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Old 04-26-2009, 01:06 PM   #261
Rudd
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Default Re: [Map] Sangin - Update

I'm disappointed you havent included a layer featuring the warrior instead of rovers but I guess its a realism decision.

Don't put too many WMIKs in or you get the situation where you have the entire team in a vehicle and no1 cache hunting - i.e. the team becomes one huge FSG and gets pwned eventually.


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Old 04-26-2009, 01:45 PM   #262
solid84
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Default Re: [Map] Sangin - Update

keep at it
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Old 04-26-2009, 02:42 PM   #263
McBumLuv

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Default Re: [Map] Sangin - Update

Love the new update. Very smexy


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Old 04-26-2009, 02:50 PM   #264
M_Striker

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Default Re: [Map] Sangin - Update

May I ask why the Taliban will not have at least one AA weapon (hand held missile)? Seems fitting when there is an Apache on the map because you at least have technicals. But what happens when you have an A10? AA guns?
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Old 04-26-2009, 02:55 PM   #265
Mora

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Default Re: [Map] Sangin - Update

Afaik there will only be no aa on the AAS version.


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Old 04-26-2009, 03:22 PM   #266
masterceo

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Default Re: [Map] Sangin - Update

there is no A10, only harrier


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Old 04-26-2009, 04:23 PM   #267
CryOfTheWulfen
Default Re: [Map] Sangin - Update

Brilliant plans!

Question; will the death timer be high enough to allow chinhooks to fly around the dome to the back to drop off troops, or the taliban could learn the routes. I'd imagine you'd have thought of this but you didnt say


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Old 04-26-2009, 04:26 PM   #268
[R-DEV]Dr Rank
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by M_Striker View Post
May I ask why the Taliban will not have at least one AA weapon (hand held missile)? Seems fitting when there is an Apache on the map because you at least have technicals. But what happens when you have an A10? AA guns?
I have only stated that in the King of the Hill layer the Taliban will have no AA kits. They wouldn't be a) realistic b) needed. Although the Taliban will be very limited when trying to take on the harrier (again, realistic), the harrier will only be able to inflict a certain amount of damage. When you have 32 Taliban moving in on the FOB from all sides, able to make use of a large amount of concealment to get in close, one harrier isn't going to be able to take them all on. In this layer I will probably remove the commander assets too.

Quote:
Originally Posted by Mora View Post
Afaik there will only be no aa on the AAS version.
Correct. aa in the other layers will have to be tested a great deal to get the balance right. One thing we discovered during testing is that the apache has a hard time spotting enemy troops on the ground, even when they are engaging other BLUFOR forces, keeping the gameplay balanced well. Again, more testing will help when it comes to making the final decisions.

Quote:
Originally Posted by masterceo View Post
there is no A10, only harrier
There will be a layer with the A10 (probably 16 player layer, which like Kashan will only differ in assets, not player numbers). The harrier will feature in one of the insurgency layers (probably the 32 player layer) and will be the only CAS available in the King of the Hill layer.

Quote:
Originally Posted by CryOfTheWulfen View Post
Brilliant plans!

Question; will the death timer be high enough to allow chinhooks to fly around the dome to the back to drop off troops, or the taliban could learn the routes. I'd imagine you'd have thought of this but you didnt say
Yes, the chinooks will not effected by the smaller combat zones around the bases and will be able to fly freely around the map.


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Last edited by [R-DEV]Dr Rank; 04-26-2009 at 04:32 PM..
Old 04-26-2009, 04:43 PM   #269
McBumLuv

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Default Re: [Map] Sangin - Update

I like the AA. Well managed technicals will require teamwork for once in downing enemy air assets, which as stated, are useless on their own.

As to the Harrier, it's slower than the A-10 even (dunno about when it's handling is fixed though ), and so could theoretically be able to be shot down by .50 cal, but I wouldn't rely on that. The thing is, however, that it doesn't need to necessarily be shot down. Balancing with it should be a different mentality than simply "we must destroy teh asset!!!1!" Detering it from the area with .50 cals, hiding, seeking shelter, eliminating Blufor spotters and keeping the jet grounded are all ways to keep it from dealing it's biggest punch. As a great boxer once said, "You can't hit what you can't see"


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Old 04-26-2009, 04:49 PM   #270
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Default Re: [Map] Sangin - Update

im waitin for this new map, good work [R-DEV]Dr Rank thanks for the update... the map looks awesome...


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