kokan v.97 feedback
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CommunistComma
- Posts: 377
- Joined: 2009-12-28 21:52
re: kokan v.97 feedback
The only problem with Kokan, or at least the greatest over arching one, is C4 is too damn powerful.
You get douchebags who pull up, chuck it on a wall, and drive away. You've hypothetically spent 5 minutes deploying defenses and 20 min waiting to use them, then some ****** bag drives up and takes out the entire cache in 30 seconds, and you and the dozen other people sitting there are like....WTF!? Then these retards argue that "It's realistic." It in no way is, but that doesn't stop these retards from arguing it anyway.
If you guys want impossible to drive on rural areas with ambush areas errywhere, play Archer. That's what it was made for. You start trying to make Kokan good at everything at it will be good nothing, and mediocre at everything.
But nobody plays Archer overly much, especially compared to Kokan, because Archer is boring. Even the best rounds have a great deal of idle time. I'm not saying it's not a good or fun map, but it has major issues difficult to overcome. Also most of the people who like that extremely boring shit play Arma. To come to an actual point if your efforts to turn Kokan into an ambush simulator came to fruition, you'd ruin the map.
Not saying Kokan can't use any rebalancing, but this isn't the way to do it.
You get douchebags who pull up, chuck it on a wall, and drive away. You've hypothetically spent 5 minutes deploying defenses and 20 min waiting to use them, then some ****** bag drives up and takes out the entire cache in 30 seconds, and you and the dozen other people sitting there are like....WTF!? Then these retards argue that "It's realistic." It in no way is, but that doesn't stop these retards from arguing it anyway.
If you guys want impossible to drive on rural areas with ambush areas errywhere, play Archer. That's what it was made for. You start trying to make Kokan good at everything at it will be good nothing, and mediocre at everything.
But nobody plays Archer overly much, especially compared to Kokan, because Archer is boring. Even the best rounds have a great deal of idle time. I'm not saying it's not a good or fun map, but it has major issues difficult to overcome. Also most of the people who like that extremely boring shit play Arma. To come to an actual point if your efforts to turn Kokan into an ambush simulator came to fruition, you'd ruin the map.
Not saying Kokan can't use any rebalancing, but this isn't the way to do it.
Last edited by CommunistComma on 2012-07-31 00:50, edited 1 time in total.
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- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
re: kokan v.97 feedback
not sure when you last played archer, but i dont see alot of players using the roads. it is very easy to drive over the dunes with any vehicle. im yet to see a LAV using the roads.CommunistComma wrote: If you guys want impossible to drive on rural areas with ambush areas errywhere, play Archer. That's what it was made for. You start trying to make Kokan good at everything at it will be good nothing, and mediocre at everything.
But nobody plays Archer overly much, especially compared to Kokan, because Archer is boring. Even the best rounds have a great deal of idle time. I'm not saying it's not a good or fun map, but it has major issues difficult to overcome. Also most of the people who like that extremely boring shit play Arma. To come to an actual point if your efforts to turn Kokan into an ambush simulator came to fruition, you'd ruin the map.
Not saying Kokan can't use any rebalancing, but this isn't the way to do it.
the only maps that enforces/encourages driving on road are korengal and wanda shan. on every other map driving off road is way to effective.
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Stemplus
- Posts: 333
- Joined: 2011-06-25 17:31
re: kokan v.97 feedback
Oh really? what about Kozelsk, Mestia, Dragon Fly, Iron Ridge, Fools Road, Jabal, Pavlovsk Bay?
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
re: kokan v.97 feedback
You missed the point. The point was that when you have choice to drive on road or drive off it on the terrain, you will ALWAYS choose off-road. Just driving on roads is pointless and gives nothing.Stemplus wrote:Oh really? what about Kozelsk, Mestia, Dragon Fly, Iron Ridge, Fools Road, Jabal, Pavlovsk Bay?
The maps you mentioned are here because they force player to use roads, so I'm shocked you didn't put here Muttrah as it obviously force you to drive on road, because you have no other choice (rest is occupied by buildings). Now, same case is for some maps you mentioned, but as well on most of these maps I pretty always choose to drive off roads.
It nevertheless would be cool to have some sort of other way to enforce realistic use and properties of roads than just forcing players to drive roads because it's the only way as it's located in canyon.
Obviously Matse simplified a bit things when he put just 2 maps there, but it wasn't the point. ;]
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
re: kokan v.97 feedback
On the topic of C4, I concur with Commie. It's just abused, strapped to humvees, thrown from blackhawks, etc. Simply descreasing it's ability to bust through walls would suffice.
Secondly, I'd like to address the alt layer. Everytime the alt layer is played the LAV users rack up 30-40 kills with nearly no deaths. The massive desert out the east, along with the open fields, and it's speed make it reall hard to kill. There are some hard ways to fix this, but there is an easy way. Forget about gary because it's worthless outside city maps, increase spg techi count by one, and reduce LAV-3 number by one. Theyre too good.
Secondly, I'd like to address the alt layer. Everytime the alt layer is played the LAV users rack up 30-40 kills with nearly no deaths. The massive desert out the east, along with the open fields, and it's speed make it reall hard to kill. There are some hard ways to fix this, but there is an easy way. Forget about gary because it's worthless outside city maps, increase spg techi count by one, and reduce LAV-3 number by one. Theyre too good.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
re: kokan v.97 feedback
second option, allow the Taliban team to spawn at the technicals for the first couple minutes of the round. this allows them to defend that location or move the technicals away. both for realisms sake and game play, militants would not leave their heaviest assets unwatched so far away from them. its also simply too easy for the blufor to reach that compound before the taliban do.B.Pronk(NL) wrote:Deer are you crazy? You can never safe those techies before they destroy it, so give us one respawning techy. And no aa kits makes them win all the time but those fields really need to adjusted like in de OP.
@40mmrain:
i sort of agree and sort of don't, the LAV is an important asset for blufor to lock down avenues of approach. yes it's easy for them to mow down targets when they set up in the north east corner of the map, however i feel the solution is easy enough for the taliban team. report and bypass. dont go there, ready bombcars in ambush positions and wait for the LAV to come to you generally works best.
Last edited by Bringerof_D on 2012-08-02 03:41, edited 1 time in total.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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ExNusquam
- Posts: 89
- Joined: 2011-06-10 19:02
re: kokan v.97 feedback
On the LAVs-
I personally feel that having the 2 LAVs in place of the Kiowas actually encourages teamwork. For starters, the LAVs actually have the firepower to survive in the fields, which means that they are more likely to support the infantry during cache assaults. The number of times I've seen both LAVs working with infantry to clear a cache far outnumbers the times I've seen the Kiowas/Stryker do anything productive. The Taliban get multiple SPG techies (if they save the one at AA cannon), SPG emplacements, HATs, LATs, Bombcars and Gary, all of which rape the shit out of the LAV if used properly. If the LAV decides it's going to camp the eastern desert, simply avoid the eastern desert. Don't just give them kills.
I personally feel that having the 2 LAVs in place of the Kiowas actually encourages teamwork. For starters, the LAVs actually have the firepower to survive in the fields, which means that they are more likely to support the infantry during cache assaults. The number of times I've seen both LAVs working with infantry to clear a cache far outnumbers the times I've seen the Kiowas/Stryker do anything productive. The Taliban get multiple SPG techies (if they save the one at AA cannon), SPG emplacements, HATs, LATs, Bombcars and Gary, all of which rape the shit out of the LAV if used properly. If the LAV decides it's going to camp the eastern desert, simply avoid the eastern desert. Don't just give them kills.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
re: kokan v.97 feedback
yes the LAVs are more productive but theyre close to uncounternable, which is a very bad thing let me tell you, especially with 2 at once.
HOWEVER, this only occurs in certain areas of the map, not all of it, the lower end of the map is a death trap for the LAV, and the north, especially the east is free fucking game. That's a map design issue, but kokan will not get a redesign, and I cant do it myself, so dropping the number to one would prevent the stupid amounts of asshurt two lavs to the east causes.
HOWEVER, this only occurs in certain areas of the map, not all of it, the lower end of the map is a death trap for the LAV, and the north, especially the east is free fucking game. That's a map design issue, but kokan will not get a redesign, and I cant do it myself, so dropping the number to one would prevent the stupid amounts of asshurt two lavs to the east causes.
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FLAP_BRBGOING2MOON
- Posts: 166
- Joined: 2011-02-20 20:56
re: kokan v.97 feedback
once they fix the rpg sights (in 1.0?)insurgents would be able to make shots greater than 200m.40mmrain wrote:yes the LAVs are more productive but theyre close to uncounternable, which is a very bad thing let me tell you, especially with 2 at once.
HOWEVER, this only occurs in certain areas of the map, not all of it, the lower end of the map is a death trap for the LAV, and the north, especially the east is free fucking game. That's a map design issue, but kokan will not get a redesign, and I cant do it myself, so dropping the number to one would prevent the stupid amounts of asshurt two lavs to the east causes.
tbh it would help ins counter camping emplacements/armor on a lot of other maps too.
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ERNEST
- Posts: 7
- Joined: 2012-07-19 10:50
Change Kokan Insurgent Techie Spawn
Hello everyone i just want to put this out there about where the Techies spawn at on the Kokan map where the quad cannon is. The compound they spawn at is to far from main and its getting to old. The first thing the enemy does is take them out, it happens almost everytime i play the Quad cannon might as well be removed since i rarely ever see it operational from the first minute kiowa strike on it, I would love to be able to build a quad cannon but thats another story. So all i am asking is for the techies that spawn at the quad cannon compound to spawn at main or the old main or the VCP they dont have to be respawnable just move them to a better location thats all thanks
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: kokan v.97 feedback
yeha we've discussed that and I agree it's kind of silly. Last round of kokan I played it was simply too far away for the enemy, and I got there with c4 before they could, and just blew everything up.
A simple rally at the start of the game would suffice. This would shift the favour of the map a little to the taliban. On the US layer, however, the map is pretty balanced (not including DB mod of course), but it may not be enough to affect anything. Maybe a CROWS could be given to the US.
A simple rally at the start of the game would suffice. This would shift the favour of the map a little to the taliban. On the US layer, however, the map is pretty balanced (not including DB mod of course), but it may not be enough to affect anything. Maybe a CROWS could be given to the US.
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Ratface
- Retired PR Developer
- Posts: 962
- Joined: 2011-04-21 18:57
Re: kokan v.97 feedback
So I don't know if I should make a new thread or not, but I wanted to say that the new version of Kokan is EXTREMELY infuriating to play as taliban. Maybe it's just me, but I've ragequit every time I play more than half an hour of it.
The fact that the US get both CAS AND stykers on a small map which taliban have to get into the open to have a chance to kill them makes the map terrible. Why anyone plays it is beyond me. It needs to be re balanced or anything, either just cas or just strykers, or a mix removing 1 of each type so US doesnt get 2 stykers and 2 kiowas. I've played around 6 rounds since 1.1 and EVERY round ends the same, with the US with 300+ kills and destroying all caches.
/Rant.
The fact that the US get both CAS AND stykers on a small map which taliban have to get into the open to have a chance to kill them makes the map terrible. Why anyone plays it is beyond me. It needs to be re balanced or anything, either just cas or just strykers, or a mix removing 1 of each type so US doesnt get 2 stykers and 2 kiowas. I've played around 6 rounds since 1.1 and EVERY round ends the same, with the US with 300+ kills and destroying all caches.
/Rant.
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: kokan v.97 feedback
I find it worse with the Canadian Layout, those LAV's just kill everything that moves a Centimeter.Ratface wrote:So I don't know if I should make a new thread or not, but I wanted to say that the new version of Kokan is EXTREMELY infuriating to play as taliban. Maybe it's just me, but I've ragequit every time I play more than half an hour of it.
The fact that the US get both CAS AND stykers on a small map which taliban have to get into the open to have a chance to kill them makes the map terrible. Why anyone plays it is beyond me. It needs to be re balanced or anything, either just cas or just strykers, or a mix removing 1 of each type so US doesnt get 2 stykers and 2 kiowas. I've played around 6 rounds since 1.1 and EVERY round ends the same, with the US with 300+ kills and destroying all caches.
/Rant.
And there is a "bug" were the insurgents/taliban have like no armor, it's a insta-kill in a way.
300+ kills? I have seen 450 like 2 days ago on Kokan.
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