V2.7: STEAMROLLER

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ADF-MadOz
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V2.7: STEAMROLLER

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V2.7: STEAMROLLER
Posted: September 09, 2006 - by [Dev]DJMonkeyBoy

"Local sources report that insurgents have recently moved into a heavily damaged city sector. Intelligence believes that the enemy will use this neighborhood as a staging area for operations against the host nation. One squad from 5/75 Rangers with Sniper/Observer team support must conduct counter-insurgency operations within the designated city sector in order to drive out enemy insurgents, secure key terrain, and secure the city sector. The urban terrain is heavily damaged with some buildings intact and there is evidence of prepared fighting positions and other improvements to include improvised bridges above street level. This mission features custom Ranger weapon load outs, random objective locations, and random spawn points."

Steamroller is an experiment in increasing the vertical dimension of close urban combat. Typically military online games max out around three levels of play space, but Steamroller offers six height levels of game play. Accompanying the vertical attributes is the see through level concept. Despite being packed with buildings, a player can view and interact with the other side of the map due to holes left by previous battle damage.

By default this map requires an above minimum specification machine; however, when trying to increase frame rate one of the first things one should do is turn off projectors. The map will not be as visually detailed, but will still be immersive. One can further enhance performance with the usual means such as dropping screen and texture resolution.

Objectives are sensitive areas containing information or equipment resources. Rather than securing one item, you are securing the area, so the capture area is larger than usual. Going too close to one particular item in the back of an objective area may cause you to be unable to perform a capture. Three potential objective areas appear below.


Matches will consist of mostly medium and close combat. Squad and Fire team leaders are equipped with 4x ACOGs to help identify targets while the rest of the team has the M68 aimpoint or default sighting system to promote close combat assaults. Each team is equipped with one sniper to assist as a tactical device.

Teams randomly spawn on top of buildings or in the streets on the perimeter. Although the enemy will never spawn right next to your team, caution must be taken since the distance and direction of the enemy spawn can vary greatly. This map is not meant to be a perfectly balanced tournament map, but instead a map that is generally balanced giving a diverse game play experience.

Although it can be hard to drop in on a server and immediately participate in the mission, it is up to the Squad and Fire team leaders to help lead the team by communicating tactics. Furthermore, it is important that the rest of the team follow the plan. Players will not be able to properly cover their sectors of fire if they have to worry about a rogue member leaving a flank open. A team working closely together to execute an appropriate tactic will always defeat an enemy team comprised of similarly skilled lone gunmen.

Here are some tactical plan examples to aid in making plans of your own. (Remember spawns are random:


Tactic 1 (Raptor Strike): Send 2+ man groups out to each objective as fast as possible for an attempted rush win. This is effective if the enemy is generally defensive and spread out away from most objectives.

Counter: Tactic 2. The small group coming your way at the start of the round will easily be defeated by your full defense, and likely the rest of the enemy will soon come your way in an unorganized fashion.



Tactic 2 (Resting Bear): Go to the closest objective and secure the building. Post one man per stairwell, at least one objective guard, and the rest of your team looking out for the enemy from the secured building. Once the enemy numbers are decreased, the team can leave two men behind and then move onto the next OBJ. Repeat that maneuver until the last OBJ is secured. This tactic is effective if the enemy is offensive and spread out.

Counter: If it becomes clear the enemy team is in one building, carefully surround the building, suppress the scouts and prepare to lay siege to the stairwells.



Tactic 3 (Trapdoor Spider): Lay a perimeter defense by occupying the Far Northwest and Southeast building and spread out inside the 1st floor perimeter buildings in an L formation. Properly positioned, at least two OBJs will be visible to your team. This is effective against a group of aggressive enemies.

Counter: Travel between buildings using the best cover routes. These are usually on the ground through buildings. Rush and secure the objectives while the enemy is busy on the perimeter.



Tactic 4 (Hill King): If your team spawns in husks 2, 4, or 5, send two or more Soldiers to take and hold the nearest OBJ and send the rest of your team over the bridge to take and hold husk3 central. Your team will be able to keep track of the enemy with the superior height and view offered by husk 3. Depending on the enemy's actions, your team should defend if being heavily attacked or secure the last OBJ if the enemy is overly defensive. This tactic can be a good start to an abstract plan to test the enemy's behavior and you can react accordingly.

Counter: If it is clear most of the enemy is occupying husk 3, divide your team in half to secure the other two OBJs. With more units you can take their nearby spawn OBJ and then be able to harass husk 3 from two angles while sending assault teams up the stairwells.

Game play tips:

   * When shooting out a window or damaged wall, be conscious of how close you are to the opening. If you can see your target while being further away from the hole/window, you become a more difficult target to engage and less susceptible to fire from other directions.
   * Due to some collision issues, some structures will be penetrable, so keep in mind most cover is for concealment rather than protection.
   * Be careful when assaulting stairwells. Rushing up will aid in speed, however this will mean certain death if an enemy awaits. To properly assault a stairwell, aim up the stairs as you ascend and cover possible target locations. The tight stairwells seen in Steamroller also require more care deploying grenades than usual to prevent friendly fire/fratricide.
   * Steamroller is designed to be a teamwork map. There are not many safe locations so you will notice poor results with Rambo-like actions. Moving at the very least in Soldier pairs and covering appropriate sectors of fire will result in dramatically improved mission success.
   * Although it will not take long to be second nature, the enemy spotted function of the SAI is a critical tool. Use this to identify, suppress, and flank enemies as a team. The SAI is also a crucial tool for the leaders to make sure their team is in proper formation. You can quickly look at your SAI to see unprotected flanks and make sure your teammates are where they need to be.
   * Squad leaders should take full advantage of the "Set Squad Objective" feature (defaults to "O" key) in order to communicate the current prioritized objective to the squad. Once selected by the Squad Leader, that objective's icon will flash on the SAI for everyone in the squad (along with a "Check Your Objectives" radio message).

In Closing: Depending on tactics used by the teams, Streamroller averages out to be a medium speed map. I hope the higher min spec can be forgiven and that we bring you a unique gameplay experience with Steamroller's design. Have fun, and best of luck!

Taken from   http://www.americasarmy.com/community/


ENJOY!!
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dodgey
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Post by dodgey »

cool [smilie=halm[1].gif]

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Fridge
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Post by Fridge »

Looks like a cool map

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ADF-Medic
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Post by ADF-Medic »

HOOAH
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steel
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Post by steel »

just release 2.7 already
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MitcH
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Post by MitcH »

dont u mean "sounds like a cool map" ? lol and yeah it does...it sounds like TS would help a LOT in it.
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ADF-Sniper
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Post by ADF-Sniper »

I want to be the first to know. SMS Me when it comes out and ill upgrade our server. Ill run both versions ;)
Evolution is just so unlikely to produce complex life forms.
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Post by ADF-Nobbie »

OMG - Snipers a Certified Microsoft.... what?...... Knobhead?..... what's that say?

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Post by ADF-Baby »

ADF-MitcH wrote:dont u mean "sounds like a cool map" ? lol and yeah it does...it sounds like TS would help a LOT in it.
actualy i belove look is the correct word as you look to read the text you cant hear text
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MitcH
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Post by MitcH »

lol ok man
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