[Map] Sangin - Update

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Rudd
Retired PR Developer
Posts: 21225
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Re: [Map] Sangin - Update

Post by Rudd »

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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solid84
Posts: 75
Joined: 2008-09-20 11:35

Re: [Map] Sangin - Update

Post by solid84 »

keep at it
McBumLuv
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Re: [Map] Sangin - Update

Post by McBumLuv »

Love the new update. Very smexy :D
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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Map] Sangin - Update

Post by M_Striker »

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?
Mora
Posts: 2933
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Re: [Map] Sangin - Update

Post by Mora »

Afaik there will only be no aa on the AAS version.
masterceo
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Re: [Map] Sangin - Update

Post by masterceo »

there is no A10, only harrier

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H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
CryOfTheWulfen
Posts: 82
Joined: 2008-05-06 18:05

Re: [Map] Sangin - Update

Post by CryOfTheWulfen »

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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Dr Rank
PR:BF2 Developer
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Re: [Map] Sangin - Update

Post by Dr Rank »

M_Striker wrote: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.
Mora wrote: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.
masterceo wrote: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.
CryOfTheWulfen wrote: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.
Last edited by Dr Rank on 2009-04-26 19:32, edited 1 time in total.
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McBumLuv
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Re: [Map] Sangin - Update

Post by McBumLuv »

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 :p ), 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" :D
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Mercenario(peru)
Posts: 100
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Re: [Map] Sangin - Update

Post by Mercenario(peru) »

im waitin for this new map, good work [R-DEV]Dr Rank thanks for the update... the map looks awesome...
Snazz
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Re: [Map] Sangin - Update

Post by Snazz »

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.
masterceo
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Re: [Map] Sangin - Update

Post by masterceo »

'[R-DEV wrote:Dr Rank;1004428']


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

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
Dr Rank
PR:BF2 Developer
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Re: [Map] Sangin - Update

Post by Dr Rank »

Snazz wrote: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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Cpl.Small
Posts: 2015
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Re: [Map] Sangin - Update

Post by Cpl.Small »

Wow!!, i love the King of the Hill mode, can't wait to defend the camps, should be great, a fresh mode
McBumLuv
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Re: [Map] Sangin - Update

Post by McBumLuv »

'[R-DEV wrote:Dr Rank;1004515']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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Outlawz7
Retired PR Developer
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Re: [Map] Sangin - Update

Post by Outlawz7 »

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.. :(
McBumLuv
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Re: [Map] Sangin - Update

Post by McBumLuv »

Outlawz wrote: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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Warpig-
Posts: 1610
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Re: [Map] Sangin - Update

Post by Warpig- »

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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Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
Dr Rank
PR:BF2 Developer
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Re: [Map] Sangin - Update

Post by Dr Rank »

Outlawz wrote: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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[uBp]Irish
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Re: [Map] Sangin - Update

Post by [uBp]Irish »

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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