Make facility uncap for insurgents on basrah
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SethLive!
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Make facility uncap for insurgents on basrah
Right now in albasrah the USMC rarely gets past facility. I play on devfile almost every day and I have only seen ten or so rounds where the USMC got past mosque. If Facility was uncappable for insurgents once the Americans capped it then there would be more fighting through the rest of the city. Right now facility can be captured easily enough, but the insurgents always get it back within 5 minutes. Making facilty an uncap for insurgents would really improve the gameplay on albasrah.
Someone please tell me that the above is irony.
Or I'll rip my own eyes out with a sardine. -[R-Mod] Masaq
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SevenOfDiamonds
- Posts: 215
- Joined: 2006-06-12 17:26
Harder for them to recap would be better.
but i think its so hard because they come from everywhere! over walls, through doors, under trash cans. Everywhere! but thats what makes it insane and fun.
but i think its so hard because they come from everywhere! over walls, through doors, under trash cans. Everywhere! but thats what makes it insane and fun.
"They can also be used to provide public service messages: stay away from munitions; units are coming through; stay off the streets because the armored vehicles are dangerous.”
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-Scott R. Gourley
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SethLive!
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The insurgents are so good at defending, they hardly ever loose anything. They have grappeling hooks that allow them to get on any building they want. They have loads of rpgs up on those roofs and can just spam them into the us troops. I think all the cps except the last three should be uncap because the USMC cant get past the insurgents. In .6 the insurgents will be even harder to attack because they will have civillians. It would be more realistic if the insurgents were always retreating instead of counter attackingDesertfox wrote:Please do not make facility a uncap. So far the uncaps on that map are
USMC Airbase
Village (If capped by USMC)
North VCP
South VCP
and now you want facility?
just my opinion...
Someone please tell me that the above is irony.
Or I'll rip my own eyes out with a sardine. -[R-Mod] Masaq
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youm0nt
- Posts: 4642
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Yeah, imagine if Village was cappable again by Insurgents once USMC capture it... For example, USMC come to facility and no Insurgents in sight, they wait to capture facility but wait, Insurgents have captured the Village!... Oh great, now USMC have to GET BACK to Village and capture it before moving onto the city?! No, no way...
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WNxKenwayy
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[-=IDSF=-]SykloAG
- Posts: 403
- Joined: 2006-11-25 12:56
Exactly. I always wondered why it was not like that.WNxKenwayy wrote:No uncap.
Make is not connected to Mosque, so that once the US takes mosque, the insurgents have to retake mosque before they move on to facility. Bam, problem solved.
Although there should be a compromise in my opinion. It should take way longer for facility to be capped/turned neutral. I think its too easy ATM.
Last edited by [-=IDSF=-]SykloAG on 2007-04-02 21:56, edited 1 time in total.
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[T]Terranova7
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- Joined: 2005-06-19 20:28
The only thing that map needs is more U.S players fighting on the ground. Every time I play on Al Basrah an insurgent always, always says "Where are the U.S players?". Most of the time half of the insurgents are sitting at the North VCP camping anyways. With L-AT limits coming, the RPG spam will probably tone down, so U.S armor should not have too much trouble manuvering through the city.
I think all the map needs is more ground based vehicles for the U.S team, and probably less air vehicles.
I think all the map needs is more ground based vehicles for the U.S team, and probably less air vehicles.
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Rick_the_new_guy
- Posts: 291
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From what I remember fuzzy typing, Al Basrah will have a complete new feel toward it in.6.
The devs are continuing to dial in this interesting setting (mechanized army vs. gurillia insurgancy) on this very impressive map to more realistic levels while keeping the teams balanced IF, AND ONLY IF, they use their strong points and hide their weak points.
The devs are continuing to dial in this interesting setting (mechanized army vs. gurillia insurgancy) on this very impressive map to more realistic levels while keeping the teams balanced IF, AND ONLY IF, they use their strong points and hide their weak points.
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Leo
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Lets see, you have better accuracy, Cobras, A-10s, Abrams, APCs, Armored Humvees, and 4 uncaps, and you want more?
Shit dude, do you know how frustrating it is to be insurgent, dying 30 times in a row because there is always a cobra hovering above, having practically no way to defeat tanks, and on top of it all, nearly 5 USMC sniping at you with their Marksman and sniper kits. Screw making another uncap.
Hell, make all other flags cappable too. When you're ins and capture Facility, there is nothing more to do. Want to go jihading? Too bad, cobra got you. Want to push forward? Tough luck, uncap. And all of this is prolonged by the fact that there is no bleed. Make it so that the USMC has to cap Mosque before the bleed stops.
Shit dude, do you know how frustrating it is to be insurgent, dying 30 times in a row because there is always a cobra hovering above, having practically no way to defeat tanks, and on top of it all, nearly 5 USMC sniping at you with their Marksman and sniper kits. Screw making another uncap.
Hell, make all other flags cappable too. When you're ins and capture Facility, there is nothing more to do. Want to go jihading? Too bad, cobra got you. Want to push forward? Tough luck, uncap. And all of this is prolonged by the fact that there is no bleed. Make it so that the USMC has to cap Mosque before the bleed stops.
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Long Bow
- Posts: 1100
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This map does need some sort of tweak to slightly adjust the difficulty for the USMC. I think if Industry was removed all together you would still have the great fighting around facility and Mosque without having to then go way off outside the city to cap industry. It just seems disjointed to me that you slowly work your way from outside the city into its core then jump back to fighting at the edge again. Another thought would be make all 4 of the non city flags capable first (not sure about making industry a non recap) then facility and mosque next. Just a thought, I love the map and enjoy the difficulty but I have yet to be on a team that got past Industry (I'm probably bringing the team down though
Cheers,
Cheers,
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El_Vikingo
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To make things clear.
Facility is hard to cap when your team is at the airport.
Solution = Once a plane goes down, it stays down.
No more respawning of choppers or planes.
If some noobs crashed the planes within 35 seconds of the game, tough luck.
The map doesn't depend on the A10.
Facility is hard to cap when your team is at the airport.
Solution = Once a plane goes down, it stays down.
No more respawning of choppers or planes.
If some noobs crashed the planes within 35 seconds of the game, tough luck.
The map doesn't depend on the A10.

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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PF-Greasy Monkey
- Posts: 206
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I totally agree with you El_VikingoEl_Vikingo wrote:To make things clear.
Facility is hard to cap when your team is at the airport.
Solution = Once a plane goes down, it stays down.
No more respawning of choppers or planes.
If some noobs crashed the planes within 35 seconds of the game, tough luck.
The map doesn't depend on the A10.
bravo
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Wasteland
- Posts: 4611
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I disagree with you El Vikingo. What needs to happen is have 2 A-10 squad slots, and 4 Cobra squad slots. Anybody else camping airport is kicked from server for being retarted. Problem solved.
Seriously though, the reason USMC can't do **** with facility is because they never use Mechanized Infantry to it's full potential.
And because they never defend it once it's capped.
There are exactly 6 entrances to Facility. 4 of them can be covered by one APC and one well placed Hummer. That leaves the two southern entrances. So use one support gunner and two grenadiers. Bam. You've got an impenatratable fortress, assuming the insurgents don't start sniping from rooftops (in which case you need your own snipers on the north and south roofs).
Then your commander calls in airstrikes on any nearby spawncars and facility is all yours.
Seriously though, the reason USMC can't do **** with facility is because they never use Mechanized Infantry to it's full potential.
And because they never defend it once it's capped.
There are exactly 6 entrances to Facility. 4 of them can be covered by one APC and one well placed Hummer. That leaves the two southern entrances. So use one support gunner and two grenadiers. Bam. You've got an impenatratable fortress, assuming the insurgents don't start sniping from rooftops (in which case you need your own snipers on the north and south roofs).
Then your commander calls in airstrikes on any nearby spawncars and facility is all yours.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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Wasteland
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?
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat







