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

Posted: 2008-07-12 14:34
by MadTommy
When did Kashan 16 stop being 'just the bunkers' as that's admittedly what i thought it was.

Fuzz i agree with you 100%.. but as an admin it is no fun.

And i thought i made a couple of clear suggestions, either make it a full armour map of reduce the armour as suggested to allow a better balance.

As has been said before T&T will only run this on arranged teamwork nights, where we can assure proper leadership and admins. But next time i wont go commander and admin.. as that's like visiting the dentist when requiring a root filling! :p

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

Posted: 2008-07-12 17:30
by M.Warren
[R-DEV]fuzzhead wrote: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.
Took the words right out of my mouth, glad I didn't have to say it bluntly myself. He's right and I can say it time and time again, if you fail to plan then you to plan to fail.

It takes an extensive amount of coordination. If you see a commander running around with a sniper kit, squad leaders mixing infantry with armor assets, and jet's or helicopters without forward observers... You sir are screwed.

So do something about it, if you're squad leader sometimes you just gotta drag your squad to where you need to be and put on your shit kickin' boots on and remove useless players from the squad. You might not be able to win the battle by yourself, but when you play a hard round and you did your best with your squad you'll know it. Trust me, I've been there aswell and there was a unified feeling of accomplishment throughout the whole squad that we did everything within our power to win, even though defeated.

Like I said, fuzzhead is right. Step up to the plate and do something about it.
[R-DEV]fuzzhead wrote: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.
My only opinion is that I feel that there should be atleast 2 regular Jeeps available at main base. Reason I ask this is that there are small squads that can still serve the team. Such as an Anti-Aircraft Defense squad with MANPADS. Having 1 Officer, 1 Engineer, 1 Anti-Aircraft, 1 Medic, will prove to be useful. You can also structure this type of squad for Heavy Anti-Tank.

Even though your primary function in these squads may be to engage enemy aircraft or enemy tanks, you are not limited to this. You can still be a forward observer for the commander, and spot enemy troop movements as you are not directly at the front line combat. You can assist in building bunkers as an alternative assignment as the infantry squads are concerned with engaging the enemy. You can backup friendly armor units with a wrench if they are in distress. You can lase targets and assist air units if you follow proper CAS (Close Air Support) guidelines and coordinate with the commander. The possibilities are numerious, just structure the squad properly and follow through with what you intend to do.

Not all squads take 6 people and are strictly committed to capturing flags. I call these "Support Squads". The difficulty in creating these squads at times is to pry that "Kill, Kill, Kill, Kill, Kill, Capture Flag" mentality people have and open up a whole new source of gameplay people don't usually think of.

There are people out there that have no idea how to use a FIM-92A Stinger, or a SA-7 Grail MANPAD. Although simple, they haven't practiced the tactics of avoiding infantry combat and focusing on your role. This also applies to people using AAV's to engage enemy infantry. Can you do it? Yes, but you'll be pissed off soon as you get killed from a helicopter because you weren't paying attention like you should have.

Besides, even Support Trucks need an escort at times. Having that .50 caliber on that jeep will help out alot, like warding off an enemy helo or being able to engage enemy troops from an embedded position. I can personally admit that it has limited me and my squad at times simply because I had to roam the map looking for a Bunker or a Firebase to spawn a jeep for me to use. I can assure you, fumbling around for a Hummer or a Vodnik in a combat area is not a good idea.

Like stated before, 2 medium transport jeeps with mounted .50 cals will be welcomed with open arms at the main base. I'm just simply asking to make these available again. I was very disappointed when the jeeps were removed from the main base a patch or so ago as it narrowed down my squad leading options in a negative fashion.

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

Posted: 2008-07-12 17:40
by Outlawz7
So if the Outpost spawns have been removed, that means no more Village stalling?

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

Posted: 2008-07-12 17:42
by Sabre_tooth_tigger
I would like kashan desert to be made up of 7000 trillion individual sand particles that constantly rearrange during the game making for a fully fluid deformable landscape.

Meanwhile 20 years before thats possible could we reduce the amount of glass mountain effect through layering of the mountain peaks. It might be thats allready been done as much as possible though.

Also would like scalable dust or fog starting at 100m upto the view distance limit to help reduce the negatives of perfect line of sight


M.Warren wrote:It takes an extensive amount of coordination. If you see a commander running around with a sniper kit, squad leaders mixing infantry with armor assets, and jet's or helicopters without forward observers... You sir are screwed.

I'd rather see 4 infantry and 1 tank crew in a squad [x3] then 1 squad with 3 tanks in it. The 3 tanks squad will just have people talking over each other, most likely moving in a blob formation ready to receive a LGB if the other team are on their game.

The infantry and armour squad are a good mix because they move at different speeds, most likely causing their positions to separate enough for one squad to provide new information to the other half and cover fire and other tactics are more likely.

Yes ideally this should be done on a team level but on a pub server I believe a good squad mix makes coordination more likely. Yet on most servers the air is filled with cries of 'tanks are for the tank squad only'

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

Posted: 2008-07-12 19:17
by Psyko
Solution: Play kashan 32 on TCombat.com :P

Lol Jk, play whereever the heck ya like. Yea i find the tank traps to be both irritating and nessesary. 32 is perfect, i know you would like to see more infantry on the ground, but this is the way it is, and i'd say all the performance that can be possibly gained is all squeezed out. Theres not much improvement tbh.

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

Posted: 2008-07-12 19:59
by M.Warren
Sabre_tooth_tigger wrote:I'd rather see 4 infantry and 1 tank crew in a squad [x3] then 1 squad with 3 tanks in it. The 3 tanks squad will just have people talking over each other, most likely moving in a blob formation ready to receive a LGB if the other team are on their game.

The infantry and armour squad are a good mix because they move at different speeds, most likely causing their positions to separate enough for one squad to provide new information to the other half and cover fire and other tactics are more likely.

Yes ideally this should be done on a team level but on a pub server I believe a good squad mix makes coordination more likely. Yet on most servers the air is filled with cries of 'tanks are for the tank squad only'
I personally do not support armor to have 3 tanks in 1 squad as that is a waste. The best structured squad to this day in my opinion is having 2 tanks with 4 crewman and 2 engineers.

As for armor advancing in a "blob" formation, I do not support that aswell. Most maps have up to 4 tanks at one time. Meaning one squad can have 2 tanks, and the other squad can have 2 tanks. This will allow the commander and players to have armor support at almost any given attack/defend area. This will prevent that "blob" from stagnating in one area as the other remains vulnerable. And I agree, I don't understand why people pile armor ontop of eachother as a 50 meter spread or more between them is acceptable. The only armor I'd allow in a squad is an APC with infantry, as that makes logical sense.

Besides, I don't think it's a good idea to simplify or dumb down the game for "pub" servers. The idea is to raise the standards of gameplay and have those players meet it. If a squad of infantry needs backup, all the infantry squad leader should have to do is send a request to the commander which forwards it to the tanks. As long as there isn't any children playing the game at that time, I don't see how hard it is to get that to happen.

Also, Project Reality needs more servers with active administration. The biggest downfall to Project Reality is when twits are in charge of squads or commanding. The B.S. then trickles down from there and it effects everyone. The mod is about teamwork, and the loners will hopefully one day be routed out and removed.

Project Reality is far too complex to run like a Battlefield 2 24/7 Karkand server. If you're going to run a PR server you must maintain and uphold both written and unwritten rules and guidelines. We can't have servers anymore that go on without being checked up on on a daily basis. It's unprofessional and negatively impacts gameplay. Hopefully one day the leading team members of Project Reality will enforce this principle. No active administration, no v0.8 server patch, no access to PR, nothing. Simple as that.

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

Posted: 2008-07-12 21:51
by ReaperMAC
Outlawz wrote:So if the Outpost spawns have been removed, that means no more Village stalling?
Probably :-) , though he did not mention if the village spawns were removed, but that should be less of a problem now :mrgreen:

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

Posted: 2008-07-12 22:35
by fuzzhead
Like stated before, 2 medium transport jeeps with mounted .50 cals will be welcomed with open arms at the main base.
Yeap I like all your suggestions about smaller 3-4 man support squads, with different purposes like HAT, AA, building etc. These are great functioning squads.

But adding jeeps to main bases, bad idea IMO. The main players that will benefit from jeeps in the mainbase are snipers, spec ops, and other undesirables that will take the jeeps by themselves, and waste them in the mountains.

Bunkers and Firebases still spawn jeeps, especially now commander is not required to build them, we can assume that most intelligent rounds will have 3-4 bunkers/firebases built for each team at any one time. If you cant manage to get a jeep from one of those many locations..... build a firebase, hold it, and then grab the jeep that spawns :P

This map has great potential for comms between helicopter/commander/infantry..... much more than jabal or even muttrah. This is because transport on kashan is absolutely crucial, especially high speed transport like a helicopter. Getting the helicopter to drop your support squad off on a ridge or in a village, drop you a crate, and then buzz off, is a great experience, and heavily supports teamwork amongst 2 squads, something we want to reinforce :)

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

Posted: 2008-07-13 14:47
by Cassius
First off you dont need to man all the vehicles all the time, on such a map its good to be able to mess up the second tank straight away.

I would recommend a similiar map to Kashan, with less vehicles about the same aviation and some jungle elements to make it more infantery friendly and encourage close collaboration between armor and troops.

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

Posted: 2008-07-13 15:13
by Hotrod525
Well if you remove armor at outpost, make them spawn at main at beginning and remove the two lost apc in N & S village at start,then add Little Bird TRANSPORT along whit Black Hawk on Runway and make attack helicopter spawn at beginnig,it will drasticly change the gameplay on the map.
Like remove the 4 COTuck and replace them by quick insertion helicopter.

Just my opinion.

So in total,4 TANKs,1 A.A.V.,1 A.P.C.,1 B.H.,1 T.L.B.,1 A.H. for 32
and FULL Armor map...8TANKs,2A.A.V., 4 A.P.C.,3 A.H.,1 Fighter jet,1 Attack Jet in 64. That would be a massacre.

Anywayz, Kashan still my favorite map, especialy due the fact in gunship you can be 500 (meters ? feets ? ) high and you can engage target 900 ( M or F ? ) away undetected :)