Operation Marlin - INS

Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Operation Marlin - INS

Post by Nightingale »

I think it's too hard for the French team to destroy all the caches on this map.

Reasons:

It's very easy for the Insurgents to lay minefields all over the roads that lead in and out of the French mainbase. Unlike Karbala or Basrah, the BluFor vehicles have to drive on the roads; there are no open sand/dirt areas to drive onto.

Only a select few of the French infantry classes get the civilian restrainers.

It's very very easy for the Insurgents to hide their mortar operations in the sunflower fields (and they don't even need crates or the ammo techie when they can constantly build/rebuild). Although, I don't know if the UAV is able or unable to spot them.

The map itself has a lot of enterable buildings and confined spaces. Compared to other maps (like Karbala), Marlin has a lot more hiding places for the Insurgents to ambush from.

The Insurgents have access to a lot of cars, technicals, and SPG-technicals. These vehicles can survive a lot longer in a crowded city map like Marlin.



What do you guys think? Is it too hard for the French team? Or is the map actually balanced? If it's imbalanced, how should it be balanced?
Last edited by Nightingale on 2014-12-01 16:47, edited 1 time in total.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Operation Marlin - INS

Post by tankninja1 »

Nightingale wrote:The Chinook (I think this is the only helicopter available to the French on this map) is very unideal for infantry insertion/extraction, being huge slow and cumbersome.
Slow? It is the fastest helicopter next to the Lynx and the Osprey.
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Rabbit
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Joined: 2006-12-17 15:14

Re: Operation Marlin - INS

Post by Rabbit »

I thought the ins layer had the NH90
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AfSoccer "I just don't see the natural talent."
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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Operation Marlin - INS

Post by Nightingale »

I think my memories got mixed up with the AAS version... I'm not really familiar with all the different vehicles in the game since I'm mostly an infantry player. I always see the French helicopters dying like flies whenever Marlin INS is being played. :o ops: I'll take that point out of the OP.

But do you guys think Marlin INS is too hard for the French?
Last edited by Nightingale on 2014-12-01 18:33, edited 1 time in total.
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Operation Marlin - INS

Post by fatalsushi83 »

I don't remember the last time I saw the French win on this map. Like you said, they get chewed up in that confined urban environment. Not sure how it could be balanced, though, other than changing some of the cache locations.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
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Re: Operation Marlin - INS

Post by rPoXoTauJIo »

Lol, people become so noobish on ins that they can't even win...
MEinsurgents already most bullshit faction to play and Marlin is one of the maps where they actually can do something at least.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
_Fizzco_
Posts: 266
Joined: 2009-06-17 12:51

Re: Operation Marlin - INS

Post by _Fizzco_ »

Never thought i'd see a friend where ins need to be nerfed xD
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Chuva_RD
PR:BF2 Contributor
Posts: 300
Joined: 2013-03-30 18:51

Re: Operation Marlin - INS

Post by Chuva_RD »

Nightingale wrote:But do you guys think Marlin INS is too hard for the French?
I think DEVs should nerf MEinsurgents to the absolute disabitily and buff blufor factions to maximum: maybe then problems of INS mode (and Marlin INS particularly) disappear. Now to play INS mode you should use keyboard while 1 key enough for funny gameplay. How you think, Nightingale, it it right direction to buff blufor at this time?
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Operation Marlin - INS

Post by Nightingale »

I play as the Insurgent team basically every chance I get. I don't really enjoy being BluFor very much. I think the balance is good on maps like Karbala and Fallujah. It's not that hard to defend a cache with shitty weapons as long as you stay inside the buildings and don't wander around trying to get 200m+ kills with a AKS-74U. And then we also get infinite tickets, and small easy hideouts without needing crates. A lot of people think that being the OpFor means dying 20 times with 1 kill, but I don't think it's as bad as they say. I think the Insurgents win more than 50% of the games I have played in.

But most of the times I play as INS on Marlin, it's too easy to win, so it gets boring. That's why I think the French should be buffed on this map.
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Operation Marlin - INS

Post by fatalsushi83 »

I think the easiest solution would be to move some of the cache locations to areas that are more difficult to defend, like the edges of the city, or just one or two blocks from the edges. I don't think changing the French faction is going to help them much unless you give them tanks or an attack chopper or something like that.
Wyrdstone
Posts: 16
Joined: 2013-03-29 20:29

Re: Operation Marlin - INS

Post by Wyrdstone »

Dear god the French need restraints. Just played a failure of a round where the civvies ran amok because we only had the breacher to rely on arresting them. The manual says you can use the knife but we just got punished for it.

I had to let a civy punch me to death on a roof because it was better to let him kill me than for me to shoot him.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Operation Marlin - INS

Post by Nightingale »

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Don't know if it was right to post it in this thread since this is more of a suggestion than actual feedback...

I think another major reason that it is so difficult for the French to succeed on this map is because there are no "open routes" leading from the French mainbase to the battle zone. It's all narrow roads that restrict vehicles to a select few routes to exit the mainbase. It's very very easy for the insurgents to lay landmines on every single exit leading out of the French mainbase. In addition, the INS spawns in the center of the map with easy access to vehicles everywhere on the map.

Maybe if it was rearranged like the image above the game balance would be improved. It would give the French more breathing space for their APCs and IFVs but they would still have to be careful about the civilians.

Although more than anything, the French need restrainers for every kit on this map.
IGN: 1993 TOYOTA_PREVIA
RunsWithBears
Posts: 5
Joined: 2015-06-06 10:29

Re: Operation Marlin - INS

Post by RunsWithBears »

The main reason the French fail is because urban warfare is hard and most of PR's population does not understand the workings of urban warfare. It's basically the most volatile kind of battlefield and requires coordination and teamwork on both squad level and command level.
Anderson29
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Re: Operation Marlin - INS

Post by Anderson29 »

Nightingale wrote:Image

Don't know if it was right to post it in this thread since this is more of a suggestion than actual feedback...

I think another major reason that it is so difficult for the French to succeed on this map is because there are no "open routes" leading from the French mainbase to the battle zone. It's all narrow roads that restrict vehicles to a select few routes to exit the mainbase. It's very very easy for the insurgents to lay landmines on every single exit leading out of the French mainbase. In addition, the INS spawns in the center of the map with easy access to vehicles everywhere on the map.

Maybe if it was rearranged like the image above the game balance would be improved. It would give the French more breathing space for their APCs and IFVs but they would still have to be careful about the civilians.

Although more than anything, the French need restrainers for every kit on this map.
that is an awesome suggestion. all it would take would be moving the vehicle spawns, repair station and the commander tent.

though i would have no problem with insurgents keeping their spawn in the center of the city. i think it would be too easy to camp their main if it was over in the west like in ur picture.
in-game name : Anderson2981
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Operation Marlin - INS

Post by ComradeHX »

It used to be decent because Insurgents could mine up roads.

Now there should be next to no problem for the French now that IED is bugged(mines and VOIED disappear when kit placed them with disappears).
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Operation Marlin - INS

Post by Nightingale »

ComradeHX wrote:IED is bugged(mines and VOIED disappear when kit placed them with disappears).
Is this still true in v1.3.1.0?
IGN: 1993 TOYOTA_PREVIA
Rabbit
Posts: 7818
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Re: Operation Marlin - INS

Post by Rabbit »

Nightingale wrote:Is this still true in v1.3.1.0?
https://www.realitymod.com/forum/f604-p ... ost2079851
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AfSoccer "I just don't see the natural talent."
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tankninja1
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Re: Operation Marlin - INS

Post by tankninja1 »

A lot of cashes still seem to spawn in the relative open, where apcs have good line of sight to spam HE rounds in.
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viirusiiseli
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Re: Operation Marlin - INS

Post by viirusiiseli »

tankninja1 wrote:A lot of cashes still seem to spawn in the relative open, where apcs have good line of sight to spam HE rounds in.
This is a problem with literally every insurgent map ever.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Operation Marlin - INS

Post by Nightingale »

Yeah, I don't think "open caches" are really that much of a problem on this map.

Especially when it's so easy for the INS team to go civilian and punish the APC for shooting at the cache.
IGN: 1993 TOYOTA_PREVIA
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