Ramiel AAS Asymetrical battle

KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Ramiel AAS Asymetrical battle

Post by KillJoy[Fr] »

There is to many things on Ramiel *** layout that create an asymetrical battle.

First problem : the amount of firepower of US is just insane compared to ARF, you can nearly says it's "Tir au pigeon" a french expression that litteraly mean you are shooting birds it's to easy.

Second problem : the flag layout is ridiculous, the position of the first cap able flag give US a great advantage. The only thing they need to do is to build a super fob in the desert with assets and apcs cover there is absolutly no ways for ARF to fight against so huge firepower.

Third problem : Why ARF can not cap back flags ?
Au dela du possible ...
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Ramiel AAS Asymetrical battle

Post by Navo »

Make 1993 US Army faction with M16A2s and remove all APCs and technicals.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Ramiel AAS Asymetrical battle

Post by Nightingale »

I don't really understand the purpose of the final 3 capzones (on the western portion of the city). There is no way that the ARF can defend such wide open spaces. Is this to ensure that there are also some "easy caps" on the map to balance out the "hard caps"?

It is logical that ARF cannot cap flags, because it is a defensive map with 1000+ tickets for the defenders.

The reason it feels like it's too easy for USA to cap flags is because the capzones are super small. ARF has to constantly keep some fighters in the capzone, or else USA will just cap it quickly with 3 people.

I feel like this map needs more civilian cars or technicals. It's too easy to get stuck at ARF main because your teammates abandoned a technical in the desert and left it there for all of eternity.

Overall, I'm not sure if this map is imbalanced or not. Usually, half of the players on ARF team don't even want to try to win, and they just want to play the next map. I have seen ARF win on this map, but I'm not sure if it was because BluFor kept letting a 10-year-old smash all their helos into the sea or something.
IGN: 1993 TOYOTA_PREVIA
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Ramiel AAS Asymetrical battle

Post by viirusiiseli »

The map has a nice idea but execution needs changes, yes. I rarely say anything is OP, as its more about whos using the asset, but the LBs are OP. They do not have anything that will kill them if you fly the right way. Technical .50cal vs heli needs to be more effective for example.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Ramiel AAS Asymetrical battle

Post by Murphy »

Agreed on the LB point, even if it takes 4-5 .50cal rounds to bring it down connecting with those things is damn difficult if the pilot knows how to fly. I know CAS guys love the LB for it's unequaled maneuverability, and I would hate to see them removed, so maybe finding a solution other than "remove LBs" would be best.
Image
KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Re: Ramiel AAS Asymetrical battle

Post by KillJoy[Fr] »

Navo wrote:Make 1993 US Army faction with M16A2s and remove all APCs and technicals.
That a really good suggestion, removing the scope for US will balance infantry fight but we still need to deal with the excess of assets.
Au dela du possible ...
Brozef
Posts: 213
Joined: 2015-03-27 02:51

Re: Ramiel AAS Asymetrical battle

Post by Brozef »

I played this a few days ago, Dshk 50 cal kills BH in like 40 rounds but the LB takes at least 20-30 pretty tough for a light helicopter. Also LB can take more than 1 RPG hit and have enough time to find a land zone and ditch, I think the LB armour needs a nerfing.
bromley
Posts: 461
Joined: 2009-07-11 22:44

Re: Ramiel AAS Asymetrical battle

Post by bromley »

another problem ive noticed is no matter what team wins, the flags on the western side of the city never see play because one team runs out of tickets before the game reaches that far
bromley
Posts: 461
Joined: 2009-07-11 22:44

Re: Ramiel AAS Asymetrical battle

Post by bromley »

also maybe remove one CAS littlebird? that would make it much better since cas is very oppressive on the map
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Ramiel AAS Asymetrical battle

Post by W.Darwin »

Devs fuck level = 1.
Last edited by Mineral on 2016-03-28 12:38, edited 1 time in total.
It was nice ^^
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Ramiel AAS Asymetrical battle

Post by Mineral »

Pre v1.3.5 Ramiel was 70% won by ARF because they had an insane amount of tickets. I lowered this considerably for v1.3.5 which caused the opposite effect, now 70% is won by US :p I tweaked the tickets again and nerfed the assets of the US a while back already before this thread was bumped again. No worries .
Image
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Ramiel AAS Asymetrical battle

Post by W.Darwin »

Hahaha, this edit xD
It was nice ^^
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Ramiel AAS Asymetrical battle

Post by Rabbit »

I think AAS is trash on the map. It doesn't play like it is supposed to, super tight urban slaughter. Usually it just ends up with the US trying to bring in kills from a distance. I would really like to see the objective mode on this map, I think that has some potential here.
Image

AfSoccer "I just don't see the natural talent."
Image
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Ramiel AAS Asymetrical battle

Post by viirusiiseli »

Rabbit wrote:I think AAS is trash on the map. It doesn't play like it is supposed to, super tight urban slaughter. Usually it just ends up with the US trying to bring in kills from a distance. I would really like to see the objective mode on this map, I think that has some potential here.
I think the only way you could push the US to go for flags would be to start the AAS route from the south side of the map.

Having to go ~2km to the NE side of the map into a desert to launch an attack isn't exactly optimal.
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Ramiel AAS Asymetrical battle

Post by Navo »

Rabbit wrote:I think AAS is trash on the map. It doesn't play like it is supposed to, super tight urban slaughter. Usually it just ends up with the US trying to bring in kills from a distance. I would really like to see the objective mode on this map, I think that has some potential here.
Make 1990 US Army faction with iron sights :D
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Ramiel AAS Asymetrical battle

Post by Rabbit »

Navo wrote:Make 1990 US Army faction with iron sights :D
Yeah, would be cool if the devs made that.
Image

AfSoccer "I just don't see the natural talent."
Image
FlOwMaKeRs
Posts: 85
Joined: 2016-03-14 19:41

Re: Ramiel AAS Asymetrical battle

Post by FlOwMaKeRs »

How bout to puttin more maps in the next patch?,

some maps like ramiel are unnecessary in the game (***) to be honest, Ramiel only worth for ISS, yeah some admins/players are retarded at the time of selection of votes.

Insurgents need more weapons and vehicles, It is totally incomplete, unlike real life.
bromley
Posts: 461
Joined: 2009-07-11 22:44

Re: Ramiel AAS Asymetrical battle

Post by bromley »

[R-DEV]Mineral wrote:Pre v1.3.5 Ramiel was 70% won by ARF because they had an insane amount of tickets. I lowered this considerably for v1.3.5 which caused the opposite effect, now 70% is won by US :p I tweaked the tickets again and nerfed the assets of the US a while back already before this thread was bumped again. No worries .
do APC's spawn sooner now? Currently APC's never see play as the round end before US captures the flag that spawns them
Last edited by bromley on 2016-03-28 22:42, edited 1 time in total.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Ramiel AAS Asymetrical battle

Post by Frontliner »

[R-DEV]Mineral wrote:Pre v1.3.5 Ramiel was 70% won by ARF because they had an insane amount of tickets. I lowered this considerably for v1.3.5 which caused the opposite effect, now 70% is won by US :p I tweaked the tickets again and nerfed the assets of the US a while back already before this thread was bumped again. No worries .
Maybe it would help alot if the first capzone wasn't 30 meters wide surrounded by high buildings on the other side of the map and only one logical approach vector to assault it from?
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Post Reply

Return to “Maps”