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Re: Kafr Halab

Posted: 2020-05-15 16:30
by InfantryGamer42
Coalz101 wrote:Not really if Russia has good asset squads and good inf who gives intel on enemy locations (And kills the quad gun).

If cas doesn't die carelessly to quad gun in the first 10 minutes you can win a match easily.
Same goes other way around. If Rebels have solid assets squads that will kill enemy tank and stay alive and If they lock first flag under there control they can easy win. Most important thing for Rebels is good mortar squad, that will rank up kills and make Russians lose as many as possible tickets.

But in general, what I noticed from playing map 10+ times by now is that map supports hard snowball matches, specially on Std and a bit less on Alt (pretty much team that can keep tank alive longer win), probably main reason why matches on Kafr last less then hour in my and more players expirience. If Rebels lose first two flags, there is no way there are coming back, specially whit Russians going behind there backs to precapture flags. Only idea to fix issue is to increase number of flags to 5 or 6, or make middle flags double active.

Re: Kafr Halab

Posted: 2020-07-23 18:53
by lao
IMO, Russia wins over Ins on this map so reliably that one could think of increasing INS fire power.

Re: Kafr Halab

Posted: 2020-07-25 23:16
by UncleSmek
russia wins most of rounds. Please fix balance so mec stands a chance

Re: Kafr Halab

Posted: 2020-07-26 22:28
by Grump/Gump.45
UncleSmek wrote:russia wins most of rounds. Please fix balance so mec stands a chance
Follow the way the game and map mean for you to play, you are given worse asset with less capabilities for a reason. Masirah is a perfect example with 2 BMP and 4 Boraghs. They are all shaped the same for perfect overwhelming distraction, buying more time off enemy target identification alone plus the unknown sound masking of boragh, BMP or both. 2 BMP < 6 APC. You need to think. Like on Masirah with MEC getting BMP 30MM against french tanks. You cant kill a tank with BMP fast enough unless you surprise it from the back when it has less eyes and support like TOW/HAT/LAT/INFANTRY nearby to immediately save or get revenge for their armor. For one stop lone wolfing squads on the attack and defense.

All squads need to help each other. You dont go anywhere without connecting dots at least visually. APC, jeeps and all of that. Squads arent supposed to work alone, 3 APCs arent supposed to be alone separate from tanks, jeeps and infantry. As a single infantry squad if i follow any asset whether infantry squad or armor squads with jeeps, .50 cal APCs and logi they last longer to indefinitely. Watch this video for where i learned to do this for the team. https://www.youtube.com/watch?v=ZZ-sCT_ ... ex=46&t=0s

I dont care if the assets want to go look for enemy assets on edge of map, it always leaves my squad hiding, playing dead or just plain old dead dead. If the enemy assets comes to the flag area then we get mostly or all killed without armor support till armor starts to help. Then sadly if our armor survives they dont learn from that mistake, go off alone to die and leave again later in the match, then the same players do the same thing on different matches everyday. Try something new, stop trying the same thing, which includes moving and having small squad of 8 attack alone with another squad 2-5 minutes behind in distance or tasking like building a FOB. Just wait in position to attack till support arrives. Instead we need infantry guarding armor from sneaky LAT/HAT near edge of cap. I have heard dumb excuses to not do this like "tank drives too fast, we get RPG"(happens to armor when alone) or "infantry moves too slow"(again we have 4 hours) when I have full control over my speed to match infantry pace by tapping W instead of flooring it all the time like idiot.

If infantry escorted armor with logistic trucks once supplies is done being used like a cool Call of Duty campaign mission this wouldnt be a problem. It is all common sense, you know the games content and capabilities (repair station, rifles, armor, your eyes) you people just need to do it. Take your time, every map is 4 hours get that armor support, you dont lose tickets unless you die, lose flag or bleed tickets. The reason matches have up to 4 hours is because EVERYONE is supposed to suppress, suppression backs enemy off, keeping you safe but making them more cautious and harder to kill.

This all goes together with what im saying that the assets dont suck, they arent weak, it is most of everyones play style. This is a support game, support each other with your eyes and bullets. Suppression prevents them from shooting which in turn keeps them alive for longer saving more tickets, you dont need to know the enemy location to suppress when you can just back them off all known, unknown and possible spots they can fire at you from. They also may think you saw them, think you are looking there, they might shoot at you giving off their position when you didnt actually know they were there in one of the spots you shoot. YOU ALL PLAY THE GAME ALL WRONG, you commit to the enemy TOO MUCH to the point its repeated squad wipes. I see 2 guys shooting at each other with an equal chance to hit each other, if someone backs off to retreat, grab support it ENDS that situation

Re: Kafr Halab

Posted: 2020-08-02 19:39
by UncleSmek
Sure realism is great but gameplay is more important. There is a fine balance.

Re: Kafr Halab

Posted: 2020-08-02 19:48
by =-=kittykiller2
played the map 3 times im no expert but every time russia wins quite easily

Re: Kafr Halab

Posted: 2020-08-02 21:05
by UncleSmek
Would be nice to add a lrg layer or change factions to give another alternative.

Sure its a cool concept to put not sustainable.

Just put any European Faction against MEC or Russia on that Map.
I mean, Syria was a playground for all these factions so if you want some kind of realistic scenario to justify such a change you got plenty if you are create.

Re: Kafr Halab

Posted: 2020-08-14 09:57
by PBAsydney
Hind-F too strong, would probably be better balanced with Hind-E in my opinion.

Re: Kafr Halab

Posted: 2020-08-15 04:43
by transpilot
Grump/Gump.45 wrote:Follow the way the game and map mean for you to play, you are given worse asset with less capabilities for a reason. Masirah is a perfect example with 2 BMP and 4 Boraghs. They are all shaped the same for perfect overwhelming distraction, buying more time off enemy target identification alone plus the unknown sound masking of boragh, BMP or both. 2 BMP < 6 APC. You need to think. Like on Masirah with MEC getting BMP 30MM against french tanks. You cant kill a tank with BMP fast enough unless you surprise it from the back when it has less eyes and support like TOW/HAT/LAT/INFANTRY nearby to immediately save or get revenge for their armor. For one stop lone wolfing squads on the attack and defense.

All squads need to help each other. You dont go anywhere without connecting dots at least visually. APC, jeeps and all of that. Squads arent supposed to work alone, 3 APCs arent supposed to be alone separate from tanks, jeeps and infantry. As a single infantry squad if i follow any asset whether infantry squad or armor squads with jeeps, .50 cal APCs and logi they last longer to indefinitely. Watch this video for where i learned to do this for the team. https://www.youtube.com/watch?v=ZZ-sCT_ ... ex=46&t=0s

I dont care if the assets want to go look for enemy assets on edge of map, it always leaves my squad hiding, playing dead or just plain old dead dead. If the enemy assets comes to the flag area then we get mostly or all killed without armor support till armor starts to help. Then sadly if our armor survives they dont learn from that mistake, go off alone to die and leave again later in the match, then the same players do the same thing on different matches everyday. Try something new, stop trying the same thing, which includes moving and having small squad of 8 attack alone with another squad 2-5 minutes behind in distance or tasking like building a FOB. Just wait in position to attack till support arrives. Instead we need infantry guarding armor from sneaky LAT/HAT near edge of cap. I have heard dumb excuses to not do this like "tank drives too fast, we get RPG"(happens to armor when alone) or "infantry moves too slow"(again we have 4 hours) when I have full control over my speed to match infantry pace by tapping W instead of flooring it all the time like idiot.

If infantry escorted armor with logistic trucks once supplies is done being used like a cool Call of Duty campaign mission this wouldnt be a problem. It is all common sense, you know the games content and capabilities (repair station, rifles, armor, your eyes) you people just need to do it. Take your time, every map is 4 hours get that armor support, you dont lose tickets unless you die, lose flag or bleed tickets. The reason matches have up to 4 hours is because EVERYONE is supposed to suppress, suppression backs enemy off, keeping you safe but making them more cautious and harder to kill.

This all goes together with what im saying that the assets dont suck, they arent weak, it is most of everyones play style. This is a support game, support each other with your eyes and bullets. Suppression prevents them from shooting which in turn keeps them alive for longer saving more tickets, you dont need to know the enemy location to suppress when you can just back them off all known, unknown and possible spots they can fire at you from. They also may think you saw them, think you are looking there, they might shoot at you giving off their position when you didnt actually know they were there in one of the spots you shoot. YOU ALL PLAY THE GAME ALL WRONG, you commit to the enemy TOO MUCH to the point its repeated squad wipes. I see 2 guys shooting at each other with an equal chance to hit each other, if someone backs off to retreat, grab support it ENDS that situation
Why do you and your squad have always the worst kds?
As far as i understand you lose a lot of tickets when 8 guys die non stop.

Re: Kafr Halab

Posted: 2020-08-15 13:41
by PatrickLA_CA
The entire team of infantry can't stop a sneaky LAT or HAT to track or destroy a tank and while I do agree that the game is a lot more fun when armor rolls along with infantry, there is clearly an issue with balance on this map. Perhaps a T-72 with a 20 min delay instead of a T-90 for Russia, 1 BTR-80A and 1 BTR-80 instead of 2 80A and an additional BMP-1 for the rebels?

Re: Kafr Halab

Posted: 2020-08-17 15:02
by PBAsydney
Replace T72S1 with T72S because ATGM is fun.

Re: Kafr Halab

Posted: 2020-10-06 14:11
by PBAsydney
PBAsydney wrote:Hind-F too strong, would probably be better balanced with Hind-E in my opinion.
Gonna repeat this. Too often the T62s just get absolutely cucked by the CAS.

Re: Kafr Halab

Posted: 2021-02-28 20:33
by Woxbel
Image

Noticed this and decided to report it, not sure if it goes here or some other place. My apologies if it is in the wrong place.

Screenshot got taken in this round:

https://yossizap.github.io/realitytrack ... _32.PRdemo

The "issue" being that it is a NVA crate instead of Syrian Rebels.

Re: Kafr Halab

Posted: 2021-03-03 17:14
by BRZbruh
In my opinion, Kafr Halab Insurgency Alt is a very enjoyable and unique layer that gave me some of the most fun that ive had in this game for a while. Although there are the issues of identifying friendlies vs enemies, there is still a difference so it becomes an issue of learning over time. However, I do believe there can still be some changes made to streamline this map a bit more.

-Give FSA all blue m2hb technicals, and Insurgents all white dshka technicals
-Zil-130 drops NVA crates
-Logistical logies are useless for insurgents, as they drop FSA crates.
-Cannot request kits such as medic or officer in INS main.

Re: Kafr Halab

Posted: 2021-03-23 11:45
by Nightingale
BRZbruh, what's your opinion on the balance for INS ALT?

I get the impression that, since BluFor doesn't need any crates to build, we have a situation where BluFor has a very unique advantage on an insurgency map. Does anyone else feel the same way? Do games turn out relatively evenly?

Re: Kafr Halab

Posted: 2022-05-24 22:17
by Brotherscompany
Over time when playing this map I noticed a really huge issue when it comes to the RUS vs Syrian Rebel linearity in some layouts.

The linearity of the layers in the middle of the city most often that not result in a pure steam role the moment the Russians take the first flag in the city. The flags are simply in a straight line as shown in the image and the fact Russians only have to attack and not defend it just allows them to move on the next flag without even giving time to the defenders to recover.

From what I have seen this push is so fast trying to defend the next flag after the first city flag is lost is not worth, and will quickly get overwhelmed and more often than not its a quick loss from there. The Hideouts from the Rebels will still be up and the defenders will be spawning in the back of the pushing Russians and wont get in time to the defensive flags

More FOBs and Teamwork is a obvious answer but the pure urban intensity of this map requires to have as much INF on the ground as possible, unless you have dedicated FOB builder, INF SQs will only be able to set up FOBs close to the frontline flags and keep the pressure up and honestly in such a chaotic map cooperation is hard, especially in the current situation... On a personal note Russian Asset start having a significant impact in more open terrain and Syrians will have a hard time dealing with them


My suggestion is either spread out the flags a bit so its not a straight line, combine both of those layers in the image or remove those layouts like it was done for Route-E106

Image

Re: Kafr Halab

Posted: 2022-05-26 07:47
by bad_nade
Agree. For AAS it's too straight and narrow line thru the city. If syrians are not allowed to recapture flags then russians should be required to control much wider area and push thru the city as a front that covers most of the map area. Thus there should be several parallel and linked flags that spread evenly from north-west to south-east. Like the two paths in the picture but even wider.