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Old 11-26-2009, 05:53 PM   #1
Roguehellhound

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Default Korengal Valley Issue (my opinion)

Alrighty,

Heres a background, my clan and I have started in the beginning to tend to play as INS/Tali during insurgency mode games. Reason being that at the time, was much more challenging to win in the early days.

Recently and after countless wins playing as the Ins/Tali we started to move over to Blufor side during the games.

After playing PR for awhile, you get to notice how the player population plays, due to a somewhat small community and you see the same people playing So you notice that people have gotten a lot better.

Whats being notice is that INS is getting tougher and tougher to win as a BLufor player.

With the rise in experience and tactics for PR community as a whole.. Its now shown, in my opinion, that INS/Tali needs to be balanced.. Or something needs to be done on maps like Korengal.

Its now the toughest map to win on as a Blufor player due to the ability for the enemy to hide and being able to pop out of seemingly random areas.

And no, I'm not complaining, I'm stating this because I like PR very much and would rather have a balanced game then a game where you can already guess the outcome.

Today playing as blufor on Chicago Insurgency Mode, Both my CIA teams with Pubs and the other squads got chopped to pieces, despite working great as a team.

It was so bad that alot of the public guys dropped out and my guys did too.

Now I've played as taliban alot on that map, and now I understand why... Not enough tickets, also lack of tactical strikes that are normally used in real life. No! the wait 1 arty/jdam strike per hour does not cut it specially with the artillery limitations on this patch.

Plus I believe that 5 caches should be the amount the US has to take down to win, AND with the limited rally points, we need something to move squads around more effectively.
Put back the LB or something, with the baserape on, you cannot even traverse near the outside of main without getting 50tickets lost due to the held up enemy positions.

Now don't get me wrong, INS/Tali is VERY FUN to play as!

I have no idea on what to do right now, but ill update if i have any ideas.

Doom on You
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Old 11-29-2009, 08:22 PM   #2
Mutherpucker
Default Re: Korengal Valley Issue (my opinion)

great post
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Old 11-30-2009, 11:51 AM   #3
paracowboy
Default Re: Korengal Valley Issue (my opinion)

I am one of those who plays with you in those INS servers a lot and I agree that NATO/US is almost always going to lose on this map. Here are a few big problems I see:

1. The Stryker is always always a waste of tickets. This is not always the case but if the taliban get down to the main road fast enough with AT and IEDs than nothing is leaving the main.

2. Cache anywhere near the main road always always spells a long and fun (for taliban) bleedfest. If the Americans get stuck in their main and allow sufficient forces to surround and cut off the 2 main exits then the game almost always turns into a baserape session.

3. The only reason to hold the outpost is to get the Stryker and since IMHO the Stryker is almost worthless (other than defending main and then it is just a matter of time till someone like me walks across the map with a HAT). In most cases the Outpost also turns into a bleedfest because it is fairly easy for Taliban to take back or at least harass till spawns die.

4. Unless the US manages to get a northern FOB within the first few minutes of the game you can pretty much count on it not happening.

I play mostly during the day when the level of teamwork seems to be lacking and I will say that with a good US team (people with mics, maybe a few squads and the commander in vent) it is possible to get 5 or 6 caches and use armor/arty effectively.

That being said an equally coordinated Taliban team is close to impossible to beat. Here is a video of a clanmate and I holding a pretty good sniper position for the entire game. He sniped the main and I kept our rally hot and killed anyone coming up the mountain after my sniper. I died 5 or 6 times but in the end my sniper kept his original kit through the ENTIRE game.

http://www.youtube.com/watch?v=NRdsjvWDNZE

My first thought would be to add an attack and a transport helo but with the ability of the Taliban to shoot into the American main you could pretty easily camp a helo with a HAT from the same place we were sniping from.
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Old 12-18-2009, 10:45 AM   #4
TheLean
Supporting Member
Default Re: Korengal Valley Issue (my opinion)

Yep. I believe there is some improvements being made to the map like the bluefor main being shifted to the outpost in 0.9. Im afraid that doesnt cut it though, there is simply too many caches to destroy with too few tickets. You cant really say that players will evolve over time and learn to win as bluefor, because the people playing taliban is evolving in the same rate as well and they know how to exploit the bluefor since they remember how they get killed last time they played americans.

Its a great looking map though, it just needs to be rebalanced.
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Old 12-18-2009, 12:19 PM   #5
Rudd
Retired PR Developer
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Default Re: Korengal Valley Issue (my opinion)

My personal belief is that Korengal would be vastly improved by smaller more common area attacks for the US as well as a commander set aerial supply drop for firebases

I'd leave the stryker in tbh, as it somtimes comes in very handy, moreso than hummers imo. If the situation isn't conducive to teh strkyer moving, then just leave it in main, but it makes a good anchor for a team formation.


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Old 12-18-2009, 12:43 PM   #6
Herbiie

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Default Re: Korengal Valley Issue (my opinion)

I agree with this - on this Map the Taliban are (Realisticly) able to pop out from unknown positions - and the US (Unrealistically) have no support available to them. They need, as rudd says, a smaller, much more common form of area attack (In fact I think this would benefit most maps).

Also it may become spammy - but hey, it's Project Reality right? The BLUFOR call in a HELL of alot of air strikes to get things done quicker.


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Old 12-18-2009, 08:10 PM   #7
Roguehellhound

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Default Re: Korengal Valley Issue (my opinion)

I posted earlier on how the US or any force that are not "irregulars" (INS/Tali/Hamas) should be able to call in Squad level type support to mimic platoon level support.
putting the squad pretending to be a platoon element and the whole team as a company.

so a limited mortar strike as with either HE/Smoke and the company one Jdam/arty barrage.

the mortar would be every 15min with 2-3 strikes and the main one every 1hour
so basically they would get 2-3 mortar limited mortar strikes in the time frame of 1hour with a buffer between each strike to prevent spam. having smoke as an ability to be requested (more tactical stuff)


commanders would actually be used more as a support guy and he can reward good/useful squads with tactical strikes and intel

sorry for getting off topic.

the outpost move on Korangel would kinda make it more balanced (i hope) but the idea of an arty barrage on the outpost due to its size and newer arty system would be COMPLETELY devastating to the US team.

Doom on You
]CIA[ Clan Founder
DudezTY: Since we cannot kick people in ranked matches, how will we stop hackers who get past VAC?
Mackey-IW: Our goal is to ban hackers from the game. *

lol, wut?! Infinity Ward public interview*
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Old 12-18-2009, 10:47 PM   #8
goguapsy

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Default Re: Korengal Valley Issue (my opinion)

Quote:
Originally Posted by Roguehellhound View Post
I posted earlier on how the US or any force that are not "irregulars" (INS/Tali/Hamas) should be able to call in Squad level type support to mimic platoon level support.
putting the squad pretending to be a platoon element and the whole team as a company.

so a limited mortar strike as with either HE/Smoke and the company one Jdam/arty barrage.

the mortar would be every 15min with 2-3 strikes and the main one every 1hour
so basically they would get 2-3 mortar limited mortar strikes in the time frame of 1hour with a buffer between each strike to prevent spam. having smoke as an ability to be requested (more tactical stuff)


commanders would actually be used more as a support guy and he can reward good/useful squads with tactical strikes and intel

sorry for getting off topic.

the outpost move on Korangel would kinda make it more balanced (i hope) but the idea of an arty barrage on the outpost due to its size and newer arty system would be COMPLETELY devastating to the US team.
I like this, I really do. Would be a great addition to INSURGENCY game mode. Not so by AAS because it would be kinda spammy, perhaps on AAS only smokes? Because I feel that in AAS 15 minutes mortars would be very spammy at FOBs...

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Old 12-19-2009, 11:09 PM   #9
Roguehellhound

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Default Re: Korengal Valley Issue (my opinion)

the mortars can be a mix of some HE and smoke like a volley of HE then volley of smoke.
would confuse and disorientate the enemy plus you don't have everyone anticipating an area attack due to preset times.

so a team gets to be more dynamic. plus you can take out heavily camped places.

to be honest, the rally system change is not ready until they adjust the maps to better play with that setting.

Doom on You
]CIA[ Clan Founder
DudezTY: Since we cannot kick people in ranked matches, how will we stop hackers who get past VAC?
Mackey-IW: Our goal is to ban hackers from the game. *

lol, wut?! Infinity Ward public interview*
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Old 12-20-2009, 12:59 AM   #10
SkaterCrush

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Default Re: Korengal Valley Issue (my opinion)

IMO just make Outpost an uncap.


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