|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| View Poll Results: New US FOB location | |||
| 1 |
|
81 | 18.58% |
| 2 |
|
10 | 2.29% |
| 3 |
|
44 | 10.09% |
| 4 |
|
30 | 6.88% |
| 5 |
|
227 | 52.06% |
| keep it the same |
|
96 | 22.02% |
| somewhere else (please specify) |
|
18 | 4.13% |
| Multiple Choice Poll. Voters: 436. You may not vote on this poll | |||
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#11 |
![]() Join Date: Jun 2009
Posts: 182
|
Voted for Spot 5 aswell, I think that the base have to be close to the main road, so I can mine it as insurgent.
|
|
|
|
|
#12 |
![]() Join Date: Nov 2005
Location: Indiana/Massachussetts
Posts: 3,277
|
1,3 or keep it the same. 5 is too far in nowhere'sville. A proper COP or FOB would be in the population, not in the desert.
|
|
|
|
|
#13 |
![]() |
I vote for 5, and also want to suggest moving ins. main to the str. East side of the map. So the mains aren't too close to each other and to allow ins. to get into the every urban area of Fallujah quite fast.
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#14 |
![]() Join Date: Mar 2009
Posts: 475
|
I think you should keep it the same but add simple measures such as watchtowers that extend a bit out of the HESCO wall and so they have a view over the HESCO walls outside, especially the western exit. Mount mg statics in them in all directions. One or two guys could completely wipe the floor with any insurgents sneaking along the wall to place IED´s. Also, they would protect against bombcars (which I cant remember if the insurgents have on this map).
|
|
|
|
|
#15 |
|
PR Mapper Team
![]() |
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
|
|
|
|
|
#16 |
![]() |
Put a warehouse somewhere, put in some defences = US main base
|
|
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. |
|
|
|
|
|
#17 |
![]() Join Date: Nov 2008
Posts: 1,102
|
My "good for gameplay" opinion says move it to 5.
My "I love Fallujah" opinion says keep it where it is. Don't change it all. You decide. |
|
"Just came ho,me. It was fun as fuaaaarrrrk. I think I'm still fdrunk. Will post pics tomorrow lol. Good night. Oh, and my hair is fucking WATERPROOF." - Kirra
|
|
|
|
|
|
#18 |
|
PR Developer
![]() |
I agree with #5. And then we could have the insurgent main be on the NE corner of map.
The problem with putting an uncappable main in the city, is you cant have caches in a 300m+ radius around that main base, since a cache spawning so close would be an easy find and a spamfest. This means a large chunk of the city is never used for much interesting fights... I would be fine with an FOB being in the city - if this was a 4km map with lots of room for maneuver. But this is a 1km map, there is barely room to manuever and its a 10 second bike ride from insurgent main to US main. Its just too easy to spawn camp the main right now, and "realistic" or not, its not realism behavior that drives players to do it, its cheap and easy kills, cause even if you die you now know exactly where their defenses are and can keep coming back again and again. #5 with just a simple hesco layout I think would be really good, and a large dome of death around it, so there is not much if any fighting happening around the US Main. Let face it, attacking uncaps is IMO not a very good gameplay, attracts idiots and greifers and takes away from the other aspects of the map. Rarely if ever are the main bases actually defended, even if you give excellent defensive options... and even if they are defended, that same tactic of wave after wave coming after you, knowing exactly where you are cause they just died and respawned, it gets old and tiring. Most of the time the mains are undefended and its actually smartest to do that, just stay away from it at all costs... since its just leeching tickets from your team. So based on those principle, I dont think its worth having BLUFOR mainbase in play in insurgency, as it doesnt play out realistically and distracts from the rest of the immersive gameplay. |
|
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. |
|
|
|
|
|
#19 |
![]() |
Number 5. Simple hesco, with token defences. No tall buildings for snipers to sit in - some servers tend to be a mecca for snipers sitting in the main base shooting south currently. Please don't be tempted to put in extra transport to make up for the increased distance to the action though, as in my experience, Fallujah is the best map for 'leave the mainbase at the start, and never have to spawn back there again' gameplay.
|
|
[T&T] SqnLdr To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | All Maps: 217.146.85.30:16567 Helping to encourage Team-Level public play one round at a time |
|
|
|
|
|
#20 |
![]() |
hmm... my suggestion is keep it the same. I imagine this scenario as:
The Coalition, right after receiving intel on possible caches in the area, have to scramble looking for intel points. Meanwhile, a sneaky bilingual spy or informant runs back to the insurgent base. As the Coalition commander finishes the briefing to all soldiers, all soldiers are advised to move out ASAP. But of course, the insurgents don't have this all organized speech and formations, so they go crazy and start killing the Coalition so they don't find the caches. The speech by the BLUFOR was made while the spy went all the way back to the insurgent base and tells everyone to start running around. This explains why the BLUFOR should leave the base quickly, because they took so long to get prepared that the insurgents (on foot and bomb cars) are already on the way to ambush the place. They make obstacles for the American vehicles, such as the blown up truck (or bus, I don't remember!) on the east side of the base, a little to the south, in the middle of the road, and maybe they'll use it as an IED spot. Therefore, I voted keep it the same, since it's not a bad place, specially with a dedicated BASEDEF squad. All the Americans have to do is leave the base quickly. BTW whatever you do, DON'T PUT IT ON 2!! I love storming the complex right at east of that building, specially in the beginning of the round. I think it's pretty fun when there are some insurgents in the construction building there Well, all-in-all, don't move the base. Just make the Coalition get out of the base faster! (this last part is not a mapping problem, is mental =O). IMO, I like the base where it is. Focus on the sidewalks! Ah yes, once there was a cache around Number 2's location. I make a rally in the little Oil Things with the blown up walls to go get the caches. After we take it down, another Cache at around number 1's location. Again we take it down, just to have the third cache in number 3's location. I never had to move my rally, since it was close and protected from all of the caches! Fallujah West is almost perfect. Keep up the good work! |
|
In-game name: #BillSL
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! 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. |
|
|
|
|
|
|
|
|
|
| Tags |
| base, fallujah, main, moving |
| Thread Tools | |
| Display Modes | |
|
|