to other weapons) and there are far more variables to a game than one vehicles and on weapon. Is the lambda full? Are the guns manned? Are you firing weapons in your LZ to clear the area?</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-09-20T14:08:45Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115693#p115693</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115676#p115676" />
			<content type="html"><![CDATA[<p>I must admit with the Lambda on Mon Cal, one DEMP can take it down and stop everything... one guy keeps EMPing it with its wings open, the pilot can&#039;t retarct wings, and another support player can start shoving det&#039;s on the craft.</p><p>This won&#039;t be a problem when the map is finished, however, as the Out-of-bounds area will be moved further away, allowing the lambda to come in from a different direction.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2008-09-20T13:02:07Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115676#p115676</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115669#p115669" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>Maybe the duration of the DEMP effect could be reduced a tad bit, too? It&#039;s too easy to pin down the shuttle right now.</p></blockquote></div><p>Good hamsters no! It&#039;s quite hard to hit a moving aircraft with it, it&#039;s more when it comes in to land. But if your coming in on a low slow approach and get hit you should still land safely. Now your only problem is getting off the ground. Wait...deploy troopers, secure the LZ then take off! Oh...thats what they do with helis anyway <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Lambda is good, but it should not be the be all and end all of troop movers. If it gets on EMP strike it is going to go down. It&#039;s then up to your troopers to fan out, secure your LZ and allow it to return/move on to next point. Again..that team work thing <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-09-20T11:31:49Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115669#p115669</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115662#p115662" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Bandu wrote:</cite><blockquote><div class="quotebox"><cite>UKWF-Johnlocke666 wrote:</cite><blockquote><p>Hey Bandu this was by far my favourite map i played today:)Just 1 suggestion could u make the attacking area for the Imps on the beach wider?The Imps took a real long time to get a foot hold on the beach cp.Maybe it was our good squad work?:)</p></blockquote></div><p>You mean the out of bounds or make the actual beach area wider?</p><p>Yea, took ages to take the beach mainly due to no cover being added yet. The beach will eventually be full of defenses etc for the imps to take cover behind.</p></blockquote></div><p>Im on about the out of bounds area Bandu;)</p>]]></content>
			<author>
				<name><![CDATA[UKWF-Johnlocke666]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2242</uri>
			</author>
			<updated>2008-09-20T08:02:36Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115662#p115662</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Mon Calamari map - What to look for.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115637#p115637" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>- the flow of the terrain,</p></blockquote></div><p>Flow of terrain is fine. As I said earlier, though, it&#039;s a bit hard to find your around in the beginning, with so many steep hills, but I understand there&#039;ll be roads and whatnot added, for vehicles at least, and that&#039;ll help.</p><div class="quotebox"><blockquote><p>- heights - is the hill to high? etc</p></blockquote></div><p>I think the height of the elevation on the map is just fine.</p><div class="quotebox"><blockquote><p>- is the hill top to small in diameter?</p></blockquote></div><p>A little bit. Could use more space for cover and gunfights.</p><div class="quotebox"><blockquote><p>- does the hilltop need to be made less steep at the front?,&nbsp; distance between the 2 CP&#039;s</p></blockquote></div><p>I think the current setup where you have to go around it is just fine. Gives the defenders an added advantage and makes the fight more fun.</p><div class="quotebox"><blockquote><p>- and more general feedback like does it play well infantry-wise?</p></blockquote></div><p>Yup. The hills make it a new experience and it plays out pretty well, from what I&#039;ve seen.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-20T01:36:01Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115637#p115637</id>
		</entry>
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