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Old 03-17-2010, 01:08 PM   #31
Rudd
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Default Re: New base for Korrengal

Quote:
Originally Posted by snooggums View Post
Sweet, two wasted squads! If the Taliban simply hangs back they have the run of the map.
well one squad is able to support its team with fire and the other squad deny's area to the enemy, which also happens to be high gruond which is easy to defend and very hard to attack - which also protects the main.

fact is that Korengal is nearly a conventional vs Conventional map, each team has the full spectrum of requestable kits, going 1v1 on korengal is just down to player skill and a touch of luck, so you're gonna need to play differently, human blob doesn't work here, you don't have vehicular superiority, so its going to be about high ground and manouvre, so if you aren't controlling strategic areas such as the mountains to the NE it could bite you in the ass later.

At any rate, if the mountain squad has a humvee, they can move out and support quickly if that becomes necessary.


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Old 03-17-2010, 01:11 PM   #32
clueless_noob

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Default Re: New base for Korrengal

Quote:
Originally Posted by dtacs View Post
Masterpiece? You call round the clock baserape a masterpiece?
This video opened my eyes:
http://www.youtube.com/watch?v=a2hnXgrnlUQ
(requires youtube account because of its ratings: L: Strong language, V+: Strongly violent or disturbing)

So round the clock baserape is indeed realistic, but due to game play reasons it would be nice to get out of the base sometimes
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Old 03-17-2010, 02:23 PM   #33
CodeRedFox
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Default Re: New base for Korrengal

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Originally Posted by dtacs View Post
Tell me CodeRedFox, was it your intention to have the Taliban fire into the main constantly? The best choice now would be to change the gamemode by removing all the caches and the rest of the map. With respect, you completely failed with this map change IMO.
In short....yes. I wanted to make a map that was not fair, and clostly reflected the hardships of troops at the real location. Which is why it was update recently. The map was made to bring the idea of overpowered US outpost as every other US based map is the opposite. The whole argument of its can be mortared is lame thou. Its not like a constant stream of mortars. Also if you remember when the map first came out the PR rules were completely different. The Taliban had no rallies and no requestables. Gameplay was much different...it worked for the most part. But now the rules have changed and the map, like all 1km maps cant be play that same anymore.

And for the other questions.
Can the rules be changed for this map only? No, PR rules are whole game wide.
Can the map be pushed out to a 2km or 4km? No, the map would have to be redone from scratch with less detail.
Can you add a helicopter? No, it had one once and it didnt work.

Is insurgency the only choice for the map?
Now this is the question I have been thinking about. If I was to change this to say a random AAS it would be the only map of its kind and I'm not sure if it will float with the team. But I'm not sure I even want that.

Hopefully the changes in the next version will help out a bit. The introduction of two CROWS humvee will allow the protection at the outpost while being able to pick off snipers. And the US getting new spawn point at the beginning of the game might help out as well. As well as the Taliban spawns being spread out and removal of extra spawns.

Basically the major issue is PR rules dont work for 1km maps. Korengal being one of the only 1km map just because of the difficulties getting around. Its amazing how small the map is. Which is why I always advise against building them.

Maybe in the future I will come back and "Rhino" out a new version. But I have my hands full at the moment and can only change what I have to work with.



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Old 03-17-2010, 03:14 PM   #34
snooggums
Default Re: New base for Korrengal

You could always add in the forward outpost idea and make holding the location generate intel over time, giving a reason to be capture it as an option while not making it a requirement for the BluFor as they could let the Taliban hold it and gather intel the old fashioned way.

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Old 03-17-2010, 04:01 PM   #35
Startrekern
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Default Re: New base for Korrengal

I always, always assumed it was 2KM. I didn't realize how small it was until recently. It definitely doesn't feel small, so brilliant work.
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Old 03-17-2010, 04:53 PM   #36
snooggums
Default Re: New base for Korrengal

Most people don't believe me when I tell them it is only 1km. Primarily because you need to walk about 3x the direct distance due to the terrain, which is my favorite part about the map as it makes using the terrain to one's advantage a viable option.

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Old 03-17-2010, 06:27 PM   #37
CodeRedFox
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Default Re: New base for Korrengal

Its the main reason I wont un-naturally smooth out the ground. If you want to climb the hill I'm gonna make sure its a pain to do so.



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Old 03-17-2010, 08:47 PM   #38
Kain888

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Default Re: New base for Korrengal

IMO this map is great. It's quite demanding when it comes to tactics and movement, yeah, but I find this to be a big advantage.

As it comes to baserape and stuff like that. You usually need just one 3-4 people squad to defend main and it's quite fine. Guys who defend can additionally cover a lot of map (plains) and support the rest of team. Worked well when I played it.

IMHO CodeRedFox the only thing you should consider about baserape is to make it more difficult for bomb cars to drive into center of main and explode wasting all assets and people there. Last time I played the map that bomb car was quite annoying and hard to prevent. Maybe just removing bomb cars on that map? What's the point of them there anyway?
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Old 03-18-2010, 07:07 AM   #39
RHYS4190

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Default Re: New base for Korrengal

my vote is that the US pull out of the vally, and then nuke it.
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Old 03-18-2010, 01:15 PM   #40
Startrekern
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Default Re: New base for Korrengal

If the map is ever retired..

Can we have an awesome nuke vid? On the valley?

<3
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