Ramiel 1.3

Post Reply
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Ramiel 1.3

Post by Anderson29 »

ramiel u.s. army vs AFR

played ramiel today full round. had a decent sqd for as many new guys we have playing currently. the team had a decent mortar sqd and decent cas...he was a newb to pr but he did alright flying.

complaint:
blufor took only 1 cache (it was at docs...so it was easy) got real close to the second (i got tked setting the c4 right when the fail siren was going off). anyways i guess my main complaint is the 2 mosque spawn points that go along with them having a main base.

thoughts:
the city is real dense and their fobs require no crates so i really think these 2 mosque spawns make for a really lop sided balance in favor of opfor. also the opfor complain of camping main when really it isnt a main but admins enforce it as such and if its close to a cache and the mosque spawn cant be over run..and it can really drain blufor tickets fast...especially when opfor have no tickets and just keep coming at you like zombies....its was fun dont get me wrong(my k/d was 14-2 and my sqds was 39-9) but unbalanced in my opinion.

solution:
i would say just remove those 2 mosque spawns and see how it plays out?
it would be cool to hear other ideas on balancing this map...it is a fun map.
and good job on 1.3 im really enjoying it so far on the 2 rounds i have played
in-game name : Anderson2981
steam : Anderson2981
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Ramiel 1.3

Post by viirusiiseli »

Anderson29 wrote:ramiel u.s. army vs AFR

played ramiel today full round. had a decent sqd for as many new guys we have playing currently. the team had a decent mortar sqd and decent cas...he was a newb to pr but he did alright flying.

complaint:
blufor took only 1 cache (it was at docs...so it was easy) got real close to the second (i got tked setting the c4 right when the fail siren was going off). anyways i guess my main complaint is the 2 mosque spawn points that go along with them having a main base.

thoughts:
the city is real dense and their fobs require no crates so i really think these 2 mosque spawns make for a really lop sided balance in favor of opfor. also the opfor complain of camping main when really it isnt a main but admins enforce it as such and if its close to a cache and the mosque spawn cant be over run..and it can really drain blufor tickets fast...especially when opfor have no tickets and just keep coming at you like zombies....its was fun dont get me wrong(my k/d was 14-2 and my sqds was 39-9) but unbalanced in my opinion.

solution:
i would say just remove those 2 mosque spawns and see how it plays out?
it would be cool to hear other ideas on balancing this map...it is a fun map.
and good job on 1.3 im really enjoying it so far on the 2 rounds i have played
In my opinion removing anything from insurgents is not a good idea. Especially the spawns. If you have something negative to say about the spawns I'm guessing your cache attack tactic was something loud. A more silent approach and less members in a squad works better for getting the caches. Big squads aren't supposed to attack cache but suppress it from a closeby rooftop. Try sneaking in so their infinite reinforcements don't bother as much.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Ramiel 1.3

Post by Jacksonez__ »

It's just realistic. It is not meant to be like USA raids the city with ease. ARF is rather organized and armed so you would expect a lot of resistance.

http://en.wikipedia.org/wiki/Battle_of_ ... %281993%29
crazygamelover
Posts: 130
Joined: 2013-04-30 00:11

Re: Ramiel 1.3

Post by crazygamelover »

Anderson29 wrote: also the opfor complain of camping main when really it isnt a main but admins enforce it as such
But it IS a main. It can't be overrun, it's off-limits to BLUFOR, it's a permanent spawn point, and I believe it comes with crates as well. How on earth is that not a main base?
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Ramiel 1.3

Post by Anderson29 »

viirusiiseli wrote:In my opinion removing anything from insurgents is not a good idea. Especially the spawns. If you have something negative to say about the spawns I'm guessing your cache attack tactic was something loud. A more silent approach and less members in a squad works better for getting the caches. Big squads aren't supposed to attack cache but suppress it from a closeby rooftop. Try sneaking in so their infinite reinforcements don't bother as much.
Look...opfor on insurgency is my most favorite thing to do in pr...its been that way since insurgency came out. From my experiences in 1.2 opfor wins majority of the time. I dont play blufor often but im starting to like it more since it seems to be tougher now. Im just shooting for balance. .thats all.

I get a lot of people dont like playing opfor with no scopes and just want the next round to come asap and can make teamwork hard to comeby when on opfor...but as opfor u can pop them hideouts up easy. And what made me love playing opfor was that it was hard to win...in the early days of pr...now its kinda easy to win in my opinion

In my opinion ninjaing a cashe is lame. Requires little squad to squad teamwork. My tactic for caches are as follows and needs the the cooperation of the whole blufor team.
1 locate and destroy fobs.
2 put a squad or 2 between cache and enemy main to cut off reinforcements.
3 clear out cache area before the blocking squads get overrun and opfor reinforcements arrive.

Now this map could play out different with marines and their assets..but with the army layer i would like to see how it plays out without the mosque spawns.
crazygamelover wrote:But it IS a main. It can't be overrun, it's off-limits to BLUFOR, it's a permanent spawn point, and I believe it comes with crates as well. How on earth is that not a main base?
the mosques havent always been spawnpoints and offlimits but i guess that was before u started playing
And on the insurgency layers i do not think the mosques have crates...just some dirtbikes i believe.


Main point being that if a cache spawns close to a mosque spawn point it can really be tough to win the round as blufor.
Last edited by Anderson29 on 2015-06-01 12:35, edited 1 time in total.
in-game name : Anderson2981
steam : Anderson2981
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ramiel 1.3

Post by ComradeHX »

crazygamelover wrote:But it IS a main. It can't be overrun, it's off-limits to BLUFOR, it's a permanent spawn point, and I believe it comes with crates as well. How on earth is that not a main base?
If you were suppressing the cache properly; you should naturally be able to suppress reinforcements running to the cache as well.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Ramiel 1.3

Post by Anderson29 »

dude....not everyone can be leet haxorz like u guys..when i squad lead i feel it is my duty to keep my sqd organized, make sure they get plenty of trigger time and to enjoy their time playing this game..we had a lot of fun mowing them down...my ar gunner was laughing saying..."they just keep coming" and "there's hordes of em". im just saying as an OPFOR WHORE that just happen to play blufor this time... i think we could go without the 2 mosque spawns...or at least without the Eastern mosque spawn...that is all..but i digress...so whatever...just offering my opinion on tweaking the balance of the map.
in-game name : Anderson2981
steam : Anderson2981
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ramiel 1.3

Post by ComradeHX »

Anderson29 wrote:dude....not everyone can be leet haxorz like u guys..when i squad lead i feel it is my duty to keep my sqd organized, make sure they get plenty of trigger time and to enjoy their time playing this game..we had a lot of fun mowing them down...my ar gunner was laughing saying..."they just keep coming" and "there's hordes of em". im just saying as an OPFOR WHORE that just happen to play blufor this time... i think we could go without the 2 mosque spawns...or at least without the Eastern mosque spawn...that is all..but i digress...so whatever...just offering my opinion on tweaking the balance of the map.
I don't know if you noticed but Insurgency side without many hideouts(at least 3 per cache) will simply lose.

Adding 2 points on opposite sides of city won't mean much(4+1), and mosques will most likely not very close to caches either. Very rarely do people spawn on mosque unless all hideouts are gone; which means you have an easy time camping mosque, the last spawn point anywhere close to cache.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Ramiel 1.3

Post by Anderson29 »

camping mosque is exactly what i said the opfor complain about which goes back to my very first post man.

you say, they dont spawn on it
i say, so why is it needed.
oh but wait...you say they spawn on it when blufor destroy their fobs/hidouts..
oh but then.. they/we/opfor complain for blufor camping main...which i would debate that the mosques isnt a main...but if admins enforce it that way....which they have...then what?...so...wow.... good job on making no sense dude.

the objective is balance...sometimes the insurgents are suppose to lose...and sometimes win....i havent seen a decent team of pubs (key word decent) lose insurgency on ramiel against the US Army yet....just saying...the time i did see us army win was on the Australian big D server where i joined 4 different squads on opfor and not a single word was spoken except for the "hi whats up" from me when i joined the squads....and the last 3 caches that i witnessed (joined just as the 3rd cache went down) where all far away from both mosques and i only got to play for about 15min before blufor won. and i would of made a sqd but none were available to create.


anyways i just made this thread to point out a balancing issue.. i have made my points known...as have others...so im done here.
Last edited by Anderson29 on 2015-06-02 21:12, edited 4 times in total.
in-game name : Anderson2981
steam : Anderson2981
Brozef
Posts: 213
Joined: 2015-03-27 02:51

Re: Ramiel 1.3

Post by Brozef »

This map has 3 permanent main bases for OPFOR that cannot be destroyed, overrun, or easily camped and from them you can reach any part of the city. This is something that should be reduced to just one base maybe the mosque in the center of the city.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ramiel 1.3

Post by ComradeHX »

Anderson29 wrote:camping mosque is exactly what i said the opfor complain about which goes back to my very first post man.

you say, they dont spawn on it
i say, so why is it needed.
oh but wait...you say they spawn on it when blufor destroy their fobs/hidouts..
oh but then.. they/we/opfor complain for blufor camping main...which i would debate that the mosques isnt a main...but if admins enforce it that way....which they have...then what?...so...wow.... good job on making no sense dude.

the objective is balance...sometimes the insurgents are suppose to lose...and sometimes win....i havent seen a decent team of pubs (key word decent) lose insurgency on ramiel against the US Army yet....just saying...the time i did see us army win was on the Australian big D server where i joined 4 different squads on opfor and not a single word was spoken except for the "hi whats up" from me when i joined the squads....and the last 3 caches that i witnessed (joined just as the 3rd cache went down) where all far away from both mosques and i only got to play for about 15min before blufor won. and i would of made a sqd but none were available to create.


anyways i just made this thread to point out a balancing issue.. i have made my points known...as have others...so im done here.
You are done here; because you assumed stopping enemy reinforcement = camping a spawnpoint.

Try a Stryker with smoke next time.
Post Reply

Return to “Maps”