Heavy Death wrote:Also they have good CQB armament, and you dont need scopes for that.
Is "They have good CQB" just something people say out of reflex now? CQB is not won on the backs of ironsights alone guys, that's why optics are still used on Muttrah. Urban warfare needs a mix of both short-range and long-range weaponry, or you will fail, unless against a similarly fail squad. If your squad has no optics, you will die. If you have only optics, you'll probably still die. A proper squad has
both, and needs
both to be effective, including in CQB environments, as not every firefight, even in a city, happens at a distance of 10 meters. Lack of optics is a SERIOUS detriment that isn't balanced out by some advantage, as is the case with all other factions.
Celestial1 wrote:Not all Militia maps get ticket advantages. Fools Road, Dragon Fly, Mestia, and Iron Ridge all have the same tickets as the opposing BluFor team.
Fools Road is night time, thus lowering the effectiveness of long-range combat right there, and I regularly see Militia steamrolled on that map anyway.
Dragon Fly; Emplaced AT and AA guns for Militia. Ambush-heavy environment. Difficult assault positions for Blufor to choose from (having to cross bridges or rivers makes for easy defense for Militia). The map itself is built to offset the disadvantage of a lack of scopes. And still, hideouts.
Mestia; The amount of hills and trees creates a significant difficulty for any long-ranged combat to take place, and the distance of the flags from Blufor's main base also adds another difficulty. Add onto that the difficulty of the logistics system for Blufor due to the lack of roads or even ground to transport supplies and you have a map that heavily favors the Militia.
Iron Ridge; The Militia do get a generous dose of vehicles to help counterbalance the Russians on this map, but even then, they are regularly pushed back to the last flag in city most rounds.
Celestial1 wrote:
I think it's pretty obvious that there are exaggerated claims the detrimental effects of this change (I mean, 20-150 team kill/death sounds more like the IDF were playing Lemmings than anything). I'll agree that they might benefit from some balance on Beirut and Bijar, but I don't think re-adding scopes or changing tickets is either necessary or the best way to go.
An unfortunate mishap of altering factions that have existing maps.
Some balance on the AAS maps where IDF plays against other conventional forces is what most people are asking for. I still think Gaza needs a bit of a buff for IDF, but it's nowhere near as big an issue as Beirut or Bijar, and those are the two maps that have created this conversation. If you agree that IDF needs something fixed for those maps, than we are on the same page.
I just don't see why the squad leaders (who have GLTDs) get Optics and other kits don't. Could quite easily just give the ordinary Rifleman kit magnified reflex sites. Only half the squad, if that, would have optics then. Breacher, 2 Medics, and AR would not, giving you a half-and-half setup of Ironsights and Magnified Reflexes (less magnification than Optics), which would be very balanced, while still preserving IDF's main role of CQB combat over range, but without completely wiping the floor with their face.
I'm sure there are other solutions too, but SOME solution is needed to balance out these two maps.