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#41 | |
![]() Join Date: Dec 2009
Posts: 11
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#42 |
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hmmm... Guys if I remember correctly the servers with the BETA can still play it(?)
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Killing the enemy sylently To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#43 | |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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#44 | |
![]() Join Date: Dec 2007
Location: Sao Paulo Brazil
Posts: 56
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Example Map Muttra City once dominated the docks, flag held by the rest of the U.S. team for the next flag "north" 1 squad defends FB dock the other squads attack north ok! Domain docks consolidated the position no longer need to be defending the docks squad that made the defense moves to the next FB which should be near North remained there until the next flag to be dominated etc etc. .. This strategy to understand why some people are saying and others attack is no need to defend all of every fb Built on the map. The Fb to be defended is that the closer to the goal. Merry Christmas and Super New Year to you all and also to their families much happiness prosperity in this new year is coming. And that god bless us all | |
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This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning
Winston Churchill |
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#45 | |
![]() Join Date: Nov 2008
Posts: 42
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Hell, even a particularly persistent rambo could remove your presence from the mainland. One incendiary should not finish the round. Edit: I disagree that a few simple changes could balance the game without rally points. Firstly, how would you even attempt to balance korengal in this situation? Edit 2: A far better and less realistic strategy is to have 2-3 guys trying to remain as close to the firebase limit as possible at all times. I did this on fools road twice with a 2 man squad, the second of which our team defeated the Russians easily even though we were losing nearly every engagement (approximately 0.5kdr). This was because it allowed the chechens extremely close reinforcement routes, even closer than what rally points used to provide. | |
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Last edited by 009783232; 12-23-2009 at 11:25 PM..
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#46 |
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I enjoyed the increased amount of teamwork used when teams had to build multiple FOB's in order to be combat effective. Will increase mumble use as well, no doubt.
To 009783232; Since when has Korengal been unbalanced? It's tactically challenging, not unbalanced. Easy for the US team to win if they play their cards right. |
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Last edited by =]H[= JakCurse; 12-26-2009 at 01:29 AM..
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#47 | |
![]() Join Date: Nov 2008
Posts: 42
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#48 |
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PR:BF2 Beta Test Team
![]() Join Date: Apr 2008
Location: oG.WarrioR Lives in NYC
Posts: 256
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Well Korengal is a little unbalanced. I mean, the US main is almost ALWAYS being raped, outpost is usually in Taliban control, which give them more spawnpoints to flank US infantry. I would love to see how the changes to that map will effect gameplay. BTW Korengal is my 2nd favorite Insurgency map. 1st of couse being Fallujah West.
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#49 | |
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#50 |
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I can see how it's difficult for the US, no doubt, but with small infantry groups scouting out caches (and fighting sucessfully, of course) You'll make much more headway than repeatedly trying to break out of the main with solo logi trucks. The map could really do with an attack huey or cobra, I mean the Taliban already have an AA gun lying around... ;D
If the outpost is to become the new main, I can see a lot of baserape happening from those hills to the East/North east of it that tower over it. |
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| Tags |
| beta, ended, official, point, public, rally, test, testing |
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