Kashan Desert

fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Kashan Desert

Post by fatalsushi83 »

The new Kashan looks really nice and more desert-like but as an infantry-only player, I think infantry has some big disadvantages now. Previously, there were two really nice crater-like depressions in the mountains directly southeast of south bunkers. You could build a FOB in the craters and be relatively safe from armor, giving support to the troops in the bunkers with TOWs and HMGs. There was also a really nice crater-like depression on top of the hill east of south village.

But now with all of the, in my opinion, excessive terrain smoothing, all of the defensible positions are completely gone and if you build a FOB, it will be exposed to long range tank and APC fire. Please bring these crater-like areas back so that infantry will have a fighting chance in the mountains! The terrain smoothing has made the areas other than the bunkers flat killing grounds and is giving an advantage to vehicles even though this update was supposed to make the map more inf-friendly.
PricelineNegotiator
Posts: 1382
Joined: 2009-08-30 04:32

Re: Kashan Desert

Post by PricelineNegotiator »

matty1053 wrote:Like this map! Just wish a little "military outpost" or something was created in the northern side of the map.


Or even add a missile silo base, that will add hours more of gameplay.
Can you just copy and paste Black Gold onto Kashan. Thanks, devs! Kidding. No but seriously, some super neat-o bunkers in the middle of the map like Vadso or Black Gold would make the infantry gameplay SWEET. I don't think anyone would care if you actually did just copy and paste it.
IlluminatorConfirmed
Posts: 124
Joined: 2015-03-22 12:24

Re: Kashan Desert

Post by IlluminatorConfirmed »

I thought that main idea of all new map changes were trying to turn them into Mech Inf. But how the heck you're going to be Mech Inf if there're no mechs around? I think there should be much more light vehicles on all AAS maps like, there should be 20 crewmembers on 30 infatry guys ratio or so.

LARGE 24/26.
2 MBTs - 4 ppl. Total: 4
2 IFVs - 4 ppl. Total: 8
Two cas units(heavy) - from 2 up to 4 ppl. Total: 12
6 APCs - 12 ppl. Total: 24


STD - 16/34
1 MBT - 2 ppl. Total: 2
1 IFV - 2 ppl. Total: 4
Two cas units(light) - from 2 up to 4 ppl. Total: 8
4 APCs - 8 ppl. Total: 16


ALT - 14/36
1 IFV - 2 ppl. Total: 2
6 APCs - 12 ppl. Total: 14


INF - 8/42
4 APCs - 8 ppl. Total: 8

Something like that.
You will not grasp her with your mind or cover with a common label, for Russia is one of a kind - believe in her, if you are able...
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

PricelineNegotiator wrote:Can you just copy and paste Black Gold onto Kashan. Thanks, devs! Kidding. No but seriously, some super neat-o bunkers in the middle of the map like Vadso or Black Gold would make the infantry gameplay SWEET. I don't think anyone would care if you actually did just copy and paste it.
Sarcasm?


But the map is still dull. Adding the north village helps a lot. But haven't seen action there yet. Or even tone down the lighting in this map. Make it like dusk or dawn.

I just think this map needs a bit more strategic points.
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Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: Kashan Desert

Post by Hulabi »

Kashan is a classic PR map, it does not need any more structures. It's perfect as is.
IlluminatorConfirmed
Posts: 124
Joined: 2015-03-22 12:24

Re: Kashan Desert

Post by IlluminatorConfirmed »

matty1053 wrote:Make it like dusk or dawn.

I just think this map needs a bit more strategic points.
Double that. Focus of the map should be shifted towards infantry, more flags and good touch point.
Last edited by IlluminatorConfirmed on 2015-11-04 06:08, edited 2 times in total.
You will not grasp her with your mind or cover with a common label, for Russia is one of a kind - believe in her, if you are able...
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Kashan Desert

Post by solidfire93 »

was spotting for CAS on the mountains and i always feelt like i was expoised to the bunkers and i was not sure if there is a sniper going to hit me in the bunkers and tanks and BMP's from long range going to snip me out !

not bad but the smoothing on the mountain need some change or add more cover or craters

this map need some tweaks and it's going to kick *** ! always loved Kashan
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Kashan Desert

Post by fatalsushi83 »

Yes, thank you solid. That's exactly what's bothered me as well. Building fobs in the mountains is now out of the question because of the smoothing. Looks nice though.
Chefmoto1
Posts: 247
Joined: 2006-09-16 04:17

Re: Kashan Desert

Post by Chefmoto1 »

Agree with what others have said. The changes to the bunker area are very nice, the new textures and terrain look great. Just seems like a lack of cover in the desert now. Before you could hide in craters and stuff. Also, I think a dusk layer would look amazing on Kashan. Probably too much work to ever add it though.
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Kashan Desert

Post by zloyrash »

Chefmoto1 wrote:Also, I think a dusk layer would look amazing on Kashan. Probably too much work to ever add it though.
Or storm like at Black Gold! Aaaa!
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Kashan Desert

Post by PatrickLA_CA »

TBH I preffered the old Kashan because it kinda resembled classic PR. Also, it was known as a map which you vote for when you want to play with assets. Now that's gone. I don't know why the asset number was reduced so much when you have plenty of other 4km maps such as Khamisiyah with a bigger amount of heavy assets. IMO Kashan was one of the best maps for tank vs tank fights.
In-game: Cobra-PR
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Kashan Desert

Post by viirusiiseli »

Some negative things in my opinion for new kashan:

-There are 3 jets which is too much CAS for such a simplistic map. 2 was fine.

-Reloading with jets takes too long due to the way the airfield is designed. What is wrong with reloading from the runway, bad gameplay wise.

-Its supposed to be an armor map, I mean there isn't much to it infantry wise, but there is no armor left

-Smoothing out the hills makes driving with armor easier, removing further the infantry covers this map used to have, needs more additional cover now that its all smooth and easily accessible unlike before

-Canada doesn't really fit in this map, I think the 1.3 STD layer was the best as it was the original layout with A10 and F16 vs SU25 and MIG29
K4on
Retired PR Developer
Posts: 5055
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Re: Kashan Desert

Post by K4on »

I like the pre 1.3.5 Kashan STD GPO better too (maybe because I made it - with the intention of somewhat getting the oldschool feeling back.)

Regarding the airfield and the longer jet reload procedure, I believe it's still acceptable though.
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Kashan Desert

Post by PatrickLA_CA »

I agree that Canada doesn't fit in for that map and that there was nothing wrong at all with the old US vs MEC layout. It's just classic Kashan which was balanced well enough.
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Rhino
Retired PR Developer
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Re: Kashan Desert

Post by Rhino »

viirusiiseli wrote:-Reloading with jets takes too long due to the way the airfield is designed. What is wrong with reloading from the runway, bad gameplay wise.
PR is all about slowing down and making the gameplay more realistic, and having jets reload on the ramp, where they do in real life, is part of that. This is a feature that's been in PR for quite some time now, with it first being introduced into PR around v0.8 with Qinling and since has been done on many other maps and tbh, I think your the first I've ever heard to complain about the extra time for jets reloading being a bad thing? At the very least it gives the guys on the ground a break from the bombardment they have just received while the jet reloads and makes the jet value his weapons far more.

On top of the slowed down and more realistic reloading of jets, it also avoids situations where jets reloading on the runway itself, preventing other jets from landing or taking off, something that even when Kashan only had 2 jets a side, was a bit of a problem.
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X-Alt
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Joined: 2013-07-02 22:35

Re: Kashan Desert

Post by X-Alt »

Standardizing Large and Std layers is honestly a mixed bag. Dovre Night is gone, and Kashan doesn't get its great Classic Layer.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Kashan Desert

Post by viirusiiseli »

[R-DEV]Rhino wrote:PR is all about slowing down and making the gameplay more realistic, and having jets reload on the ramp, where they do in real life, is part of that. This is a feature that's been in PR for quite some time now, with it first being introduced into PR around v0.8 with Qinling and since has been done on many other maps and tbh, I think your the first I've ever heard to complain about the extra time for jets reloading being a bad thing? At the very least it gives the guys on the ground a break from the bombardment they have just received while the jet reloads and makes the jet value his weapons far more.

On top of the slowed down and more realistic reloading of jets, it also avoids situations where jets reloading on the runway itself, preventing other jets from landing or taking off, something that even when Kashan only had 2 jets a side, was a bit of a problem.
Ah yeah, I kind of thought/said that out stupidly. The problem isn't necessarily the feature itself, just the way it is on Kashan in particular.

For this map 2 jets would be better, but to be able to give enough CAS with 2 jets you would need to be able to reload a tad faster.

The new airfield is a pain to use compared to other maps with this feature because:

-There are only 2 spots to enter the hangar area from the runway.

-The terrain between the hangar and the taxiway can flip and blow up your jet if you end up on it, similar to what qinling used to have. MEC airfield even has trees, which I don't think a real airfield would have anywhere.

-You have to reload inside the hangars, instead of on an open area like Black Gold. It's a small thing aswell but something unnecessary for a game imo.

-Landing from outside the map, like you have to if you dont want to have the possibility of getting basecamped will result in you taxiing the airfield back to the hangars. After reloading, you will need to taxi back to the other end again, to be able to do a safe lift-off.

Basically all this long explanation is, loading on kashan takes longer and is kind of frustrating compared to other maps, even the ones with the non-runway reloading.

Here is the way you have to land and reload by doing it safely. Results in quite a bit of taxiing. My bad illustration of it.

http://i.imgur.com/cbo5rfn.jpg

http://i.imgur.com/tAsSEF8.jpg
Last edited by viirusiiseli on 2015-11-26 00:04, edited 4 times in total.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Kashan Desert

Post by chrisweb89 »

I really don't undertsand why the terrain was changed from old kashan, other than some terrain glitching issues. The loss of the plateaus on the hills has just delegated infantry even more to only being in the bunkers, now their only chance on a hill is on the crest with a completely exposed rear, where as before you could have spots on the tops of hills where you could only be shot at from up close.
-3 Jets is too much, it just reults in one team winning air superiority and dropping bombs everywhere, atleast with two jets once a team one the air war there wasn't as much to cas to go around. Anti air vehicles have also been removed on std and large for some reason, I don't know who made the changes but wtf were they thinking?

-More APCs would be good for all 4km maps, but especially kashan, it will only encourage mech inf squads. noone wants to run a mech inf squad when there are only two ifvs, but people will if there are more APCs, plus the ifvs for a dedicated squad to use.
Rhino
Retired PR Developer
Posts: 47909
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Re: Kashan Desert

Post by Rhino »

viirusiiseli wrote:For this map 2 jets would be better, but to be able to give enough CAS with 2 jets you would need to be able to reload a tad faster.
Personally I agree two jets would be better on this map due to it being open desert and easy to identify and hit targets, which are for a large part heavy assets.
viirusiiseli wrote:The new airfield is a pain to use compared to other maps with this feature because:

1. There are only 2 spots to enter the hangar area from the runway.

2. The terrain between the hangar and the taxiway can flip and blow up your jet if you end up on it, similar to what qinling used to have. MEC airfield even has trees, which I don't think a real airfield would have anywhere.

3. You have to reload inside the hangars, instead of on an open area like Black Gold. It's a small thing aswell but something unnecessary for a game imo.

4. Landing from outside the map, like you have to if you dont want to have the possibility of getting basecamped will result in you taxiing the airfield back to the hangars. After reloading, you will need to taxi back to the other end again, to be able to do a safe lift-off.

Basically all this long explanation is, loading on kashan takes longer and is kind of frustrating compared to other maps, even the ones with the non-runway reloading.

Here is the way you have to land and reload by doing it safely. Results in quite a bit of taxiing. My bad illustration of it.

http://i.imgur.com/cbo5rfn.jpg

http://i.imgur.com/tAsSEF8.jpg
1. Ye, part of the short taxiway system to avoid jets being able to take off from it, which happened on the long Qinling Taxiways.

2. Not 100% sure what Potato did on Kashan, but the general idea is you make the terrain between the taxiways etc bumpy so jets do not want to go on it or able take off though it. The problem with the Qinling taxiway was that if you fell off of it, you couldn't get back on where here, you can. And while I have trees in the same spot on OSR which is where Potato got the idea I agree, they don't really fit here since they would have had to have been specially planted hehe.

3. I agree reloading from inside hangers is bad, but you can actually reload from any of these red circles here, although the the ones on the right with rings around them should be used by the choppers :p
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4. Ye but I wouldn't say the risk from coming in though inside the map has that great, other than from Air Defence Vehicles (ADVs) set up in the flight path which is seriously frowned upon and isn't allowed on most servers. The runways could be flipped the other way around I guess if people really have a problem of coming in over the map.


Also what are your regards to the Op. Soul Rebel Russian Airbase which uses the same runway?
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Kashan Desert

Post by Jacksonez__ »

TBH I preffered the old Kashan because it kinda resembled classic PR
This, why the amount of assets were reduced? Kashan should have at least the same amount of assets than Black Gold has or Bijar Canyons. They are 4 km maps after all and I reckon 4 km maps should have assets. On the other hand, not that many assets work for Burning Sands. It has the city at least, it's more fun than bunker circle-jerk in Kashan if you are infantry.

E: just noticed Yamalia STD also doesn't have that many assets anymore, meh.
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