Boreg1977 Posted November 18, 2013 at 03:23 AM Report Share Posted November 18, 2013 at 03:23 AM A few words about the Coop Map Cyrcle (for Version 1.0 of PR written at November 2013 by Boreg)(And sorry that some words may be a bit strange, my native language is German,but i use Dict.cc often )I start with the word...."Finally"Because, i write this here after a couple of Hours of research. Only the first 3 Maps i explain. When you read it you will understand. But now first a few words about decisions i have done during the development.* Every Mapchange got the risk to Crash the server. So i decide to make the List in 4 Parts. So a Admin if online can easy choose a Map in List which is followed by other maps fitting to the Situation.* In past i spoke with other admins about Mapcirkles, and honest we all do it wrong.We thought about a Mapcircle from first to last map. But in reality this will not happen.We have 2-4 maybe 5-7 Maps before the server crash. This means we must setup a Mapcyrclewith a Very good start of 8 Powerfull maps, the rest is moderation by admins. * The Parts of the Mapcircle should Start by maps playable by less men and end by Maps Playable by much men (Except part 4). If a Admin Choose a Map he can count the Player and if there are enough he can Choose a Point in Cyrcle part which fit to Player Number. But be sure that if he choose Part 4 Maps 20-50% of player leave.* There should be a bit alternation, so i tried to sort it a bit that there is not 3 Rounds Militia as enemy.(Except part 4).* Maybe you will say, There is no need for CAS on this map so we need no ?13? men, 11 are enough, maybe you are right, but remember, this is a Coop server, one of the Motivations to play here is the high avaiabelity of Strong vehicles. So in most cases Cas/Trans is filled before we have Inf at all.* For the count i used as base 4 men Inf squads, 2 Squads if one of the next flags is reachable for one squad without high risk that the defendable flag is taken back,3 Squads if Blue need to Defend 2-3 Flags and need others to Attack. On Maps with many trees or other unfair things the Inf squads need to be bigger. I think you know some Flags impossible to take with 4 men.* I spend about 4 Hours to Develop this Text and List(s), so on some points i am maybe wrong. Finally there will be some maps which can be placed elsewhere. But this we can only experience.So we come to, how to use this Mapcircle.-------------------------------------------------------If there is NO Admin. Then the Player can Play map 1 to map x Until Crash. Sure, its not Perfect,but there is no Map under the first 16 which will anoy the Player.If a admin is there he can decide----------------------------------If there are only a few Player he can choose a Point in the (3/4) Inf Maplist and switch back to Part 1 or Part 2 if the Server fills upIf there are enough and he wont annoy the player he can choose Part 1 or 2.If he or some player want a map from part 4 he can chose this map. But he should stay until end of Map or at least he should setnext to Part 1 or 2And now The Mapcyrcle in 4 Parts--------------------------------------######################################################################################Startup overview (Maps 1/4 aka Part 1)-------------------------------------------Muttra City Std - 14 Men - 2*4 Inf/3 Support/1 Armor/2 Cas Burning Sands Std - 13 Men - 2*4 Inf/1 Support/2 Cas/2 Armor Kamisiyah Alt - 15 Men - 2*4 Inf/3 Support/2 Cas/2 Armor Beirut Std - 11 Men - 4 Inf/4 APC/1 Trans/2 CAS - - - - - - - - - - - - - Crahs risk is now High after 4 Maps - - - - -Kashan Dessert Std - 12 Men - 4 Inf/2 Support/3 Cas/3 ArmorPavlovsk Bay Std - 16 Men - 2*5 Inf/4 Support/1 Armor/1 CasKokan Std - 15 Men - 2*4 Inf/4 Support/3 Cas Jabal al Burj Std - 15 Men - 2*4 Inf/4 Support/3 Cas (Breaks MUMBLE)- - - - - - - - - - - - - Its Crashed, or Not ? - - - - - - - - - - - -Qwai River Std - 14 Men - 2*5 Inf/4 SupportAl Basrah STD - 13 Men - 2*4 Inf/1 Support/2 CAS/2 APCBijahr Canyons Std - 11 Men - 2*4 Inf/3 Support Ramiel Alt - 16 Men - 2*5 Inf/3 Support/3 CasVadso City - 16 Men - 2*6 Inf/4 SupportKarbala Std - 19 Men - 3*4 Inf/2 Support/3 Cas/2 ArmorFools Road STD - 12 Men - 2*4 Inf/2 Support/2 APC Operation Marlin Std - 15 Men - 2*5 Inf/3 Support/2 Apc (Breaks MUMBLE)######################################################################################The startup Map is the most Important.-------------------------------------------After each Sterverstart and every Crash this map will be played, means it is the most played map ever.1* For a single player it must possible to have one or two hours fun. This means there must be other things to do than capping flags. So the Startup flag MUST have Vehicles to operate alone make fun.Actuall on the VG COOP this is not so Importent because there are nearly ever a handfull of men. But it will be Most Importent for the first 3-4 men at Startup2* The startup map should be easy, so that only a handfull of men will have a good fight.3* The enemy should not have strong CAS. With 2-3 Men you cant quit men for AA.4* The Blueforce Base should not be Cappable or AttackableFinally its Muttra STD. No other map fits all 4 PointsThen should follow a good map the most player love ------------------------------------------------------Because its the Second map this map will be played very often , and very often with only a Half Team.1* This map should be playable by a handfull of men.Sensefull would be Burning Sands STDBecause you have 1man Vehicles, you have Coppers, and all Flags are Takeable by a 4men Inf Squad.Then should follow maps loved by the Community, still good to play with a Half team.--------------------------------------------------------------------------------------Kamisiyah ALT - Would be good as next its not so overplayed and ideal for small to Half teams==========================================================================================================================================================================================================######################################################################################Startet by Muttra Alt The next row of Good maps (mostly the alternative to the first Choosen)(Maps 2/4 aka Part 2)------------------------------------------------Muttra City Alt - 11 Men - 2*4 Inf/2 Support/1 ArmorGaza Beach STD - 12 Men - 2*4 Inf/2 Support/2 ArmorKokan Alt - 12 Men - 2*4 Inf/2 Support/2 ArmorKashan Dessert ALT - 12 Men - 4 Inf/2 Support/3 Cas/3 ArmorFallujah West - 16 Men - 3*4 Inf/2 Support/2 APCLashkar Valley Std - 17 Men - 2*6 Inf/3 Support/2 Armor (To much trees, but Playable)Ramiel Std - 18 Men - 2*5 Inf/2 Support/4 Cas/2 TankPavlovsk Bay Alt - 18 Men - 2*5 Inf/4 Support/1 Armor/3 CasOperation Archer Std - 18 Men - 2*6 Inf/4 Support/2 ArmorKamisiyah Std - ?? Men - -------------Never Played it Online-------------------------Operation Marlin Alt - ?? Men - -------------Never Played it Online-------------------------Lashkar Valley Alt - ?? Men - -------------Never Played it Online-------------------------Dovre - ?? Men - -------------Never Played it Online-------------------------Qwai River Alt - ?? Men - -------------Never Played it Online-------------------------############################################################################################################################################################################Then the Inf Maps (Maps 3/4 aka Part 3)----------------------------------------Kashan Dessert Inf - 6 Men - 3 Inf/3 SupportJabal al Burj Inf - 8 Men - 2*3 Inf/2 SupportQwai River Inf - 8 Men - 2*4 Inf/2 SupportAl Basrah Inf - 9 Men - 2*4 Inf/1 SupportAsad Khal - 9 Men - 2*4 Inf/1 SupportGaza Beach Inf - 10 Men - 2*4 Inf/2 SupportBurning Sands Inf - 10 Men - 2*4 Inf/2 SupportYamalia - 11 Men - 2*4 Inf/3 SupportShijia Valley - 12 Men - 2*5 Inf/2 SupportRamiel Inf - 12 Men - 2*5 Inf/2 SupportKamisiyah Inf - 14 Men - 3*4 Inf/2 SupportSilent Eagle - 14 Men - 2*6 Inf/2 SupportOperation Marlin Inf - 15 Men - 2*5 Inf/3 Support/2 ApcOperation Archer Inf - 16 Men - 2*6 Inf/4 SupportBijahr Canyons Inf - ?? Men - -------------Never Played it Online-------------------------Kokan Inf - ?? Men - -------------Never Played it Online since 1.0-------------------Karbala Inf - ?? Men - -------------Never Played it Online-------------------------Kozelsk Inf - ?? Men - -------------Never Played it Online-------------------------Lashkar Valley Inf - ?? Men - -------------Never Played it Online since 1.0-------------------Pavlovsk Bay Inf - ?? Men - -------------Never Played it Online-------------------------############################################################################################################################################################################Finally the problematic Maps, If a Admin Decide to set one of these maps as next he should stay. These maps can empty the server fast. And as fact, if there are less men in Team there will be no more fun.These maps are not assorted by number of needet Players(Maps 4/4 aka Part 4)------------------------------------Xianshan - ?? Men - ----------Played not often enough to have a Plan-----------------Operation Barracuda Alt - 18 Men - 3*4 Inf/4 Support/2 Cas (To much trees)Operation Barracuda Std - 18 Men - 3*4 Inf/4 Support/2 Cas (To much trees)Kozelsk Std - 18 Men - 2*6 Inf/4 Support/2 Armor (To much trees)Hill 488 STD - 16 Men - 2*6 Inf/2 Support/2 Armor or Boat (To much trees)Tad Sae Offensive Inf - 16 Men - 2*6 Inf/4 Support (To much trees)Dragon Fly - 14 Men - 2*6 Inf/2 Support (Hard first flag)Black Gold - 14 Men - 3*4 Inf/2 Support (Unloved map, to much fog)Iron Ridge - 14 Men - 1*8 Inf/2 Support/2 Cas/2 BRDM (Only Cas has fun)Fools Road INF - 14 Men - 2*6 Inf/2 Support (Nightmap)Assault on Mestia - 13 Men - 3*4 Inf/1 Support (To much trees)Charlies Point - 23 Men - 3*6 Inf/3 Support/2 Cas (To much trees)Operation Ghost Train - 20 Men - 3*6 Inf/2 Support (To much trees)Tad Sae Offensive Std - ?? Men - -------------Never Played it Online since 1.0-------------------Wanda Shan - ?? Men - -------------Never Played it Online-------------------------######################################################################################Last words------------If you the Admin team want that there is more Alternation in Mapcircle, i would suggest to set Map 4 to Map of the week.Means Map 4 Will be Changed all few days. I dont think that this is neccessary because you have Mapvote and Admins which will influence the Played maps. But it is a other way to alternate the played maps. But finally i am confident, that this mapcircle is (nearly) the best you can do. Unsorted Full list of all Maps (from Local)------------------------------------------------All Maps - Player you need to play it sensefull against 32 botsThe count means really working Player, so we must add some Player to get the Count1-4 =+1 = 5 Player online5-10 =+2 = 12 Player online11-20 =+4 = 24 Player online20-26 =+6 = 32 Player online---------------Inf means Mech inf too / Support means Logi or Trans, Mortars, HMG Firesupport, TOW Firesupport, AA FiresupportArmor means Tanks and ApcsAl Basrah Inf - 9 Men - 2*4 Inf/1 SupportAl Basrah STD - 13 Men - 2*4 Inf/1 Support/2 CAS/2 APCAsad Khal - 9 Men - 2*4 Inf/1 SupportAssault on Mestia - 13 Men - 3*4 Inf/1 Support (UNFAIR Tree HATEMAP)Beirut STD - 11 Men - 4 Inf/4 APC/1 Trans/2 CASBijahr Canyons Inf - ?? Men - -------------Never Played it Online-------------------------Bijahr Canyons STD - 11 Men - 2*4 Inf/3 SupportBlack Gold - 14 Men - 3*4 Inf/2 Support (Unloved map) Burning Sands Inf - 10 Men - 2*4 Inf/2 SupportBurning Sands STD - 13 Men - 2*4 Inf/1 Support/2 Cas/2 ArmorCharlies Point - 23 Men - 3*6 Inf/3 Support/2 Cas (UNFAIR HATEMAP)Dovre - ?? Men - -------------Never Played it Online-------------------------Dragon Fly - 14 Men - 2*6 Inf/2 Support (Hard first flag)Fallujah West - 16 Men - 3*4 Inf/2 Support/2 APCFools Road INF - 14 Men - 2*6 Inf/2 Support (Nightmap, Sucks)Fools Road STD - 12 Men - 2*4 Inf/2 Support/2 APC Gaza Beach Inf - 10 Men - 2*4 Inf/2 SupportGaza Beach STD - 12 Men - 2*4 Inf/2 Support/2 ArmorHill 488 STD - 16 Men - 2*6 Inf/2 Support/2 Armor or BoatIron Ridge - 14 Men - 1*8 Inf/2 Support/2 Cas/2 BRDM (Only Cas has fun)Jabal al Burj Inf - 8 Men - 2*3 Inf/2 SupportJabal al Burj STD - 15 Men - 2*4 Inf/4 Support/3 Cas (Breaks MUMBLE)Karbala Inf - ?? Men - -------------Never Played it Online-------------------------Karbala STD - 19 Men - 3*4 Inf/2 Support/3 Cas/2 ArmorKashan Dessert Inf - 6 Men - 3 Inf/3 SupportKashan Dessert STD - 12 Men - 4 Inf/2 Support/3 Cas/3 ArmorKashan Dessert ALT - 12 Men - 4 Inf/2 Support/3 Cas/3 ArmorKamisiyah Inf - 14 Men - 3*4 Inf/2 SupportKamisiyah Alt - 15 Men - 2*4 Inf/3 Support/2 Cas/2 ArmorKamisiyah Std - ?? Men - -------------Never Played it Online-------------------------Kokan Inf - ?? Men - -------------Never Played it Online since 1.0-------------------Kokan Alt - 12 Men - 2*4 Inf/2 Support/2 ArmorKokan Std - 15 Men - 2*4 Inf/4 Support/3 Cas Kozelsk Inf - ?? Men - -------------Never Played it Online------------------------- Kozelsk Std - 18 Men - 2*6 Inf/4 Support/2 ArmorLashkar Valley Inf - ?? Men - -------------Never Played it Online since 1.0-------------------Lashkar Valley Alt - ?? Men - -------------Never Played it Online------------------------- Lashkar Valley Std - 17 Men - 2*6 Inf/3 Support/2 ArmorMuttra City Alt - 11 Men - 2*4 Inf/2 Support/1 ArmorMuttra City Std - 14 Men - 2*4 Inf/3 Support/1 Armor/2 CasOperation Barracuda Alt - 18 Men - 3*4 Inf/4 Support/2 CasOperation Barracuda Std - 18 Men - 3*4 Inf/4 Support/2 CasOperation Archer - 16 Men - 2*6 Inf/4 Support Operation Archer - 18 Men - 2*6 Inf/4 Support/2 ArmorOperation Ghost Train - 20 Men - 3*6 Inf/2 Support (UNFAIR HATEMAP) Operation Marlin Inf - 15 Men - 2*5 Inf/3 Support/2 ApcOperation Marlin Std - 15 Men - 2*5 Inf/3 Support/2 Apc (Breaks MUMBLE)Operation Marlin Alt - ?? Men - -------------Never Played it Online-------------------------Pavlovsk Bay Inf - ?? Men - -------------Never Played it Online-------------------------Pavlovsk Bay Alt - 18 Men - 2*5 Inf/4 Support/1 Armor/3 CasPavlovsk Bay Std - 16 Men - 2*5 Inf/4 Support/1 Armor/1 CasQwai River Inf - 8 Men - 2*4 Inf/2 Support Qwai River Alt - ?? Men - -------------Never Played it Online------------------------- Qwai River Std - 14 Men - 2*5 Inf/4 Support Ramiel Inf - 12 Men - 2*5 Inf/2 SupportRamiel Alt - 16 Men - 2*5 Inf/3 Support/3 CasRamiel Std - ?? Men - -------------Never Played it Online since 1.0-------------------Shijia Valley - 12 Men - 2*5 Inf/2 SupportSilent Eagle - 14 Men - 2*6 Inf/2 SupportTad Sae Offensive Inf - 16 Men - 2*6 Inf/4 Support Tad Sae Offensive Std - ?? Men - -------------Never Played it Online since 1.0-------------------Vadso City - 16 Men - 2*6 Inf/4 Support Wanda Shan - ?? Men - -------------Never Played it Online-------------------------Xianshan - ?? Men - ----------Played not often enough to have a Plan-----------------Yamalia - 11 Men - 2*4 Inf/3 Support Quote Link to comment Share on other sites More sharing options...
Boreg1977 Posted November 18, 2013 at 04:20 AM Author Report Share Posted November 18, 2013 at 04:20 AM The reason i wrote this text / list a few days ago was that many player (including me) dont like the actual switch between Vehicle and Inf maps. The meaning of the Player i spoken to was that they dont play PR for INF. Sure Inf can make fun, and on Maps without vehicles Inf has more fun. But Finaly the reason to play BF2 and PR, and addidtional on COOP is that there are Vehicles. That this is feelt by many of the player you can see by many sucessfull mapvotes the last days. Quote Link to comment Share on other sites More sharing options...
Robotfungus Posted November 18, 2013 at 10:40 AM Report Share Posted November 18, 2013 at 10:40 AM Thank you for an interesting and in depth analysis of the PR map rotation. It is certainly something we will look into and improve.Personally i too like to play maps with vehicles, the combined arms is much fun. Although with a high population server large open maps become quite boring and easy, example would be kashan desert.Inf maps provide a greater challenge, and require better teamwork and coordination between squads. Inf maps with lots of trees/bushes can very brutal, it is a different type of gameplay. But when completed provide a far greater sense of achievement, than shooting fish in a barrel (with a tank) on kashan.With inf maps there needs to enough people who know what they are doing to lead the squads and make it a fun round. When the population lacks those skills such inf maps become a stalemate and people leave the server.I do not have the time to be active on the PR server, so my map preferences are not a high priority. It would be a good thing to adapt the rotation to the current populations needs.Just some food for thought there. Quote Link to comment Share on other sites More sharing options...
=VG= Melon Muncher Posted November 18, 2013 at 09:11 PM Report Share Posted November 18, 2013 at 09:11 PM First off thanks for going through this like you have.PR is first and foremost an infantry game. That doesn't mean that assets are any less respected, but the majority of players are infantry and they are the ones to influence the map. Sure CAS might be having fun racking in the kills, but if the infantry is going to keep dying like they are the server will rapidly empty.Maplists are a tall order to maintain. Getting it wrong can ruin the game, just as getting it right can ruin the map because it will become overplayed.Mumble breaking maps are a problem, PR requires teamwork. Something that makes maps without mumble server killing.My personal thoughts on each map.~Albasrah 16Quick, easy, infantry. Not much of a challenge.~Albasrah 64All round moderate map, number of flags cappable at once mean it won't work without teamwork.~Asad_khal 16Fast paced, teamwork oriented infantry. Breaks mumble.~Assault_on_mestia 64Difficult, forest map. Infantry focused.~Beirut 64Asset heavy, lack of troop truck means teamwork is a must for infantry.~Bijar_canyons 16Fast paced, very simple.~Bijar_canyons 64Fairly easy urban map.~Black_gold 16Difficult, dust storm makes the fighting hard and intense.~Burning_sands 16Linear, strong infantry fighting without much cover.~Burning_sands 64Very easy, MEC will get steamrolled when against a capable armour crew. Boring fighting for inf.~Charlies_point 64Moderatly difficult, RPGs and bot swarms make the first flag difficult, but smooth sailing from then on.~Dovre 64Hard, very hard. AI shooting through trees and large cap zones make this one of the hardest PR maps for both inf and Armour.~Dragon_fly 16Close knit urban combat, a good change of pace but you need to have people that know what they are doing.~Fallujah_west 64Good infantry map, hard with low pop count due to number of cappable flags.~Fools_road 16Hard. Bots shooting through trees and battling uphill.~Fools_road 64Hardish. Relatively easygoing for infantry until the fort, at which point it takes a turn for the scary.~Gaza 16Good fighting, needs a few people to cap out.~Gaza 64Good map when the server has people, not so much when it doesn't.~Hill_488 64Bots in the trees, flame tank, round doesn't end.~Iron_ridge 64Hard. If infantry can't cap the frst flag it quickly turns into one of the most annoying maps. Hind.~Jabal 16Lots of bots, not much space. You'll quickly get swarmed by bots.~Jabal 64Great starter map, only it breaks mumble.~Karbala 16Hard. CQB makes for intense fighting.~Karbala 64Good ol' Karbala. Armour, CAS and infantry.~Kashan_desert 16Infantry only, not much to say.~Kashan_desert 32Good with less players, more than 10 and it's over before it starts.~Kashan_desert 64Still a good coop map, good combined arms. Needs at lest one good squad.~Khamisiyah 16Good infantry map with higher pop count. MEC is merciless.~Khamisiyah 32USMC layer, lotsa jets, lotsa armour and good infantry. Needs more than ten to make it anywhere.~Khamisiyah 64Broken, but it's the US army layer.~Kokan 16Infantry, compounds, fields.~Kokan 32Canadian layer, CAS is replaced by the more versatile LAVIII's.~Kokan 64Not a map for armour whores. Kiowas and Blackhawks.~Kozelsk 16Hard, defensive, infantry fighting.~Kozelsk 64Bots, trees and a T90 makes this an interesting map when it's in capable hands.~Lashkar_valley 16Mountain fighting, caves and valley's of death.~Lashkar_valley 32Infantry focused. Single huey and Logi. Lots of trees.~Lashkar_valley 64Great map when you have capable armour and infantry, extremely difficult if one is slacking.~Muttrah_city_2 32Light armour and infantry. Fairly underplayed.~Muttrah_city_2 64Default start map. Everyone knows what it consists of.~Op_barracuda 32Vietnam. Hueys, slow ass boats and full auto rifles. Great map when there are players.~Op_barracuda 64Same as alternate layer only modern. Boats don't spawn.~Operation_archer 16Hard. Needs capable players or this map is insane.~Operation_archer 64Opens up once the village is cleared. Camping on the hills.~Operation_ghost_train 16Scary. Not for the weak of heart or those wanting to stay alive.~Operation_marlin 16Easy. VAB's roll through the MEC when in good hands. Very linear.~Operation_marlin 32Tank breaks the game. Pretty boring.~Operation_marlin 64Great map, breaks mumble. Intense infantry and armour fighting.~Pavlovsk_bay 16Moderately easy. AAVP7A1 is overkill when it's working with the team.~Pavlovsk_bay 32Difficult. Getting the last few flags is a pain without proper support.~Pavlovsk_bay 64Difficult. Good transport pilots are a must, Harriers are good support if the pilots know what they are doing. APC's take a long time to reach the shore and are lost easily.~Qwai1 16Intense infantry fighting.~Qwai1 32US army are the underdogs here. Strikers are nothing against enemy armour. Infantry support is a must.~Qwai1 64Humvees and Chinese jeeps. Either hard and intense or easy and boring depending on the n umber of players.~Ramiel 16Hard. Linear map channels the bots straight towards you and make pushing forward difficult.~Ramiel 32Hard. Teamwork is a must. Infantry focused.~Ramiel 64Fairly easy. Apache is lost easily unless the pilot knows what he is doing. Infantry are kings here.~Shijiavalley 16Infantry. Haven't played it enough to make judgment.~Silent_eagle 16Hard. Paradrop, CQB and low light makes this a frightening experience. Number of cappable flags makes it even worse.~Tad_sae 16V. Hard. Night time, bots in the trees and no thermal APC support.~Tad_sae 32V. Hard. Night time, bots in the trees. Vietnam at least has APC's.~Vadso_city 64Hard. Infantry focused. Bushes everywhere and bots in the building make the warrior vulnerable.~Wanda_shan 16What are you doing levels of hard. The only map I haven't played.~Xiangshan 64Worse than Dovre, Bushes and AT everywhere. No one man armour and super large capzones make this a server killing map.~Yamalia 16Moderate. HMG's roll the enemy down, but a shortage of supplies means getting ammo to the front is difficult. Quote Link to comment Share on other sites More sharing options...
Boreg1977 Posted November 19, 2013 at 01:49 PM Author Report Share Posted November 19, 2013 at 01:49 PM i write down what i see inside at gamingTodayI joined at Kashan 7 men, funny playQwai River Started by 7 We votet us outBeirut Start with 6, nobody stay at flags, with 3 men we vote us out to Kashan us LayoutKashan we stzart by 2 and end at 6, We had fun but (Lost this round 41 - 0Hija Valley Inf We vote out after 1 min by ?7? Men , back to Kashan us LayerKashan, Startup by ?6? men, after a half hour or so i leaveJoined at Kami Inf with 22 MenThen we played Falluscha westAs next we played Kokan with around 20 men but i left because of RLFinally. The Gaming was good. But new Aspekts about the Mapciryle i didnt found. Only that Beirut can overcharge some player was new to me. About Kashan i can only say that 3 Men are really to less. 1 was CAS, 1 Tank, and i needet to stay in Avenger.(I try to write more Days down for analysis)By the way thanks for answers Quote Link to comment Share on other sites More sharing options...
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