Kokan Allied Main base

Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Kokan Allied Main base

Post by Jorgee! »

Hey, wold be very good to move US main base in kokan a bit north but with same DoD, so the insurgents can't approach so deep in the base.... totally unrealistic. Also, put some things to make the road to enter the main base more difficult, like Fallujah ones, and even better, make some .50 cal defensive positions.

Would be good to have the VCP in the middle of the taliban area removed, or at least no asset spawn there because they are mostly lost tickets.

And would be great to have more trees covering the BLUFOR main base from the SPG's. Everyelse is just fine.
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Kokan Allied Main base

Post by Rissien »

Lost tickets? Strange I see that bradley active in the map ALOT.
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MA3-USN Former

クラナド ァフターストーリー
Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Re: Kokan Allied Main base

Post by Jorgee! »

Yes, but many times ive destroyed it too, and so the humvees (3 tickets each)
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Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: Kokan Allied Main base

Post by Smiddey723 »

the base down at the bottom next to the taliban main does not make sence to me at all :/
.:2p:.Smiddey
Reddish Red
Posts: 545
Joined: 2007-08-02 10:56

Re: Kokan Allied Main base

Post by Reddish Red »

If anything the Taliban main needs to be moved further south-east then it is.
Rico11b: Better than that just take the body out of the game all together, and we'll have floating heads in game.
x-spades-x
Posts: 267
Joined: 2009-07-24 00:44

Re: Kokan Allied Main base

Post by x-spades-x »

Nor do I understand it's usefulness. I don't see the Army building a Forward Outpost, then a mini outpost to hold such vehicles. Why keep your trucks and Bradley away from your Soldiers?

As far as the original base, I think it could be moved just a little bit north, but not so much as to remove it completely from harms way. Especially for a map set in the Afghan, it makes sense to have to defend as well as outposts get over run, and Soldiers have to defend them commonly. If two bases are still desired, I would suggest having the air assets spawning at a new base, more north. However, do not have any insurgent cache locations near that new base. To simulate the off map air assets that can be called in. While still having the main ground forces able to be in the battle, however not right outside of main insurgent location.
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[PR]x-spades-x
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: Kokan Allied Main base

Post by Lange »

x-spades-x wrote:Nor do I understand it's usefulness. I don't see the Army building a Forward Outpost, then a mini outpost to hold such vehicles. Why keep your trucks and Bradley away from your Soldiers?

As far as the original base, I think it could be moved just a little bit north, but not so much as to remove it completely from harms way. Especially for a map set in the Afghan, it makes sense to have to defend as well as outposts get over run, and Soldiers have to defend them commonly. If two bases are still desired, I would suggest having the air assets spawning at a new base, more north. However, do not have any insurgent cache locations near that new base. To simulate the off map air assets that can be called in. While still having the main ground forces able to be in the battle, however not right outside of main insurgent location.
Completely agree with all of that Spades, I do think the concept of a new air base more north and moving the main back a bit is good, about defense though well thats questionable depending when you compare it to RL operations some bases are completely secure but maybe since that one simulates a more remote enemy inhabited afgan area defending would be possible but in PR defense can't be simulated with only 32 players.

Currently though the placement of the US main is messed up as Gary and bomb cars can beat the Dome of Death and drive straight in, and AA can lock on the helo pad main can even be mined from not even very far out something really needs done.
WithoutPurpose
Posts: 131
Joined: 2010-11-26 19:29

Re: Kokan Allied Main base

Post by WithoutPurpose »

I thought more about making a hill and placing the main base there, also placing a barb-wire baricade maybe?

This way it would be a bit harder to assault for the Taliban.
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Kendt888
Posts: 32
Joined: 2008-12-02 18:26

Re: Kokan Allied Main base

Post by Kendt888 »

I would move the USMC main base out in the dessert, with its current air assets, then allow us the use the high ground and in the end make to capple fob's in the green zone, either to be used by USMC for a spwan point, and by tailban to destroy and spwan point. it migth focus the game on team-teamplay, or the other way around.
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"Everything that can go wrong, will go wrong" - Murphys law
tntkid22
Posts: 110
Joined: 2010-12-21 18:45

Re: Kokan Allied Main base

Post by tntkid22 »

Personally the only thing Ive really thought of changing was the OOB on the east side of map.

i tried going deep to cover a cache with the sniper and i had to stay within a good 300 m to cover since the desert doesn't extend that far.

well that was the first time ive played and Ive adjusted my tactics....which is what most of the problems people are saying a revolving around.


That brad is always in play when im on kokan. and if not i bring it into XD
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Risk
Posts: 1
Joined: 2011-01-12 06:46

Re: Kokan Allied Main base

Post by Risk »

Im my opinion; this base is unrealistic. In real life they will never put a FOB in the greenzone if they know there is enemy activity. So my request is to either remove some tree's or replace the base in the north-east part of the map and edit the current location of the FOB into a compound or something. This position is just asking to get a lot of complaints about the current location.

Risk
Kendt888
Posts: 32
Joined: 2008-12-02 18:26

Re: Kokan Allied Main base

Post by Kendt888 »

Risk wrote:Im my opinion; this base is unrealistic. In real life they will never put a FOB in the greenzone if they know there is enemy activity. So my request is to either remove some tree's or replace the base in the north-east part of the map and edit the current location of the FOB into a compound or something. This position is just asking to get a lot of complaints about the current location.

Risk
ohh yes they would, and its what they are doing atm, but with the amount off assets as this one, agreed.
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"Everything that can go wrong, will go wrong" - Murphys law
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: Kokan Allied Main base

Post by Shovel »

I agree that the VCP away from the base is useless, why would the army keep their vehicles away from their main FOB and close to a known enemy position?

1.I think the VCP should be removed and the Bradley be put in the main base.
2.Like it was said in a previous post, their should be more obstacles/barriers on the road infront of the US main to prevent garys
Shovel009
Sinbe
Posts: 23
Joined: 2008-07-08 14:12

Re: Kokan Allied Main base

Post by Sinbe »

TheBobJeff wrote:2.Like it was said in a previous post, their should be more obstacles/barriers on the road infront of the US main to prevent garys
Or they could just add ability to build razor wire near the base. With the newest version it's not possible to build a Fob near main nor can you build any defenses near the command booth either. I think it would be an easy server side fix and allows the blufor to defend the main more easily.

The only other way is one guy to sit there with a HAT kit the whole round waiting for the Gary. I once did and when the Gary did come, the missile went right through the whole thing and he blew up everything in the whole main base...
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Kokan Allied Main base

Post by dtacs »

What the map needs is Strykers. A Bradley is significantly out of place in Afghanistan for obvious reasons, especially in a farming community. Strykers are light wheeled vehicles and perfect for the terrain, whilst being an easy target for RPG's, plus they are better infantry transport than the Bradley.

The map was made for them but they aren't on either layers.

It just seems a valid alternative until some sort of MRAP is done for the Army/USMC or the up-armored Humvee is completed.
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Kokan Allied Main base

Post by Stealthgato »

Main is not a problem, any good server won't allow bombcars / Garys to attack the mainbase.
Harrris91
Posts: 25
Joined: 2010-04-18 06:49

Re: Kokan Allied Main base

Post by Harrris91 »

Stealthgato wrote:Main is not a problem, any good server won't allow bombcars / Garys to attack the mainbase.
Very true.
"It takes 43 muscles to frown, 17 to smile, but only 3 for a proper trigger squeeze..." - Unknown
USMC scout sniper
Posts: 487
Joined: 2010-01-03 04:21

Re: Kokan Allied Main base

Post by USMC scout sniper »

I hate that there's a cache really close and RPG fire, bomb cars, and PKM fire. I agree. There needs to be a few 50 calibers.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
Kandahar
Posts: 45
Joined: 2011-01-18 19:14

Re: Kokan Allied Main base

Post by Kandahar »

Reddish Red wrote:If anything the Taliban main needs to be moved further south-east then it is.
I agree with this. Can be a right pain with the Bradley's sometimes.
''It's better to live one day as a lion than 100 years as a sheep''

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KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Re: Kokan Allied Main base

Post by KillJoy[Fr] »

Kokan allied main base is always garyed on the CIA server lol
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