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#31 | |
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Retired PR Developer
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#32 |
![]() Join Date: Apr 2008
Location: Helsinki
Posts: 1,017
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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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#33 | |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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Quote:
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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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Last edited by CodeRedFox; 03-17-2010 at 02:42 PM..
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#34 |
![]() Join Date: Jan 2008
Posts: 1,099
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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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My
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. AnimalMother's To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#35 |
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Banned
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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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#36 |
![]() Join Date: Jan 2008
Posts: 1,099
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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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My
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. AnimalMother's To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#37 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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#38 |
![]() Join Date: Apr 2009
Posts: 754
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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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#39 |
![]() Join Date: Aug 2007
Posts: 961
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my vote is that the US pull out of the vally, and then nuke it.
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#40 |
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Banned
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If the map is ever retired..
Can we have an awesome nuke vid? On the valley? <3 |
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| base, korrengal |
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