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Re: [MAP] Sangin - Update
Posted: 2009-03-04 05:15
by flickflackingfligger
wow looks awsome! it reminds me of a WW2 battle ground, i forget which one it was. It took place in a small french village, yall band of brothers watchers might know what im talking about
looking forward to it!!!
Re: [MAP] Sangin - Update
Posted: 2009-03-04 07:50
by Scot
Robbi187 wrote: 
, thats the only way I know how to play
Me too
But seriously, this looks epic, and I cannot wait for this!! Roll on 0.9!!
Re: [MAP] Sangin - Update
Posted: 2009-03-04 08:54
by cyberzomby
I actually look forward to being commander on that map the way you describe gameplay should go!

Re: [MAP] Sangin - Update
Posted: 2009-03-04 09:07
by SuperTimo
mmmm green zone

Re: [MAP] Sangin - Update
Posted: 2009-03-04 10:06
by Technoelite
well this is gonna be fun epic map o mean it will be amazing but i can see the chinhook being a massive target like the COW(mec chopper if you didn't know slang) is for the MEC, so be fun fun fun especally a prt match on this would be amazing, so yeah good luck with this mate
Re: [MAP] Sangin - Update
Posted: 2009-03-04 10:32
by ice_killer
argh must have chinook
Re: [MAP] Sangin - Update
Posted: 2009-03-04 12:43
by Pte.Paynter
Robbi187 wrote: 
, thats the only way I know how to play
Lmao for sure xD:
Re: [MAP] Sangin - Update
Posted: 2009-03-04 14:19
by gazzthompson
any elevated ground in open area for FSG ?
Re: [MAP] Sangin - Update
Posted: 2009-03-04 14:37
by Rico
If this map delivers what it promises (Chinook, CAS, FSG) I wont want to play any other map ever again. Both in the air and on the ground it looks to be amazing.
Re: [MAP] Sangin - Update
Posted: 2009-03-04 14:46
by Alex6714
Harriers + Apaches I assume for cas?
May I ask, what will the insurgents main defense be? AAA guns, SA7s or lots of cover?
Will the aircraft be only one spawn?
How close will the insurgents be allowed near Camp Bastion?
Will RPGs be made a little bit more accurate to allow for the realistic wimik tactics/zoom added to the .50s?
Will the insurgents have tunnels etc for cover?
Thanks.
Looks like this could be the best map I have seen in any game, just watching Ross Kemp ... makes me want to play this map already.
Re: [MAP] Sangin - Update
Posted: 2009-03-04 15:20
by xatu miller
Alex6714 wrote:Harriers + Apaches I assume for cas?
mmm joint force harriers plus ugly call sign apaches
I hope the insurgents don't get like 10 SA-7s as that would be very unrealistic. Dushkas please?
Re: [MAP] Sangin - Update
Posted: 2009-03-04 16:03
by Redamare
its like an african savanah

Re: [MAP] Sangin - Update
Posted: 2009-03-04 17:43
by Scot
Redamare wrote:its like an african savanah
He might be doing something wrong there....

Re: [MAP] Sangin - Update
Posted: 2009-03-04 17:59
by Zrix
Looking good, looking good

Re: [MAP] Sangin - Update
Posted: 2009-03-04 21:51
by Tomato-Rifle
NICE! ZOMG CHINOOK!
Re: [MAP] Sangin - Update
Posted: 2009-03-04 23:18
by Jigsaw
'[R-DEV wrote:Dr Rank;952848']Don't worry. you'll get your CAS, I've got all the gamemodes worked out, they just need seting up and testing for balance issue etc. But CAS is an crucial part of the fighting out there, so it will be included.
The basic plan of attack for the British in the insurgency gamemode will be to move out in WIMIKs to hunt down the Taliban and destroy their weapons caches. They will also be able to manouver around in Chinooks (which will also provide supplies to the front lines), and probably have additional fire support provided by the Scimitars. It is incredibly difficult to spot troops on the ground due to the huge amount of ground cover, especially over any kind of distance. The Taliban will be able to dig in around the compound where the cache is located and put up a strong ground defence, with rally points being very difficult to spot and plenty of RPGs, IEDs etc available, if the Brits just try to stroll up in their WIMIKS they are going to have a very tough time of it. As the WIMIKS get closer to the Taliban position they will become incredibly vulnerable to RPG and small arms fire. The best way to utilise the WIMIKS will be to do what soldiers usually do with them in real life and set them up on some high ground as an FSG (Fire Support Group) to help provide covering/suppressive fire for the troops on the ground. In addition, once the Taliban positions have been IDed, the British can then call in CAS (which will vary depending on the Gameplay Layer) to take them out, a move which can be swiftly followed up by ground troops moving in. All of the caches will be located inside compounds, so they cannot simply be taken out by the air power, they will all require troops to move in and clear out the compounds on foot. Fire support can also be given on a squad level, with squads utilising other nearby compounds to lay down fire, and set up more temporary FOBs (i.e. build a fire base/defences there
That sounds like my perfect game of PR if it plays like that (and im sure it will) OMFG its gonna be amazing
Only thing that could make it better would be more than 64 on the server...

Re: [MAP] Sangin - Update
Posted: 2009-03-04 23:25
by Cptkanito
Really can't w8 now man

Re: [MAP] Sangin - Update
Posted: 2009-03-04 23:56
by Psyko
'[R-DEV wrote:Dr Rank;952848']Don't worry. you'll get your CAS, I've got all the gamemodes worked out, they just need seting up and testing for balance issue etc. But CAS is an crucial part of the fighting out there, so it will be included.
The basic plan of attack for the British in the insurgency gamemode will be to move out in WIMIKs to hunt down the Taliban and destroy their weapons caches. They will also be able to manouver around in Chinooks (
which will also provide supplies to the front lines), and probably have additional fire support provided by the Scimitars. It is incredibly difficult to spot troops on the ground due to the huge amount of ground cover, especially over any kind of distance. The Taliban will be able to dig in around the compound where the cache is located and put up a strong ground defence, with rally points being very difficult to spot and plenty of RPGs, IEDs etc available, if the Brits just try to stroll up in their WIMIKS they are going to have a very tough time of it. As the WIMIKS get closer to the Taliban position they will become incredibly vulnerable to RPG and small arms fire. The best way to utilise the WIMIKS will be to do what soldiers usually do with them in real life and set them up on some high ground as an FSG (
Fire Support Group) to help provide covering/suppressive fire for the troops on the ground. In addition, once the Taliban positions have been IDed, the British can then call in CAS (
which will vary depending on the Gameplay Layer) to take them out, a move which can be swiftly followed up by ground troops moving in. All of the caches will be located inside compounds, so they cannot simply be taken out by the air power, they will all require troops to move in and clear out the compounds on foot. Fire support can also be given on a squad level, with squads utilising other nearby compounds to lay down fire, and set up more temporary FOBs (
i.e. build a fire base/defences there).
That's only the tip of the iceberg in regards to realism in the gamemodes, but it should give you all some idea where I'm heading with this. Like I've said before, a huge amount of research and planning has gone into this. Hopefully we should see the rewards of this when the map is released
i dont drill artists for info. but i do have a question. will there be ZPUs that the brits have to target and destroy? *_*
Anti-air guns might be as important as caches to destroy when the map relies so heavily on air support. (and i had noticed how clear the sky was and the view distance is very far, so air visability might be very high?)
overall the map looks great.

Re: [MAP] Sangin - Update
Posted: 2009-03-05 00:31
by Durandal
I would drop some heads to be able to play on that map with a chinook.
Re: [MAP] Sangin - Update
Posted: 2009-03-05 14:53
by arjan
Just a question about the helicopters, will their be only 1 chinook or more?