Gaza INS
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PeppeJ
- Posts: 195
- Joined: 2010-11-06 10:32
Gaza INS
I think this map is probably one of the hardest maps in the game, played it 4 times now and it seems that IDF never managed to even get a foothold in the city, let alone get a cache. Usually after 400 tickets have been wasted IDF have just breached the first city wall and are stuck there for the rest of the game.
The main issue is all the high rooftops surrounding the mainbase coupled with the big open area just south of it. There's just too many places for the Hamas to hide, so many that not even armour can cover them all. There's also a few T-s around where RPGs can just bob up and down and rain hell down on the infantry. Making reviving impossible.
Maybe the teams just got bad caches, but it seems this is pretty much a certain thing to happen.
The main issue is all the high rooftops surrounding the mainbase coupled with the big open area just south of it. There's just too many places for the Hamas to hide, so many that not even armour can cover them all. There's also a few T-s around where RPGs can just bob up and down and rain hell down on the infantry. Making reviving impossible.
Maybe the teams just got bad caches, but it seems this is pretty much a certain thing to happen.

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Filamu
- Posts: 318
- Joined: 2006-12-15 14:20
Re: Gaza INS
Yeah, I was about to make a post about this map too 
Nearly no squads were able to push in and if our squad gets in we get swarmed since its us against all of them. Don't think the problem is due to caches since both those far in the city and those closer have been problematic.
Not really sure how to fix the problem, maybe make the whole field a forest could make it at least possible to get into the city walls? Maybe remove some of the ladders up to high roofs to make them a little less accessible?
Nearly no squads were able to push in and if our squad gets in we get swarmed since its us against all of them. Don't think the problem is due to caches since both those far in the city and those closer have been problematic.
Not really sure how to fix the problem, maybe make the whole field a forest could make it at least possible to get into the city walls? Maybe remove some of the ladders up to high roofs to make them a little less accessible?
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fecht_niko
- Posts: 347
- Joined: 2013-06-29 13:42
Re: Gaza INS
It became a real campfest because of the big streets...
Also having 2 tanks that can cover 2 main streets right next from IDF main isnt good
Also having 2 tanks that can cover 2 main streets right next from IDF main isnt good
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sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
Re: Gaza INS
Gaza always had been hard for IDF.
I think it's due the open ground this time from IDF main allowes for even more shooting points, as opposed to what hamas could before. Pre 1.4 the buildings at the edge of the city towards IDF main wasn't that good for garrison, and the area/field of fire was a lot smaller. Now it seems like they are quite good (T-shapes etc).
The whole map looks a lot cooler though. Yet more stuff imight be another reason why IDF gets so rekt in city.
I think it's due the open ground this time from IDF main allowes for even more shooting points, as opposed to what hamas could before. Pre 1.4 the buildings at the edge of the city towards IDF main wasn't that good for garrison, and the area/field of fire was a lot smaller. Now it seems like they are quite good (T-shapes etc).
The whole map looks a lot cooler though. Yet more stuff imight be another reason why IDF gets so rekt in city.
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Gaza INS
Too many wide streets, unrepresentative of the real counterpart and also detrimental to gameplay. Having a few isn't bad but generally they should be quite narrow except just 1 or 2 streets in an area that size.
It's a lot better than before but it still needs a more middle-east city feel to it
It's a lot better than before but it still needs a more middle-east city feel to it
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Gaza INS
AAS version has fewer tickets than required for any lasting games. Around 700 tickets would be better and maybe the average game would last longer than 25 minutes.
Hamas gets into the city too easily, I think because of spawnpoint rallies around the city.
Tank should spawn immediately, would also help.
First flag could be closer to the north/east side of the map or alternatively no ticket bleed on losing the first flag.
Hamas gets into the city too easily, I think because of spawnpoint rallies around the city.
Tank should spawn immediately, would also help.
First flag could be closer to the north/east side of the map or alternatively no ticket bleed on losing the first flag.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Gaza INS
So how long does Lrg last?viirusiiseli wrote:AAS version has fewer tickets than required for any lasting games. Around 700 tickets would be better and maybe the average game would last longer than 25 minutes.
Is this for AAS or Ins, on AAS Hamas only get two forward RPs, on Ins they get them all around the city.viirusiiseli wrote: Hamas gets into the city too easily, I think because of spawnpoint rallies around the city.
Tank should spawn immediately, would also help.

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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Gaza INS
Is Std supposed to last 25 minutes?[R-DEV]Outlawz7 wrote:So how long does Lrg last?
For AAS.[R-DEV]Outlawz7 wrote:Is this for AAS or Ins, on AAS Hamas only get two forward RPs, on Ins they get them all around the city.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Gaza INS
No, but you suggested 700 tickets and Gaza AAS Large is 750.viirusiiseli wrote:Is Std supposed to last 25 minutes?
https://www.realitymod.com/mapgallery/i ... cq_128.jpg

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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Gaza INS
Wouldn't know how long it lasts, nobody is ever going to play a large layer on a 1km map )))'[R-DEV wrote:Outlawz7;2151979']No, but you suggested 700 tickets and Gaza AAS Large is 750.
https://www.realitymod.com/mapgallery/i ... cq_128.jpg
750 would be a good start for std tho, tickets run down fast in that map
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Nightingale
- Posts: 352
- Joined: 2013-11-19 21:08
Re: Gaza INS
I think in general, HAMAS has too many vehicles for this map (for INS and AAS layers) and there's no need for them to have initial rallypoints to spawn on for this map. They don't need the extra mobility of civilian cars and DShKM technicals. For the very simple reason that hideouts cost nothing to build, HAMAS will always have an easier time than IDF getting around the map.
IGN: 1993 TOYOTA_PREVIA
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obpmgmua
- Posts: 397
- Joined: 2013-05-19 20:51
Re: Gaza INS
Gaza is impossible for IDF. It's even worse than the old version. Adjusting tickets and caches wont work, because the city is way to campy. The streets funnel people into killzones and HAMAS can hold a position down with a handful of men. Large open courtyards are surrounded by tall buildings which IDF has to approach cautiously while hamas can rape with impunity. I've only seem blufor win Gaza INS once and that was when the last two caches spawned very close to IDF fobs. By that time they had less than a hundred tickets, because the prior two caches were meat grinders. I suggest redoing the map by giving more street level cover like market stalls so that IDF can approach easier and opening up certain paths so you can move around the city easier.
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Chuva_RD
- PR:BF2 Contributor
- Posts: 300
- Joined: 2013-03-30 18:51
Re: Gaza INS
Just played Gaza ins inf, game ended in 40 minutes in favor of blufor. Two caches is too few against 600 tickets. Teams were balanced.
Please don't blindly believe in winrate statistic which shows Gaza as impossible.
Please don't blindly believe in winrate statistic which shows Gaza as impossible.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Gaza INS
I don't, but without being present in every round played or a demo/PR tracker file we can only rely on stats to give us an idea of how the layer plays. The 2 caches vs 600 tickets was/is based on assumption that it'll be too much of a meat grinder for IDF to get more.Chuva_RD wrote: Please don't blindly believe in winrate statistic which shows Gaza as impossible.

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InfantryGamer42
- Posts: 495
- Joined: 2016-03-16 16:01
Re: Gaza INS
On Gaza, if you are in good IDF team you can win easy. If you not,you are going to have 40+ min of pain gameplay. Thats biggest problem on this map IMO. I would say this map is better than old,but there needs to be more cover betwen city and IDF main.
Also,I dont get point of boat? Yes you can flank and hope you will get to cashe whit out loses(and destroye it),but what then(i didnt see many peaple using boat in AAS). You cant get supplies(You can have crazzy logi driver how gettes true enemy liness and give you supplies). Also,having choper on this map would possible be overkill,but we can maybe consider getting it because there is not many things what we can do to make this map better. More APC/tanks would not help.
As I play this map more and more I think this should be 2 or even 4 km map,not 1 km. This are few good points for this. First,if you have all Gaza strip on 4 km map, Israel would be able to attack city from north,east and from west(possible boat on see). That would force Hamas to spread around city(speacialy on AAS) and try to cover each side of city. Also I this situation Israel could use F-16/AH-64 whit APC/tanks(I think in case of 4 km there would not be any change in number of those vehicles). Secound, we would actually get better city fighiting because bought sides whould be able to flank enemy in city and they would not be force in pritty mach tunnel fighiting like now.
Also,I dont get point of boat? Yes you can flank and hope you will get to cashe whit out loses(and destroye it),but what then(i didnt see many peaple using boat in AAS). You cant get supplies(You can have crazzy logi driver how gettes true enemy liness and give you supplies). Also,having choper on this map would possible be overkill,but we can maybe consider getting it because there is not many things what we can do to make this map better. More APC/tanks would not help.
As I play this map more and more I think this should be 2 or even 4 km map,not 1 km. This are few good points for this. First,if you have all Gaza strip on 4 km map, Israel would be able to attack city from north,east and from west(possible boat on see). That would force Hamas to spread around city(speacialy on AAS) and try to cover each side of city. Also I this situation Israel could use F-16/AH-64 whit APC/tanks(I think in case of 4 km there would not be any change in number of those vehicles). Secound, we would actually get better city fighiting because bought sides whould be able to flank enemy in city and they would not be force in pritty mach tunnel fighiting like now.
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Gaza INS
This is the main problem during those times when HAMAS/MEC is already in the edges of the city. Then again, it helps the IDF if they have good armor crews.Aleksa2000SM wrote:there needs to be more cover betwen city and IDF main
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Gaza INS
Is it not a bad INS team that loses the match as opposed to a good IDF team? I've played the map a number of times and I really felt the struggle as IDF. We did however win a round as IDF by camping the super tall T building and drawing the INS away from their cache. It was the INS teams round to lose, and they gave it to us.
If you have a smart, patient INS team with at least some people actually defending the cache it's akin to Ramiel. Blufor will end up wasting tickets throwing themselves at properly entrenched Hamas forces, but isn't that kind of the point?
If you have a smart, patient INS team with at least some people actually defending the cache it's akin to Ramiel. Blufor will end up wasting tickets throwing themselves at properly entrenched Hamas forces, but isn't that kind of the point?

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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59

