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Re: Kashan Air Bases

Posted: 2010-01-13 19:18
by inlifex
Oddsodz wrote:Just Move the South/North outpost flags closer to the main. This will give a good chance of counter attack. The South/North outpost flags are almost as far to travel as the bunkers are.

OR for the love of god remove the dam bleed on South/North outpost flags. If there was no bleed. Then the team could sort themselves out and counter attack. Dome of Death is fine as it. But a few more TOWs would be nice.

I Myself love the map. But I hate the fact that a team can lose when they still have a flag. Bleed should only come into play when "ALL" flags are capped.

I Know that the Bleed was put in to stop base-raping/spawn-raping. But If we had a few more TOWs in the right places. And some of them AA Guns with a zoom. Then it would not be so bad. In fact. It could be very good to just defined from the main if done right. Sure JET's and HELOS would get funked. But if you are going to let the OP4 get that stage with all the flags gone. Then its the teams own fault.

Voted for "Something else(?), explain below"
I must concur with Od on this one. Dod is fine as it is. For air assets, you just have to know how and when to land and use the HANGERS for cover, that's why they are there and coordinate with team to know when to take off and such.
A good move would be to bring n/s outpost closer for counterattacks. And like Od said, "then its the teams own fault" if you get pushed back to the main.

Re: Kashan Air Bases

Posted: 2010-01-14 03:17
by 009783232
503 wrote:Don't rush in. Toss many many grenades. Flank from both entrances. Use a freaken C4 if all else fails.

But Kashan doesn't need an underground system. It's fine the way it is.
Unfortunately:

A single MG gunner can cover the stairs from outside of c4/grenade range.

The front door can be closed.

The only entrance after this is the stairs which itself can be grenaded.

Re: Kashan Air Bases

Posted: 2010-01-14 12:25
by Boris.T.Spider
009, the trick to the bunker asault is co-ordination+brutality, the LMG may be able to position himself to cover the stairs out of blast range of the grenades, but he cannot cover them out of suppresion range. You need at least 1 guy in the air vent, two on the stairs entrance, you need to all grenade at the same time, so to overcome the VOIP delay the co-ordinator who counts down the attack should not be one of the grenadeirs. As soon as the grenades detonate you breach, timed right, the LMG doesnt stand a chance, blurred vision, being attacked from both the front and left.
Once he is dead, don't stop for anything, all forces should be comited to clearing the bunker, if your a medic, dont stop for revives, keep fighting. Once everybodys dead, 9 times out of 10 you will either have a medic alive, will be able to find a medic kit amongst the corpses or you can be revived by a supporting squad. If you stop fighting even for a second, the defending forces can rally as they will know exactly where you are, and send a devistating spam of grenades into the corridor, revive their fallen and your back to square one.

Re: Kashan Air Bases

Posted: 2010-01-15 15:22
by RedWater
Boris.T.Spider wrote:009, the trick to the bunker asault is co-ordination+brutality, the LMG may be able to position himself to cover the stairs out of blast range of the grenades, but he cannot cover them out of suppresion range. You need at least 1 guy in the air vent, two on the stairs entrance, you need to all grenade at the same time, so to overcome the VOIP delay the co-ordinator who counts down the attack should not be one of the grenadeirs. As soon as the grenades detonate you breach, timed right, the LMG doesnt stand a chance, blurred vision, being attacked from both the front and left.
Once he is dead, don't stop for anything, all forces should be comited to clearing the bunker, if your a medic, dont stop for revives, keep fighting. Once everybodys dead, 9 times out of 10 you will either have a medic alive, will be able to find a medic kit amongst the corpses or you can be revived by a supporting squad. If you stop fighting even for a second, the defending forces can rally as they will know exactly where you are, and send a devistating spam of grenades into the corridor, revive their fallen and your back to square one.

I think *number* wasnt talking about the bunkers on Kashan, rather than talking about the bunker in the chinese main-base on Op. Barracuda which indeed is nearly impossible to assault since you can concentrate all your defenses on one tiny little door where all US have to come through.

Re: Kashan Air Bases

Posted: 2010-01-15 15:41
by DarkNos
Personally I think the main bases should be uncappable, with VERY large domes of death, to simulate that they are far from the conflict.

The ticket bleed should be increased, but only by a little, to give the attacking team a reason to take the final flag, but it should not be as much to be a definite game winner. The fact that the DOD is larger would mean no units would have any reason to head out towards the enemy main, instead they should set up defenses to prevent an enemy counterattack.

Furthermore, the team that has been pushed back to its main should be given a chance at a comeback, which could work as follows:

- Once the last flag is capped an secured by the enemy, all units have ~5min to retreat to HQ, regardless of current objectives.
- After ~5min, the ticket bleed begins, as well as a number of offensive vehicles spawning at the main.
- All units mount up, and roll out as a semi-coordinated group, and hit the first flag as a group.

This would be alot more enjoyable than the game ending soon after the flag is capped, and even if the team that got pushed back looses in the end, at least they get to have some fun in a coordinated assault on the flag. Could be fun methinks :razz:

Anyhow, what do you think of that? (Hopes this hasn't been posted already)

Re: Kashan Air Bases

Posted: 2010-01-15 16:13
by Boris.T.Spider
Red, agreed the Silo bunker is a real pain to breach but still, seen it done pleanty of times. Different aproach though, a lot slower advance with lots and lots of smoke, lots and lots of grenades and lots and lots of bodies. But without rallys to provide an endless stream of meat sheilds such an assualt would be totaly impossible as the inevitable grenade spam kills most of the wounded. With the current rules though, your inital wave is going to kill any Chinese rallys within the complex, giving the attackers at least a slight numbers advantage.

Re: Kashan Air Bases

Posted: 2010-01-16 18:57
by lagopus
Making the outpost the last flag isnt a very good idea in my opinion. What are the large DOD good for if you cant spawn and reorganise a counterattack. The remaining force will not be big enough to take down the defendig force, that just have to sit and wait in their tanks and blow you up the minute you come over the berm. Since there is a bleed, they will not have enough time to take a detour and flank the enemy.

The problem with kashan today is that if one team is just a little bit stronger, the round is usually over in 30-60 minutes. A typical good round on kashan lasts 2+ hours. I find it boring when this happens, regardless what team I belong to.
Early in this thread, "Snoggums" had a relly good suggestion:
Increase DoD, remove main flags. Combine bunkers complex into a single, large cap radius flag that covers the middle 2/3 of the complex.

Change the flag cap order:
MEC / South Village - South Outpost - Bunkers - North Outpost - North Village / US
North and South Village have a high bleed (1 ticket per second) and the outposts have a 1 ticket per 10 seconds (so 6 tickets a minute) bleed.
I disagree with him on two things, and that is that bunkers should have two flags, and main flag should stay and possible be uncappable(simulating it will be far away). Other than that, i agree with the cap order. With this caporder both teams have advantages and disadvantages. US will have a short way to NO after the bunkers are capped, but it will be more difficult to defend NV. MEC will have a long way to SO, but have better defensive option when it comes to SV, atleast I think so. Both "last" flags will also be closer to the main, so teams can counterattack before the bleed desides the outcome of the game.

Re: Kashan Air Bases

Posted: 2010-01-17 02:43
by Heaven
Other:

Turn one into a proper air base and the other one into a small air base with a few vehicle depot's.

There's a huge base in the Middle East that uses lots of air and ground vehicles, something big like that.