Kashan 0.8/0.9 - What i'd like to see.

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LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by LeChuckle »

Sir.Saul wrote:Kashan is not a infantry map? one of the best if done correctly. One squad I was in managed to get over to the hill at north village where US assets usually drive off, we had some epic battles there.

All you need is a control: 1 HAT, 1 LAT, 1 RAA, 1 Medic, 1 Ammo dude and ofcourse Officer for rally point, if you could have more than 6 I would toss in a marksman as well.

Ofcourse you need a great commander with microphone and courser over the area attack button :)
i agree, kashan is a great inf-map. i love the version without armour and planes. whole different experience on such an open map
TheBigCheese
Posts: 7
Joined: 2008-06-24 20:00

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by TheBigCheese »

I think it would be fine with more jeeps at the main base. Especially for people joining halfway through who need to catch up with their squad.
epoch
Retired PR Developer
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by epoch »

This map played pretty well last night on the Tactics & Teamwork server, but like MadTommy said it was an admin headache.

We imposed strict rules, and did have to kick a few people at first, but it improved somewhat as the round progressed. The fact we had [T&T] members commanding each team, as well as a dedicated air squad with one guy in that squad on the ground directing pilot operations really helped. What we should have done (and will next time) is ensure we have more sensible use of tanks and APCs. I don't think I ever saw an APC carry more than two people - what a waste.

I agree that the hedgehogs should be removed, or maybe have something that an engineer can blow up so vehicles can get to the bunker - like blow a hole in the Hesco or something.

I don't think we'll have this in our regular cycle, but if we have enough [T&T] members or regulars on who know how we like to play, then we can switch to it at will.

Good to hear some changes are afoot though.


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Rhino
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by Rhino »

the changes btw aint that bit, same as any other map just GPO (game play objects ie, tank spawns etc) changes, we have no plans to do any drastic changes to the map itself.
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epoch
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by epoch »

What about letting us get vehicles past the hedgehogs? Is that a major change? Anything you could do with it?


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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by gazzthompson »

epoch wrote:This map played pretty well last night on the Tactics & Teamwork server, but like MadTommy said it was an admin headache.

We imposed strict rules, and did have to kick a few people at first, but it improved somewhat as the round progressed. The fact we had [T&T] members commanding each team, as well as a dedicated air squad with one guy in that squad on the ground directing pilot operations really helped. What we should have done (and will next time) is ensure we have more sensible use of tanks and APCs. I don't think I ever saw an APC carry more than two people - what a waste.

I agree that the hedgehogs should be removed, or maybe have something that an engineer can blow up so vehicles can get to the bunker - like blow a hole in the Hesco or something.

I don't think we'll have this in our regular cycle, but if we have enough [T&T] members or regulars on who know how we like to play, then we can switch to it at will.

Good to hear some changes are afoot though.

QFT on everything said even the admin bit, i had to ban like 5 people in one kashan round last time we played it.

kashan 16 rocks
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by Harrod200 »

epoch wrote:What about letting us get vehicles past the hedgehogs? Is that a major change? Anything you could do with it?
I like the vehicle-free area. It may be overlooked by the hills, but is still reasonably safe for infantry, and if you know where to do it you can get the vehicles inside.
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Outlawz7
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by Outlawz7 »

I'd like to see armor spawn times reduced for this map or put back the wave spawn for MBTs and AA IMO

I mean, each team has 2 Heavy ATs and a uber-CAS jet or two attack choppers which can decimate the MBTs in seconds and you don't generally live long on this map as a tank. Soon as one goes down you have to wait for it for 20 minutes, while your team needs support.
I could go with 20 minute respawn heavy assets such as jets and choppers but not tanks.
This isn't an infantry map and on map with such long view distance you need armor support, because anything below a tank is just cannon fodder.
Not to mention the overall emptiness and boringness as the enemy has nothing to throw at you.
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ragchan
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by ragchan »

Man, I hate this " we need more boots on the ground" bull ****. There isn't gonna be alot of infantry on the ground in desert combat. Maybe after you cross desert to a city. But not out in the middle of a desert.

In opertaion desert storm, the infantry were always behind the battle. You just got to face what modern warfare is, jets and tanks do the heavy fighting.

I played on Tactical Gamer In a Mech Infantry squad. I think we were like the only infantry squad on our team. Charity_Case was our squad leader, and we had 1 apc. We were able to protect both bunkers by our selves the entire game. The tanks were able to secure the rest of the flags.

I don't agree that you should remove assets, if anything you should add more.
HughJass
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Joined: 2007-10-14 03:55

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by HughJass »

what rag chan said...
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RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by RCMoonPie »

This map is badass for all methods of play!

But the most fun I have ever had on it.....was where the assets were limited.

All infantry was outstanding......it took a longtime to cross the desert on foot.....but to me this created realism.
It made you keep your distances while moving as a squad.
It made you utilize the terrain for cover and concealment for movement.
It also made it important to develop a well-rounded squad....once you get several clicks outside of your main is the wrong time to make changes.

I think the assets do have their place.......I just feel that toooo many times this map becomes a tank-sniping map.
More folks take pride in the kill/death ratio than taking flags. This is evident.
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[T]Terranova7
Posts: 1073
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by [T]Terranova7 »

epoch wrote:What about letting us get vehicles past the hedgehogs? Is that a major change? Anything you could do with it?
You do realize you can get vehicles over the hedgehogs very easily... find the widest gap, and drive at full force straight into it. It may take a try or two, but it'll eventually get over it. I'm not sure if you can view that as a glitch or exploit, but it is common for vehicles to get in by that method.

Despite that, there's a side entrance on the East Side of the bunker complex that allows access into North & South Bunkers that doesn't involve bypassing hedgehogs (Only a fence and concrete dividers).

Either way, it's fully possible to bring in vehicles to the bunkers.
fuzzhead
Retired PR Developer
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by fuzzhead »

Please remember:

there are 3 different versions of this map, that have the exact same ticket count / flags. The only difference is the vehicle loadouts.

Kashan Desert AAS 16 - Infantry Mode with Jeeps, Support Trucks and Transport Helicopters

Kashan Desert AAS 32 - Full Assets with Jeeps, Support Trucks, APCs, Tanks, AAVs, Transport Helicopters and Attack Helicopters.

Kashan Desert AAS 64 -Full Assets with Jeeps, Support Trucks, APCs, Tanks, AAVs, Transport Helicopters, Scout Helicopters and Jets


Changes have already been made to this map. It will be a US Army map. Vehicle positionings are moved. New game modes added. Some small changes to the vehicle layouts.

But you got to remember, Kashan Desert is geared towards the more "hardcore" PR experience. It is NOT going to be watered down. If your team is being retarded, you will loose, plain and simple. If the server that is running it is not properly admined, it will play like shit, plain and simple. If you join a server running kashan and its sucking, do us a favour and leave the server, instead of playing on it then coming back and complaining about it.

Most PR vets have played kashan desert enough times to realize it can be incredibly awesome fun :) But it really requires a couple things:
  • a commander on each side that does not have his head up his own ***...
  • AT MINIMUM 3 squad leaders on each side that are on the ball, and can take orders well
  • an admin present on the server or watching bf2cc to get rid of all the goobers that flock to this map like flies to shit because of all the air power


If you got this recipe, its almost assuredly gonna be a kickass experience.... if you got less than this, keep your expectations very low.

Kashan Desert Suggestions

As for suggestions about the map, so far Ive heard alot of discussion but not alot of actualy suggestions. So lets hear it, give it to us straight. Heres some of my comments on the suggestions already made:
reduce the amount of assets
please give example of exact vehicle loadouts for kashan AAS 16, 32 AND 64 layouts. Dont just say reduce, give exact numbers.
increase the amount of assets
please give example of exact vehicle loadouts for kashan AAS 16, 32 AND 64 layouts. Dont just say increase, give exact numbers.
reduce vehicle spawn time
Not happening. This map is very much focused on supporting infantry, reducing the vehicle spawn times just turns it into vehicle death match. If your team does not have alot of infantry, then informing the commander is your best bet.

remove hedgehogs in the vehicle-free zone
Theres a reason for having these here. Infantry can get into this area, vehicles cant (well, they can, but it can be a pain in the ***, especially for tanks). If infantry are smart - that is, not complete morons, they will realize there is trench networks all throughout these bunker areas that allow them to travel through the area without exposing themselves. Therefore, the bunker areas can make for some interesting infantry fighting while tanks can battle it out. Yes, it does truly suck to be held up inside the bunker areas as infantry when your tanks all bit the dust, but suck it up and prepare for the enemy breach :P
put more transport jeeps
Kashan Desert is the absolute BEST map to fly transport helicopters on. The #1 reason: its actually USEFUL! Use the transport helicopters to your benefit. as the commander, setup landing zones, setup forward rally bases where you head to first before moving into the hot zone. There is NO transport problem if your team are doing their jobs. There is a transport problem when the server is filled with smacktards who fly the helicopters around like idiots and crash into mountains, fly right over enemy AA, etc etc. Like mentioned earlier, this map is a "hardcore" PR map, use the assets avaliable to you in a non-retarded fashion and you'd be surprised how effective they can be.
reduce the tickets
well you probably didnt remember when the tickets was 600/600 in v0.61, or what about 800/800 in v0.6OB??? hehhehe :P
I think it could maybe use a ticket reduction to 400/400, but most of the time if the server is admined properly, it does not go on for more than 2.5 hours. This map was designed for that time length.
ReaperMAC
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by ReaperMAC »

Get rid of the vehicle spawns at US Outpost and MEC Outpost, and have all of the assets spawn at Mainbase/Airfield. That way, people actually have to go to the villages. Also, to stop people going up onto the hills with tanks and just raping everyone trying to get to their intended villages (South Village or North Village). The fishbowl effect around South Village is death to pretty much anything but a tank. Not to mention it makes very boring gameplay if your on the side raping everyone going into the village and having the rest of your team cap all the flags. The epic battles for the Bunkers is what makes this map more worthwhile. IMO.
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fuzzhead
Retired PR Developer
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by fuzzhead »

Get rid of the vehicle spawns at US Outpost and MEC Outpost, and have all of the assets spawn at Mainbase/Airfield.
Done.
ReaperMAC
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Re: Kashan 0.8/0.9 - What i'd like to see.

Post by ReaperMAC »

[R-DEV]fuzzhead wrote:Done.
Yay!

:grin:
Last edited by ReaperMAC on 2008-07-11 22:40, edited 1 time in total.
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[=TC=]nuetron
Posts: 358
Joined: 2007-06-20 08:00

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by [=TC=]nuetron »

MadTommy wrote:Firstly: You very rarely have enough infantry on the ground; due to the number of assets, i haven't counted them.. but it must be something like: 6 tanks, 4 APCs, 2 AAVs, 3 choppers or 2 jets. = approx. 25 players or more. This leaves one infantry squad and a commander, on a full 64 server.

My solution: A new version of Kashan, with far less assets, maybe something like 2 tanks and 2 apcs, 1 AAV & 1 attack chopper
How about this......SHUT UP!!! nah, I'm just kidding, but really. The point of so many vehicles is that the map is meant to be a vehicular slaughter. In case you didn't notice.....its kind of a BIG and a little too BIG for infantry. Notice that the vehicles all have a very good purpose:

light vehicles: transport
APCS: transport and protection of infantry
Armor: hunting APCs
CAS jet: hunting armor and enemy positions
Fighter jet: hunting CAS aircraft
AAV: protection for CAS from Fighter

(all these vehicles can kill their own, and some wern't put in)
Its an order. Certain vehicles have a purpose that they fufill. That is the purpose of Kashan, the purpose of an infanrty map that you are looking for is say.........an urban map??? Basra?
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Fluffywuffy
Posts: 2532
Joined: 2007-11-13 23:52

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by Fluffywuffy »

Remove fighter jet. Give one faction the CAS aircraft. Give the other a attack chopper.
AAV for both MEC and US army.
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darkwarrior666
Posts: 139
Joined: 2008-06-27 14:02

Re: Kashan 0.8/0.9 - What i'd like to see.

Post by darkwarrior666 »

My shortsighted view:

Kashan is my all-time favorite map on all of PR. There's just so many possibilities, with all the assets and transportation available.

Anyone who says infantry are useless are also...well...full of it. You try getting a tank into the North Bunker. Easier said than done.

If your squad is lacking transportation...get your SL to hop in a supply truck. I do it all the damn time, and it works. When we have a commander, they even thank us for being the only squad to get supply trucks where they're needed. Supply trucks are plentiful on the 64/32 versions, and have a low respawn time. There's a reason for that.

Infantry have plenty of roles, even with the amassed armor and air assets. Only infantry can take HAT kits, period, and use them to a good extend. Me and my squad held out with little more than a broken down supply truck, a crate I dropped earlier from said truck, a rally point, and an HAT shooting down attack helis, tanks, and AA vehicles, before we were finally extracted. Do not underestimate infantry on this map.



However, I do agree that more transport jeeps are needed. It's not always fun to take a supply truck, especially when your helo pilot has cerebal palsy.
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