Sbeneh Outskirts
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K4on
- Retired PR Developer
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- Joined: 2009-05-08 19:48
Sbeneh Outskirts
Old Beta thread:
https://www.realitymod.com/forum/f253-m ... dback.html
Post feedback here.
For now we will monitor the overall round stats over the next month, as players need to get used to the environment and develop tactics. Then we see how big the balancing issues really are and will make needed adjustments.
PS: We are aware that there are vehicle life time issues when unused on the AAS 128layer, which couldn't be fixed anymore during the release progress for the version 1.1.4.0.
https://www.realitymod.com/forum/f253-m ... dback.html
Post feedback here.
For now we will monitor the overall round stats over the next month, as players need to get used to the environment and develop tactics. Then we see how big the balancing issues really are and will make needed adjustments.
PS: We are aware that there are vehicle life time issues when unused on the AAS 128layer, which couldn't be fixed anymore during the release progress for the version 1.1.4.0.
Last edited by K4on on 2014-03-16 16:39, edited 3 times in total.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Sbeneh Outskirts
Its intentional, same with the bmp and mi8Daniel wrote:Vehicle T-72 tank does not respawn anymore. Should be fixed ASAP in INS gamemode. thx.
AfSoccer "I just don't see the natural talent."

- Daniel
- Posts: 2225
- Joined: 2010-04-15 16:28
- Contact:
Re: Sbeneh Outskirts
No, BMP-2 seems to respawn after 20 minutes, same as BTR-60. (I checked file).
I quote Insurgency file, BMP-2 part:
"ObjectTemplate.modifiedByUser "jeff"
ObjectTemplate.minSpawnDelay 1200
ObjectTemplate.maxSpawnDelay 1200"
I quote Insurgency file, BMP-2 part:
"ObjectTemplate.modifiedByUser "jeff"
ObjectTemplate.minSpawnDelay 1200
ObjectTemplate.maxSpawnDelay 1200"
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Sbeneh Outskirts
Yes and the tank is not. It's intentional.
And I think rabbit meant the BMP2M on AAS16.
And I think rabbit meant the BMP2M on AAS16.
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Chefmoto1
- Posts: 247
- Joined: 2006-09-16 04:17
Re: Sbeneh Outskirts
MEC gets soooo much armor in AAS it feels like. My squad was getting decimated. This map seems to have a lot of potential for INF combat but I only saw two guys. Saw like 5 pieces of armor though. Well made map though.
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Palestine4Life
- Posts: 55
- Joined: 2013-01-15 02:41
Re: Sbeneh Outskirts
I love this map, Makes PR more realistic then before,Chefmoto1 wrote:MEC gets soooo much armor in AAS it feels like. My squad was getting decimated. This map seems to have a lot of potential for INF combat but I only saw two guys. Saw like 5 pieces of armor though. Well made map though.
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Wheres_my_chili
- Posts: 240
- Joined: 2011-07-31 23:35
Re: Sbeneh Outskirts
This map seems... crashy. We had like four CTDs in the span of 15 like minutes.
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Wheres_my_chili
- Posts: 240
- Joined: 2011-07-31 23:35
Re: Sbeneh Outskirts
Well I crashed, cpt.capper did too, and EpicPoonHound crashed twice, so just me and a couple buddies. This all happened withing the span of about 15 minutes. I dont know if its the map or the update but I played sbeneh earlier and we didnt have any problems.
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brezmans
- Posts: 661
- Joined: 2011-07-20 10:08
Re: Sbeneh Outskirts
I love the map, one suggestion I have is to perhaps limit the amount of breachable doors and gates and have some of them be open by default. There isn't always a breacher nearby and the lack of wooden crates or other objects that can be jumped on, made it so that I spent quite a lot of time running around compounds trying to find a way in.
Other than that, I absolutely love it. As an inf lover, this urban combat really does it for me, thanks for making this beautiful new addition to PR.
Other than that, I absolutely love it. As an inf lover, this urban combat really does it for me, thanks for making this beautiful new addition to PR.
=HOG= Teamspeak
On indefinite LOA from April 2014.
On indefinite LOA from April 2014.
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DesmoLocke
- Posts: 1770
- Joined: 2008-11-28 19:47
Re: Sbeneh Outskirts
(wrong thread)
Last edited by DesmoLocke on 2014-03-16 09:23, edited 1 time in total.
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K4on
- Retired PR Developer
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- Joined: 2009-05-08 19:48
Re: Sbeneh Outskirts
Our squad used a breacher with a rope for thatbrezmans wrote:I love the map, one suggestion I have is to perhaps limit the amount of breachable doors and gates and have some of them be open by default. There isn't always a breacher nearby and the lack of wooden crates or other objects that can be jumped on, made it so that I spent quite a lot of time running around compounds trying to find a way in.
Other than that, I absolutely love it. As an inf lover, this urban combat really does it for me, thanks for making this beautiful new addition to PR.
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Sbeneh Outskirts
Found some floating stuff, other than that the map seems great. Maybe add 1 SPG to LRG layout, 2 tanks have too much to deal with.








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brezmans
- Posts: 661
- Joined: 2011-07-20 10:08
Re: Sbeneh Outskirts
Obviously, k4on, which is also what I wrote. However, there's not always a breacher available and the amount of locked gates seems much higher than on other, similar maps.[R-DEV]K4on wrote:Our squad used a breacher with a rope for that
=HOG= Teamspeak
On indefinite LOA from April 2014.
On indefinite LOA from April 2014.
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
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ElshanF
- Posts: 357
- Joined: 2008-07-22 12:34
Re: Sbeneh Outskirts
Got ambushed by techi's in my mi17.. I got pissed off but at the same time it was so realistic. The the ambushes etc. Love the map. A lot of rooftops to ambush people etc... I really wish we could of have the Syrian Army implemented though. Can't wait for them 
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Sbeneh Outskirts
Need a bit more info. Can you think of anything that was a occurrence with the crashes? Map layer, location in the map, faction, kit, vehicle, on spawn or running around etc.Wheres_my_chili wrote:This map seems... crashy. We had like four CTDs in the span of 15 like minutes.
IIrc, there should be several paths through each block, so part of it will just be learning where they are. However I will go back through it and make sure they have plenty of paths through them.brezmans wrote:I love the map, one suggestion I have is to perhaps limit the amount of breachable doors and gates and have some of them be open by default. There isn't always a breacher nearby and the lack of wooden crates or other objects that can be jumped on, made it so that I spent quite a lot of time running around compounds trying to find a way in.
Other than that, I absolutely love it. As an inf lover, this urban combat really does it for me, thanks for making this beautiful new addition to PR.
I love infantry too, its all I play, at the end of ins most of our vehicles were gone so it turned into a massive inf attack against fsa and their techies.

Thanks, will adjust the terrain for those. Looks like you have the beastly m16, that thing put fear into our mec squad for a whole round. We actively tried to avoid it.Prevtzer wrote:Found some floating stuff, other than that the map seems great. Maybe add 1 SPG to LRG layout, 2 tanks have too much to deal with.
AfSoccer "I just don't see the natural talent."

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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Sbeneh Outskirts
This map is honestly fantastic... I've had a thoroughly good time playing as both sides, and now that the 1-hit-kill bug is fixed, inf gameplay is a lot more forgiving (and less frustrating)
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=MeRk= Morbo5131
- Posts: 87
- Joined: 2012-11-04 23:55
Re: Sbeneh Outskirts
In my opinion, the AAS version, especially Standard seems biased in favour of the Syrian Rebels. Both rounds I've played, MEC lost by 100+ tickets
Causes:
Rebels have better weapons for CQB (M16 especially)
Ticket bleed until 3rd flag for MEC
2 tanks for Rebels on STD (This makes no sense to me, imo the MEC should have more armour in any case)
Solutions:
Have the MEC ticket bleed flag as Gas Station
Give the Rebels more FALs and SKS', move M16 to Spotter kit
Add 1 Mi-8 Hip to MEC on STD & LRG (MEC seem to be incredibly lacking in mobility on this map)
Replace one Rebel tank on STD with Spandrel, give MEC and additional BMP
There's also a bug with the MI-24 on Large, it tells the gunner they are unable to operate that vehicle position even if they have a pilot kit.
Causes:
Rebels have better weapons for CQB (M16 especially)
Ticket bleed until 3rd flag for MEC
2 tanks for Rebels on STD (This makes no sense to me, imo the MEC should have more armour in any case)
Solutions:
Have the MEC ticket bleed flag as Gas Station
Give the Rebels more FALs and SKS', move M16 to Spotter kit
Add 1 Mi-8 Hip to MEC on STD & LRG (MEC seem to be incredibly lacking in mobility on this map)
Replace one Rebel tank on STD with Spandrel, give MEC and additional BMP
There's also a bug with the MI-24 on Large, it tells the gunner they are unable to operate that vehicle position even if they have a pilot kit.
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Sbeneh Outskirts
Cheers for the input.
For now we will monitor the overall round stats over the next month, as players need to get used to the environment and develop tactics. Then we see how big the balancing issues really are and will make needed adjustments.
For now we will monitor the overall round stats over the next month, as players need to get used to the environment and develop tactics. Then we see how big the balancing issues really are and will make needed adjustments.





