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Old 04-26-2009, 05:04 PM   #271
Snazz
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Default Re: [Map] Sangin - Update

I don't see the need for AA in Insurgency period, the CAS pilots are not likely to spot enemy infantry themselves even if they're just standing in the open.

If there is a lot of RPGs about it'd be feasible for the Taliban to take out near by Chinooks without any need for dedicated AA.

Generally the Taliban 'should' be playing in a sneaky way using any available cover, shooting RPGs at helicopters when the opportunity arises. As opposed to actively seeking and destroying enemy aircraft with conventional systems.
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Old 04-26-2009, 05:25 PM   #272
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by [R-DEV]Dr Rank View Post


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.
good to hear that, i thought that there was gonna be no A10 on this map


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Old 04-26-2009, 05:55 PM   #273
[R-DEV]Dr Rank
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by Snazz View Post
I don't see the need for AA in Insurgency period, the CAS pilots are not likely to spot enemy infantry themselves even if they're just standing in the open.

If there is a lot of RPGs about it'd be feasible for the Taliban to take out near by Chinooks without any need for dedicated AA.

Generally the Taliban 'should' be playing in a sneaky way using any available cover, shooting RPGs at helicopters when the opportunity arises. As opposed to actively seeking and destroying enemy aircraft with conventional systems.
Yeah, its HIGHLY unlikely that the Taliban will be equiped with AA in any layer. If the initial playtesting proves to be a good demonstration of how it will play then they definately won't need it.


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Old 04-26-2009, 06:00 PM   #274
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Default Re: [Map] Sangin - Update

Wow!!, i love the King of the Hill mode, can't wait to defend the camps, should be great, a fresh mode


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Old 04-26-2009, 06:09 PM   #275
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by [R-DEV]Dr Rank View Post
Yeah, its HIGHLY unlikely that the Taliban will be equiped with AA in any layer. If the initial playtesting proves to be a good demonstration of how it will play then they definately won't need it.
Exactly. CAS is otherwise performing unrealistically, often too threatened to be of any use (Karbala, I'm looking at you).

It sounds like it'll be quite a good map to play on with many interesting strategies.

BTW, possibly mentioned earlier, but how far out is the view distance?


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Old 04-26-2009, 06:09 PM   #276
[R-DEV]Outlawz7
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Default Re: [Map] Sangin - Update

So what will be the Taliban assets and where will their base be and will it have a dome of death to prevent GB baseraping it?

How will Taliban have more RPGs and no AA when they have requestable kits? Map specific mod?

Also put the Apache on a delayed spawn, so Taliban can set up before it comes.

Oh and if the Taliban do have a sort of "main base", please avoid it and spread out their 'bases' on the edges of the map simulating Taliban reinforcements coming from outside and please give the Taliban a vehicle depot, right now it's impossible to rearm technicals or repair them and transport will be needed on a huge map like this..
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Old 04-26-2009, 06:14 PM   #277
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Default Re: [Map] Sangin - Update

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Originally Posted by Outlawz View Post
So what will be the Taliban assets and where will their base be and will it have a dome of death to prevent GB baseraping it?

How will Taliban have more RPGs and no AA when they have requestable kits? Map specific mod?

Also put the Apache on a delayed spawn, so Taliban can set up before it comes.

Oh and if the Taliban do have a sort of "main base", please avoid it and spread out their 'bases' on the edges of the map simulating Taliban reinforcements coming from outside and please give the Taliban a vehicle depot, right now it's impossible to rearm technicals or repair them and transport will be needed on a huge map like this..

Maybe a cave full of ammo would be much much win?

I agree, I like most of Outlawz's statements.


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Old 04-26-2009, 06:17 PM   #278
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Default Re: [Map] Sangin - Update

I love the idea of holding an FOB. There's not enough Attack/Defend gameplay atm, and especially as BLUEFOR.

Can't wait


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Old 04-26-2009, 06:40 PM   #279
[R-DEV]Dr Rank
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by Outlawz View Post
So what will be the Taliban assets and where will their base be and will it have a dome of death to prevent GB baseraping it?

How will Taliban have more RPGs and no AA when they have requestable kits? Map specific mod?

Also put the Apache on a delayed spawn, so Taliban can set up before it comes.

Oh and if the Taliban do have a sort of "main base", please avoid it and spread out their 'bases' on the edges of the map simulating Taliban reinforcements coming from outside and please give the Taliban a vehicle depot, right now it's impossible to rearm technicals or repair them and transport will be needed on a huge map like this..
Taliban assets are still TBC. Spawning wise I have some ideas that will need working on that may require some changes to the current setup. Rearming technicals is an interesting point I've not yet got to in my planning. When the map is closer to be finished I'll be focusing a lot more time on this to get it right.

As far as transport is concerned, there will probably be some form of transport in every compound at the start, hidden from the air to avoid the apache going around destroying them all before they can be used (the compounds will have an area you can drive a vehicle in which keeps it safe from the air for gameplay reasons, and if you remember I've already stated that the compound walls/roofs will generally be impenetrable).

Kits wise maps can be modded individually (ever try to get the HAT on Mestia when the brits were on there? Requestable kits can be changed in this respect afaik.)

Of course, all CAS will be on a delayed spawn at the start.


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Old 04-26-2009, 07:28 PM   #280
[uBp]Irish

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Default Re: [Map] Sangin - Update

to Fix the AA problem (and i haven't read through the whole thread, so my suggestion could have been said) but isnt there spots on Korengal that have the Quad-AA emplacements? Quad AA placed in some good spots by Dr. Rank, could probably provide a good balance to CAS vs. AA, without it being ridiculous like Karbala.

Have like 2-3 AA watching the valley areas or whatever. Might be a nice way to work around the problem.


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