How did you like Korengal...?

General discussion of the Project Reality: BF2 modification.
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Furst
Posts: 196
Joined: 2009-11-04 02:43

How did you like Korengal...?

Post by Furst »

first of all, dont get me wrong, this aint a suggestion, its more about that i want to know the communities thoughts about that! (otherwise delete it or whatever, its just a simple question..)

do you remember Korengal when the US had to fight and hold for the Outpost flag? i guess ive last seen it im 0.9 or something, cant remember properly!

when the US captured that flag, they were able to receive Strykers and i think some Hummers etc. and also essential: vehicle respawns. otherwise when the flag was lost for the US they had to deal without heavy assets and a somehow strategically important vantage point.

i know that it was always rough and you had to deal with permanent attacks there... having troops constantly defending the outpost was sometimes stressful and so on..

how did you like the idea for BLUFOR teams to first capture one certain flag to be able to receive more support and resupplies, (maybe even not getting ticket bleed) on a insurgency map?
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: How did you like Korengal...?

Post by boilerrat »

I really really enjoyed attacking and defending that outpost as Taliban, it felt like a great breath of fresh air compared to just spamming mines and sitting around the caches.

I would love to have more of these optional bases.
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Furst
Posts: 196
Joined: 2009-11-04 02:43

Re: How did you like Korengal...?

Post by Furst »

i really appreciated the teamwork aspect of it. one squad (approx. 4 people) was enough to defend, use the location to gain intel for the team and hold the base until the enemy started attacking it. but reinforcements mostly solved it and the FOB built there guaranteed permanent flow of friendlies within the base.
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billdan
Posts: 319
Joined: 2007-04-13 22:58

Re: How did you like Korengal...?

Post by billdan »

It was fun at times, but it was removed because often times too many bluefor players would rather defend then go out and hunt for caches. 'Tis the main reason cappable flags were removed from all Insurgency maps--simply not enough players. Especially since the major RP changes.

Korengal plays much better now with the Dome of Death - protected US Main. All it needs is a respawning US logi truck instead of the nonrespawning one.

If there ever were a return to that kind of gameplay, I'd expect it to be it's own gamemode similar to a "King of the Hill." Without caches.
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Furst
Posts: 196
Joined: 2009-11-04 02:43

Re: How did you like Korengal...?

Post by Furst »

billdan wrote:It was fun at times, but it was removed because often times too many bluefor players would rather defend then go out and hunt for caches. 'Tis the main reason cappable flags were removed from all Insurgency maps--simply not enough players. Especially since the major RP changes.

Korengal plays much better now with the Dome of Death - protected US Main. All it needs is a respawning US logi truck instead of the nonrespawning one.

If there ever were a return to that kind of gameplay, I'd expect it to be it's own gamemode similar to a "King of the Hill." Without caches.
absolutely true! but i also experienced it almost every time when playing the map on every server, that the new vehicle spawn area gets attacked too. and that by far costs many more tickets, since the vehicles respawn, and get destroyed, respawn, and get destroyed period. awww...!
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: How did you like Korengal...?

Post by Arnoldio »

It was good in its own way, no doubt, but layer count is too low to take in risks like that imo.
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: How did you like Korengal...?

Post by ShockUnitBlack »

Non-balance wise, it's by far the best map in PR visually.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: How did you like Korengal...?

Post by Rissien »

Furst wrote:i really appreciated the teamwork aspect of it. one squad (approx. 4 people) was enough to defend, use the location to gain intel for the team and hold the base until the enemy started attacking it. but reinforcements mostly solved it and the FOB built there guaranteed permanent flow of friendlies within the base.
Only problem was too many people would start defending it. Youd have one squad dedicated to its defense and a third of the team would 'help' just because they ddnt want to attack caches and ended up just costing the team massive amount of tickets.
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