[1.3.9] Korengal Insurgency: Infantry layer
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bromley
- Posts: 461
- Joined: 2009-07-11 22:44
[1.3.9] Korengal Insurgency: Infantry layer
So the infantry layer of korengal insurgency has a bunch of assets that the other layers dont, such as mk19 humvees and strykers. This is really cool to have these "heavy" assets on this map. However, the kiowa just does not fit in with this map.
With korengal only being a 1km map, an attack helicopter seems really out of place, it gets from one side of the map to the other in just a matter of seconds. This also means that any time the kiowa is airborne, it can get an AA lock from just about anywhere on the map, theres not really any safe place in the air for it to fly. Theres also a bug in PR where if AA is facing the direction of a helicopter, even if it is beyond range and gives no lock tone, the pilot will still get an AA lock warning. This can happen from literally hundreds of metres away. I played a round as the kiowa and nearly ever single time we took off we got AA locked us immediatly, whether it was this beyond-range bug or actually someone in range.
Simply put, the kiowa gets absolutely murdered on this map. Its far too small with AA literally anywhere in the valley. Especially the fact that it is a hellfire kiowa, it requires the pilot to hover, or at least fly straight to allow the gunner to guide their missles. With transport helicopters you fly from A to B with no extended airtime, unlike the kiowa. The kiowa does more bad than good for the US as it is a ticket sink that costs the US more tickets than intel gained from using it.
Just suggesting maybe replace the kiowa with a blackhawk or something
With korengal only being a 1km map, an attack helicopter seems really out of place, it gets from one side of the map to the other in just a matter of seconds. This also means that any time the kiowa is airborne, it can get an AA lock from just about anywhere on the map, theres not really any safe place in the air for it to fly. Theres also a bug in PR where if AA is facing the direction of a helicopter, even if it is beyond range and gives no lock tone, the pilot will still get an AA lock warning. This can happen from literally hundreds of metres away. I played a round as the kiowa and nearly ever single time we took off we got AA locked us immediatly, whether it was this beyond-range bug or actually someone in range.
Simply put, the kiowa gets absolutely murdered on this map. Its far too small with AA literally anywhere in the valley. Especially the fact that it is a hellfire kiowa, it requires the pilot to hover, or at least fly straight to allow the gunner to guide their missles. With transport helicopters you fly from A to B with no extended airtime, unlike the kiowa. The kiowa does more bad than good for the US as it is a ticket sink that costs the US more tickets than intel gained from using it.
Just suggesting maybe replace the kiowa with a blackhawk or something
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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: [1.3.9] Korengal Insurgency: Infantry layer
Wow. Who came up with that stupid idea? Infantry layer with relatively a lot of assets in 1 km map and hellfire Kiowa.
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chrisweb89
- Posts: 972
- Joined: 2008-06-16 05:08
Re: [1.3.9] Korengal Insurgency: Infantry layer
Someone that doesn't actually play the game and was just thinking of cool and sweet things to do.
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solidfire93
- Posts: 491
- Joined: 2015-06-26 14:21
Re: [1.3.9] Korengal Insurgency: Infantry layer
wait what ?!?!
Kiowa in that small map
Kiowa in that small map
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bromley
- Posts: 461
- Joined: 2009-07-11 22:44
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sabwarfare
- Posts: 88
- Joined: 2009-09-05 07:51
Re: [1.3.9] Korengal Insurgency: Infantry layer
it's way fun, don't change a thing. except, remove a few strykers and add a blackhawk along with the kiowa.
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bromley
- Posts: 461
- Joined: 2009-07-11 22:44
Re: [1.3.9] Korengal Insurgency: Infantry layer
I played it the other day and I think the strykers are cool to have on the map. However, there are FOUR strykers, this is way too many. The US won the round in 28 minutes (full server) and our strykers had a combined 100 kills with no deaths ( we were using only 3 of the 4)
I suggest lowering the stryker count from 4 to 2
I suggest lowering the stryker count from 4 to 2
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: [1.3.9] Korengal Insurgency: Infantry layer
I suggest that the Taliban can spawn in the middle of the valley in the start allowing them to ambush heavy vehicles early on so the armor has to rely on infantry to keep the pressure on the Taliban and clear the routes from IEDs and RPGs.
We are staying up!
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: [1.3.9] Korengal Insurgency: Infantry layer
Dont remove CAS, it's not like a 4 HF kiowa is too much anyway. Just remove a couple of strykers, 4 is too much.
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Killer2354
- Posts: 407
- Joined: 2008-11-19 02:48
Re: [1.3.9] Korengal Insurgency: Infantry layer
Here's a good question: why do you get assets like Strykers and a Kiowa on the INFANTRY LAYER of a map? Doesn't that seem a little counter-intuitive?
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Nightingale
- Posts: 352
- Joined: 2013-11-19 21:08
Re: [1.3.9] Korengal Insurgency: Infantry layer
Because the devs were trying to make it actually possible for the Americans to win on this map.
IGN: 1993 TOYOTA_PREVIA
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bromley
- Posts: 461
- Joined: 2009-07-11 22:44
Re: [1.3.9] Korengal Insurgency: Infantry layer
its quite possible for americans to win on other layers, the other day we won the alt layer with 400 tickets remaining. The US team starts with 750 tickets now (used to be 500 I believe) and the taliban only gets 4 caches now instead of 5.Nightingale wrote:Because the devs were trying to make it actually possible for the Americans to win on this map.
The US has a lot more breathing room now.
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Brozef
- Posts: 213
- Joined: 2015-03-27 02:51
Re: [1.3.9] Korengal Insurgency: Infantry layer
Kiowa is OP AF. Replace it with a Black hawk so the inf have a chance to build nice FOBs. There is no need for CAS on such a tiny map.
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camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
Re: [1.3.9] Korengal Insurgency: Infantry layer
Yeah this was a mistake. Rabbit was screwing around with the game play objects just before retiring and no one realised before release so it accidentally got committed.
This will probably be fixed for 1.4.
This will probably be fixed for 1.4.



