[0966] Korengal Valley AAS is flawed

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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

[0966] Korengal Valley AAS is flawed

Post by Celestial1 »

This is not exactly a "bug" per se, in the traditional sense, but it breaks Korengal AAS to the point that I feel it warrants being listed as a bug as opposed to feedback.

Description:
Flags that randomly spawn on the NE side of the river are easily taken by the US before the Taliban can even leave their main; these flags are in the Taliban's control at the beginning of the round, cap in seconds, and the Taliban already start with 100 tickets less than the US on this main.

The Taliban can easily be 200+ tickets behind the US team before they can even leave their main (100 initial ticket difference, and 30 tickets for each flag taken from their control; often 4 or 5 flags are spawned on the US side of the river).

Tested On:
Korengal Valley AAS
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: [0966] Korengal Valley AAS is flawed

Post by Ford_Jam »

Taliban can easily lose upto 7 flags (210 tickets) before they even see an enemy soldier. Additionally Taliban main is surrounded by DoD's which forces you to take one obscure path out of main, it's a little confusing if it's the first time you're playing the map.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [0966] Korengal Valley AAS is flawed

Post by Psyrus »

I agree, I think the cap times should be doubled for all flags on the map & all on the north side of the river should start neutral. :)

It seems bug-esque in the sense that the intention was good but the implementation is broken a fair bit.
AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Re: [0966] Korengal Valley AAS is flawed

Post by AncientMan »

Thanks, this is known and has been fixed for the next version. Server admins should not run this map in their server rotation, run Insurgency instead.
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