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Old 02-26-2010, 11:31 PM   #11
0331SgtSpyUSMC
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Default Re: Korengal Valley

I think the map is great, but the movement is very limited by the terrain. I don't mean the hills, I mean the tiny little bumps in them. It does get really frustrating to waste your sprint in 2 jumps just to find yourself in the same spot. Would be nice to be able to get a scout chopper just so bluefor, but if the PR rules limit it, that's fine. I think US should have a bit more transport, perhaps the new armored HMMV's if they are ready for .91 and it should definitely have at least 2 supply trucks


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Old 02-27-2010, 03:42 AM   #12
dtacs
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Default Re: Korengal Valley

Quote:
Originally Posted by [R-DEV]CodeRedFox View Post
The cache issue is a PR thing, the more we pull away form 1km maps the more code pushes the random placement off the map...sucks.

What boulders? There are allot of rocks (boulders), cliffs and cave around the map. Not everything is ment to be climbable.

I disagrees, and as other have said so as well. Again, its a hard map. Its not ment to be symmetrical. And to add to that its a 1km map. Its really small.

Hopefully some of the upcoming changes will help out as I agree the Taliban have it way to easy.
There is a difference between map size and map depth. Korengal is an xbox-huge valley so it makes walking across it all that much longer, if anything I find it much more bigger than Gaza, especially after the chopper was removed.

I'm talking about the boulders right outside the US main (the mountains behind it where trees have just been added in), which seemed to have been added for climbing with the specialist however they are about one or so meters out of grapple range, almost completely useless, and grappling onto trees is hard enough already.

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