Adding transport helos to Fools Road and Kozelsk

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=]H[=COEMAN
Posts: 268
Joined: 2008-06-17 05:52

Adding transport helos to Fools Road and Kozelsk

Post by =]H[=COEMAN »

I have played a little PR from time to time, think it would be wonderful to have transport Helicopters on Fools Road and Kozelsk, it would give a new look and game play to 2 good maps that have alot of detail in them. Just my opinion. Also, Chinese forces on most maps lack helos, why?
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

re: Adding transport helos too Fools Road and Kozelsk

Post by Celestial1 »

Both of those are heavily forested maps, as well as Russia v Chechenya.

Heavily forested areas aren't the best places for helicopter operation. There are certain areas on both maps (Kozelsk's mudflats/swamp/wetlands and bunker compound, Fool's hilltop base and the roadways on the map) where the operation of transport helicopters can work well, but the rest of the map is entirely forested, meaning that there isn't really much use for them on the map.

Also, 2km maps tend to be too small for air assets; some work well with helicopter transport (Muttrah City, Jabal al Burj, Operation Archer), and those maps are exclusively non-forested, I believe.

Besides that, Russian helicopters do not tend to possess the same nimble, agile frame that USA/USMC helicopters do; the huey and littlebird are small, whereas the Mi-8 (or Mi-17) Hip (also on Kashan Desert, MEC transport helicopter) and Mi-26 Halo are quite a larger bird, more comparable to blackhawks/seahawks. These helicopters make landing in forested areas even harder, since the pilot now has to account for the larger size to land in areas.




Overall, it just doesn't help the map, either; Kozelsk and Fools Road are focused much more on a ground-battle between an infantry force (Chechenya, sticking with technicals as primary fighting vehicle) and an armored force (Russia with main battle tanks as primary fighting vehicle). Bringing helicopters into the mix changes things up, and brings in some unnecessary assets into the maps.




As for why China doesn't have many helicopters in maps, it's due to the fact that only USA/USMC have been using helicopters on any 2km maps. Kashan and Quinling I believe are the only maps where OpFor has transport helicopters.
Last edited by Celestial1 on 2009-10-09 07:41, edited 1 time in total.
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

re: Adding transport helos too Fools Road and Kozelsk

Post by SkaterCrush »

I agree with Celestial. Those maps are really fun, because of their unique game style, of the relatively open map and the awesome vehicle battles that you can have, especially with the AT emplacements. Helicopters would just be upsetting the balance and fun, so I've got to disagree
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Alex6714
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re: Adding transport helos too Fools Road and Kozelsk

Post by Alex6714 »

Russia + Kozelsk + Hind = awesome.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

re: Adding transport helos too Fools Road and Kozelsk

Post by jbgeezer »

Alex6714 wrote:Russia + Kozelsk + Hind = awesome.
Oh yeah, agree +2 8-)
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Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

re: Adding transport helos too Fools Road and Kozelsk

Post by Cheditor »

A helicopter on fools or kozelesk would kill the chechens outright. The way the chechans win is through hit and run attacks and ambushes, but if the russians can just leapfrog any possible defence the chechens are mounting, then russians will just always win.
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

re: Adding transport helos too Fools Road and Kozelsk

Post by rampo »

Choppers for fools road have been suggested before and i think it got shot down because theres nowhere to land it =P, i would certainly like to have some heli for the russians if they could find a proper spawn point from the small main.

Adding choppers to kozelsk? waaay too small of a map for that
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jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

re: Adding transport helos too Fools Road and Kozelsk

Post by jbgeezer »

There are some open spots on fools road for helo insertion. Adding one Mi17 wouldnt hurt, would it? I mean the chechens got SA7s.
Live by the sword, die by the sword...

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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

re: Adding transport helos too Fools Road and Kozelsk

Post by goguapsy »

where the hell would you land it?

And if you could, how would the other team kill it?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

re: Adding transport helos too Fools Road and Kozelsk

Post by Alex6714 »

goguapsy wrote:where the hell would you land it?

And if you could, how would the other team kill it?
1) Wherever you wanted, a good pilot can get it there.

2) That question just doesn´t need to be answered...
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Kruder
Posts: 803
Joined: 2007-04-05 10:26

re: Adding transport helos too Fools Road and Kozelsk

Post by Kruder »

goguapsy wrote:where the hell would you land it?
Let that be a concern for the pilot of that chopper.For example back in days when OGT used to have 2 choppers,i had at least 5 positions to land them.(other than hill tops ,river,open ground infront of temple etc.)
goguapsy wrote:
And if you could, how would the other team kill it?
One version earlier insurgents had to fight against an APACHE,on Ramiel,and on pub games ins. were triumphant most of the time.

Or:there are already choppers on Ins and Taliban maps,and they get shot down.+Chechens have far superior equipment compared to Ins and Taliban.

But i dont expect anything from the DEV side(maps,weapons,equipment)for Russians,lets just hope they dont remove Russians all together and replace them back with Brits.(not joking,a DEV is still in favor of it)
dbzao
Retired PR Developer
Posts: 9381
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re: Adding transport helos too Fools Road and Kozelsk

Post by dbzao »

Kruder wrote:But i dont expect anything from the DEV side(maps,weapons,equipment)for Russians,lets just hope they dont remove Russians all together and replace them back with Brits.(not joking,a DEV is still in favor of it)
What a stupid remark... :roll:

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

re: Adding transport helos too Fools Road and Kozelsk

Post by AquaticPenguin »

You make a good point about the attack helos, they do generally get shot down on insurgent maps and I think they're quite balanced on karbala with the littlebirds. I would love to see some transport choppers on forest maps (canhaz monchegorsk? ^_^), although it wouldn't work on 1km maps and I myself don't think it would really work on 2km maps since you may have to divert away from the lz by quite a way to find somewhere to actually land.
Kruder wrote:But i dont expect anything from the DEV side(maps,weapons,equipment)for Russians,lets just hope they dont remove Russians all together and replace them back with Brits.(not joking,a DEV is still in favor of it)
I myself would like to see brits on every map! ^_^ but I think you may be mistaken, I think the maps were originally intended for the british faction but are now being used as place holders because there aren't many russian specific maps.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

re: Adding transport helos too Fools Road and Kozelsk

Post by Scot »

Kruder wrote: But i dont expect anything from the DEV side(maps,weapons,equipment)for Russians,lets just hope they dont remove Russians all together and replace them back with Brits.(not joking,a DEV is still in favor of it)
...

Riiight.

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I quite like the maps the way they are, until a map which is made for having a Hind on it comes along, I'll stick with them being inf and armour maps :)
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Qwerty1216
Posts: 103
Joined: 2009-05-24 23:28

re: Adding transport helos too Fools Road and Kozelsk

Post by Qwerty1216 »

Why land when we could just use...FASTR0P3Z!

Just kidding, i like the way Fool's Road and Kozelsk are right now. The DEV's know what they are doing.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

re: Adding transport helos too Fools Road and Kozelsk

Post by Rabbit »

Well who says a transport helicopter has to land anywhere other than its original landing pad. It could be used as light support and observation on a level like that.
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Kruder
Posts: 803
Joined: 2007-04-05 10:26

Re: Adding transport helos too Fools Road and Kozelsk

Post by Kruder »

[R-DEV]dbzao wrote:What a stupid remark... :roll:
'[R-DEV wrote:IronTaxi;1127165']I've always been of the opinion that it should never have changed..

there is no good reason to contextualize fictional factions...

and I'm planning to push hard to get the brits back on all the "militia" maps
https://www.realitymod.com/forum/newrep ... &p=1127165
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Adding transport helos too Fools Road and Kozelsk

Post by dbzao »

Yea, because everything else you said in my quote is true...

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: Adding transport helos too Fools Road and Kozelsk

Post by Maxfragg »

nobody wants to remove the russians form PR; but the militia maps where ment to be brit vs militia, and where just given to the russians, since no other maps where ready to be released along with the russians, when there are more russian maps, i would support the change back to the original idea of the militia series as well, just as the name "militia" instead of "chechens" since it just causes unnessesary political debates.

got that?
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: Adding transport helos too Fools Road and Kozelsk

Post by Expendable Grunt »

US vs Militia would be cool.

Joint action ftw!

M.
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