Kokan: Caches. Everywhere.

VikingShip
Posts: 40
Joined: 2009-12-24 06:02

Re: Kokan: Caches. Everywhere.

Post by VikingShip »

It would be awesome if we can have the Insurgence Enterance and Exit a little bit bigger, I actually did a head on crash at the exit and there was no way of other vehicles getting out. It's a pain.
Germanius_GER
Posts: 66
Joined: 2010-04-03 16:15

Re: Kokan: Caches. Everywhere.

Post by Germanius_GER »

Arcturus_Shielder wrote:Disagree, it's not easy to get there but it's not that hard to manage a supply crate and build a FOB at the south of that same outpost. You can build quite a decent firebase there to repel any bomb car and it proves to be a very important strategic point.
I played kokan for many hours now. In 50% of my games the bombtruck just rush in
and just blow up the bradley and the 3 humvee. Nobody had a chance to move there,
you just get slaughtered on the way. I think i depends on the cache spawns.

And building there a FOB? In my Opinion, unfair for the tali. The dead zone make it
unreachabl for infantry. When you are infantry and place yourself on the walls you are
invulnerable against bombcars/trucks and grenades, so that as tali you got no chance
to kill these guys.

I suggest to move the bradley spawn somewhere else and to remove the dead zone
in the south.
Asystole
Posts: 158
Joined: 2009-06-27 09:51

Re: Kokan: Caches. Everywhere.

Post by Asystole »

Germanius_GER wrote:I suggest to move the bradley spawn somewhere else and to remove the dead zone
in the south.
This really needs to be done. I have never understood that Bradley spawn and that dome of death out there next to Taliban main. Main base reposition and enlargement might do the trick to change the game dynamics better.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Kokan: Caches. Everywhere.

Post by Hunt3r »

Caches, caches everywhere tends to make gameplay less enjoyable on this map.
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Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: Kokan: Caches. Everywhere.

Post by Scared_420 »

Also for the future, make the mountain area to the east and west more accessible for USA. Blufor has the advantage of scopes and thermals and they can't be fully utilized in a sunken field surrounded by roads and trees. One more thing, make dome of death bigger for USA main because it gets spammed with bombcars and if that isn't gonna happen then decrease the dome of death on Operation Archer.
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: Kokan: Caches. Everywhere.

Post by Mellanbror »

Pls don't change and tweak to much. Kokan is one of the best maps yet IMO.

Caches close to mainbases are fun. The one close to Taliban main is challenging and fun as US. Requires a teameffort more than others. As for being a Taliban; to have one cachelocation that is more Kiowa-safe than others is just good news.
Kiowa shouldent have equal access to all locations. Fair and I believe an homage to reality.

The one thing I'd like to see (except for the obvious fixes, e.g the car spawning in repair)
is a T-crossing for the river, somewhere halfway down the map going n.east/east.

Thx to whom made this map! Its great.

/Mellanbror
Kendt888
Posts: 32
Joined: 2008-12-02 18:26

Re: Kokan: Caches. Everywhere.

Post by Kendt888 »

Scared_420 wrote:Also for the future, make the mountain area to the east and west more accessible for USA. Blufor has the advantage of scopes and thermals and they can't be fully utilized in a sunken field surrounded by roads and trees. One more thing, make dome of death bigger for USA main because it gets spammed with bombcars and if that isn't gonna happen then decrease the dome of death on Operation Archer.

agreed on this, and why have a base in the middle of a greenzone with helicopters? it makes no sense to me...
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"Everything that can go wrong, will go wrong" - Murphys law
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Kokan: Caches. Everywhere.

Post by dtacs »

agreed on this, and why have a base in the middle of a greenzone with helicopters? it makes no sense to me...
Because its impossible to simulate having air support come from a main base (EG Kandahar/Bagram/Bastion) without putting a small, unmanned base out in the middle of nowhere...which actually would be quite realistic considering Kokan has so much unused area.
Kendt888
Posts: 32
Joined: 2008-12-02 18:26

Re: Kokan: Caches. Everywhere.

Post by Kendt888 »

dtacs wrote:Because its impossible to simulate having air support come from a main base (EG Kandahar/Bagram/Bastion) without putting a small, unmanned base out in the middle of nowhere...which actually would be quite realistic considering Kokan has so much unused area.
i understand your point with air support, and that we cant have the airsupport that long away with the BF engine. But my point was, as you mentioned with the unused area, to put it a couple of hundred meters out in the dessert.

i see that the base had been atleast 50 meters out in the dessert at some point in produktion of this map.
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"Everything that can go wrong, will go wrong" - Murphys law
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