Korengal Valley feedback

Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Korengal Valley feedback

Post by Acecombatzer0 »

Just some feedback on this map, this is the 2nd time I played this map this week, and the exact same thing happend to me as Blufor.

Ok first off, the location of the main is horrendous. It is located right in the middle of the map, and Taliban constantly lob gernades down from the cliff 50m north. So once you step out of main at the north entrance, and immmediate barrage of PKM, sniper, and gernades strangle you to death. At rare occurances, Opfor do mortar barrages at main, and one time I got spawn killed 3-4 times in a row. The admins usually take action, but since the WHOLE OpFor generally baserapes, nothing can really be done.

Furthermore as an occasional medic, I find it very frustrating that 85% of the map is steep hilly terrain, so when someone in my squad dies, it is impossible to revive them.

I also want to finish off with the "combat patrol spawns" at the beginning of the map. Usually the unknown cache is where the Logi trucks spawn, so they all get blown up my RPG fire. So the map rarely has any FOBs, only at main, where I get baseraped.

I love the "look" of the map and overall feel to it it resembles the real Korengal Valley really well. But everytime I play it, the gameplay is just plain horrible, especially as Blufor.

So with that, does anyone else have the same opinion, or other thoughts.
Outlawz7
Retired PR Developer
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Re: Korengal Valley feedback

Post by Outlawz7 »

The old main was even worse :lol:
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boilerrat
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Re: Korengal Valley feedback

Post by boilerrat »

[R-DEV]Outlawz wrote:The old main was even worse :lol:
Yes but you could actually see where you were getting shot from, the only viable positions were in the mountains for attacking that base... You knew where to look.

The current base is so much worse, I sat as a taliban sniper for a whole match next to some trees >100m away sniping the **** out of people without dying.
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Korengal Valley feedback

Post by BroCop »

Play on servers where shooting out of main isnt allowed

The taliban will ignore that "main" as long as there arent any idiots camping inside trying to act as if it was the last stand outpost
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Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: Korengal Valley feedback

Post by Stoickk »

I love Korengal Valley, but it does need quite a bit of attention. As is evident in many of my posts, I am a die hard fan of the insurgency game mode in general, and insurgent factions in particular. This being said, I feel that Korengal valley is currently unbalanced in favor of the Taliban.

The current U.S. main position would be a much better OP/VCP type position with an actual main either in the old location, or set up in the mountains in the L/M-1/2 area. Even on servers that do not allow baserape (most reputable servers) this map seems to have a baserape issue. It never seems clear whether Taliban forces fire into U.S. main first, or a U.S. player decides to start sniping out of main, but there are always accusations on both sides, and it degenerates into mass baserape until either the server dies or the admins get it sorted.

Also, unless I am mistaken, Blufor logistics trucks do not respawn on this map. This is a major problem with the gameplay and needs to be corrected. This map is far too spread out to operate without FOB's which is exactly what happens once the logi trucks are gone. This problem is further compounded by the combat patrol spawns mentioned by the original poster. Frequently one of the first caches to spawn is in the village almost right on top of those vehicles, and they are just free targets for the insurgents, even if Blufor spawns there and attempts to evacuate them.

To further alleviate this issue, I would also suggest that the dev's consider allowing Blufor the use of a transport helicopter. The terrain in the Korengal Valley is extremely vertical, and a transport helicopter would go a long way towards leveling the playing field, figuratively speaking. That would also open up more tactical options for some of the more remote cache locations.
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Acecombatzer0
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Re: Korengal Valley feedback

Post by Acecombatzer0 »

With a trans helo, there is no possible LZ. I mean, the whole map is full of steep hills. Which brings up the fact that it is impossible to revive other people as a medic.
Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: Korengal Valley feedback

Post by Stoickk »

There are numerous potential landing zones for trans helicopters on that map. They are small, but decent pilots would have little trouble hitting them. As for the hills, again, I have not ever had trouble, nor seen other medics having trouble with reviving wounded players, regardless of faction. I have spent hours of gameplay on that map, on both sides. If the body is tangled, just use your hands to untangle them from the ground and the revive goes off usually with no problems at all. Revives are no more difficult on that map than on Lashkar valley or other maps with vertical terrain.
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Acecombatzer0
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Re: Korengal Valley feedback

Post by Acecombatzer0 »

I do fly trans helicopters here and there, there may be a few potential LZs at the map, however all of those LZs would involve the rotors hitting trees and buildings, which does not look really good.

Around the "L5" area there are hilly "step" like mountains that lead to a village that often holds a cache. I tried for 5 minutes with my hands to untangle my SL with no luck.

The Taliban get wayyy to many gernades as well, they each get 4. 4 gernades times 6 squad members= 24 gernades. Korengal is the perfect place to lob gernades down hills, furthermore giving an Opfor advantage. In Project Reality's Insurgency game mode, the Blufor are supposed to get the upper hand in firefights, however recently I have not been feeling that way...
goguapsy
Posts: 3688
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Re: Korengal Valley feedback

Post by goguapsy »

Acecombatzer0 wrote:Around the "L5" area there are hilly "step" like mountains that lead to a village that often holds a cache. I tried for 5 minutes with my hands to untangle my SL with no luck.
Have you tried dropping a patch on top of him? Very effective on hilly terrain.

BTW, the "lack of good LZs" would not be a problem at all if the DEVs (well, CodeRedFox) added the legenday UH-60F.
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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Alucard
Posts: 132
Joined: 2009-06-11 11:13

Re: Korengal Valley feedback

Post by Alucard »

Anyone watch restrepo? I think that a FOB outside of the main base above it like they had in restrepo would be very nice hard for talis to camp 2 mains at once. Just a thought.
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Pronck
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Re: Korengal Valley feedback

Post by Pronck »

Alucard wrote:Anyone watch restrepo? I think that a FOB outside of the main base above it like they had in restrepo would be very nice hard for talis to camp 2 mains at once. Just a thought.
Well I think the Main is actually restropo at the moment. I would suggest to extend the valley, give an extra main base with airsupport (Kiowa + Blackhawk) and more flatten area near that base in order to prevent .87 situations.
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Ford_Jam
Posts: 458
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Re: Korengal Valley feedback

Post by Ford_Jam »

Adding helicopters will not fix Korengal -.-
the map is too small... I don't know how many times this idea has been shot down
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Korengal Valley feedback

Post by dtacs »

The only way that Korengal will ever have choppers again is if the map is totally scrapped and a 2km version made.

When it had a Little Bird, it was shot down almost every time due to the multiple technicals sitting there waiting for it to come out, or go back to land. There are so many problems with it I don't even bother playing it (CROWS sitting in the main shooting out constantly for one..)

Many funner alternatives available like Lashkar and Archer.
Brainlaag
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Re: Korengal Valley feedback

Post by Brainlaag »

TBH I had the complete opposite feeling that you guys had. The last 2 times I played this map as Blufor, we lost with like 5 caches left. Still I had so much fun , because of the awesome environment for firefights. I really don't care that this map is badly balanced, as the gameplay itself (on the right server ofc) is just stunning.

You may flame me now :D
Pronck
Posts: 1778
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Re: Korengal Valley feedback

Post by Pronck »

Ford_Jam wrote:Adding helicopters will not fix Korengal -.-
the map is too small... I don't know how many times this idea has been shot down
Uhm read the sentence before, where I suggested to extend the valley, so it should be longer and wider.
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Rudd
Retired PR Developer
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Re: Korengal Valley feedback

Post by Rudd »

ghost-recon wrote:Uhm read the sentence before, where I suggested to extend the valley, so it should be longer and wider.
not going to happen unless CRF works on a 2k.
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Korengal Valley feedback

Post by sylent/shooter »

I miss the little bird, that was great on that map. TBH you could land that thing anywhere if you were a good pilot. Or hover and let people out. I remember once, I got shot by pkm while flying away from a evac pickup, and my passenger, co-pilot and I got shot down. I managed to land it in the creek while we were spinning cuz we didn't have a tail rotor, and we all jumped out. Only to be captured and killed xD good time :P

Killing the enemy sylently
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Korengal Valley feedback

Post by Kain888 »

Brainlaag wrote:TBH I had the complete opposite feeling that you guys had. The last 2 times I played this map as Blufor, we lost with like 5 caches left. Still I had so much fun , because of the awesome environment for firefights. I really don't care that this map is badly balanced, as the gameplay itself (on the right server ofc) is just stunning.

You may flame me now :D
So true. :D This doesn't need that map doesn't need balancing. But it's awesome map with awesome immersion and feel. Would really like to see 2km of it. :)
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Arc_Shielder
Retired PR Developer
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Re: Korengal Valley feedback

Post by Arc_Shielder »

I believe we really need an air trans in this map since any ground vehicle will be constantly massacred due to the narrow roads and dense covered hills - regardless of good or bad infantry support. This allows for the Talibans for CQB easily, at any part of the map.

The solutions seem a bit simple to me. Chop some vegetation in flat land and a few scarce areas on the hills for air trans; widen the map with more flatten area and give AAs to Talibans (depending of the chopper ratio); relocate the american base to one extremity so that they don't get raped (and you'll find one more reason to cut some excessive vegetation since it's not the in the middle anymore).

Additionaly to this group - and as a more specific suggestion - perhaps including 2 initial spawnpoints with a clear LZ and nice outpost defenses might cut it?

There is the need to find the perfect balance though, so this is where the execution will be deemed very difficult. Korengal has one of the most unique and original settings in PR, it would be a shame if it was dropped out in the upcoming patches.
Last edited by Arc_Shielder on 2011-03-20 16:06, edited 5 times in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Korengal Valley feedback

Post by sylent/shooter »

Do the taliban still have that AA kit sitting in the bottom of that one cave?

Killing the enemy sylently
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