Simple fixes for Al Basrah unbalance

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npsxbox
Posts: 178
Joined: 2006-02-06 23:50

Simple fixes for Al Basrah unbalance

Post by npsxbox »

1. No more insurgent spawning on the cars
2. US gets a tank or two.
3. Al Fallujah style AAS, once a flag falls, the insurgens cannot re-take it.

That's it.

That's just for the map itself

of course, the insurgents should NOT have sniper rifles, and not everyone should have an RPG. It should mainly just be AKs
Maistros
Posts: 743
Joined: 2006-11-30 11:18

Post by Maistros »

Naw, the rabbid, well armed insurgents are a part of the atmosphere the map creates.

To fix the problem the Insurgents should not start off with all the flags. It should be airfield, and palace. That way US won't get airfield raped... they'll have to go secure their city first.
Wasn't me.
PlayPR!
Posts: 1295
Joined: 2006-08-22 05:04

Post by PlayPR! »

I wish the sniper for the insurgents was limited though, I hate fighting against a team where half the team is sniper, and another fourth is baseraping, but then there is the last one fourth of the team that actually wants to play it right.
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causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

i agree with the snipers and the RPGs.... i think RPGs should be limited, but in a large amoutn (like 10 or so) but its ridiculous to have a team with 20 RPG guys and 20 snipers
darkhead
Posts: 29
Joined: 2006-12-10 17:17

Post by darkhead »

how about a more secure airfield? maybe just one or two entrances that are easy to guard, the point of that map is not to rape the airfield, so the map makers need to work on making it a waste of time to attempt that.
Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Post by Hfett »

Yeah Hunter kits should be limited
I Agree that it should be breaktrough


To request you need to be near mosque and request the kits from alah(i read that on the forum once and still find it funny)
www.joinsquadbrasil.com.br
Leo
Posts: 2082
Joined: 2006-11-29 00:40

Post by Leo »

How 'bout a big wall around the airfield with barbed wire so that they'll get to a bleeding off stage and will die without proper med attention? That should fix alot
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

Well im pretty sure that the airfields is getting a no go zone for insurgents, but still, it is a very hrd map to win even when you get out of the air field
Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

Nothing needs to be changed with airfield. The only change required on this map is for insurgents to initially start with only the city and not the two (or three) more nothern flags. This will allow the US to take those flags faster and they will be spawning at village and nothern CP and in city flags once they cap them. Raping the airfield will no longer be a valid tactic because US will rarely spawn there.
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

i think the best thing to do for the map would be to make the village, north, and south vcp gray... that way its not set up as a spawn rape from the begining, and the ammount of posts the US is going to get is direclty based of how well they use their equipment (IE. if theyre stupid and send both little birds to the village, theyre not going to get the south VCP, but if they send a LB there they can get it in time maybe)
BlackMagikz
Posts: 219
Joined: 2006-12-02 04:56

Post by BlackMagikz »

Yeah we could limit , but weapons like SVD's and RPGs are common on the black market and real life insurgents do stockpile these weapons in various safe houses. I have a Solution if we are going to limit such weapons , we should make certain points/houses in the map weapons like these are stockpiled . these stockpiles would be known on the map , so blowing them up/capturing the nearest flag would mean less SVD's and RPG's for the insurgents . the number of SVD's and RPG's depends on how big the stockpile is , which location is it at , how many stockpiles are and of course how many of these weapons could be issued per person . The number/size of stockpiles are limited by the size of the map .


Thats my solution
Sandy_Beret
Posts: 754
Joined: 2006-09-13 02:14

Post by Sandy_Beret »

Just give the Yanks arty. Simple.
"Be peaceful, be courteous, obey the law, respect everyone;
but if someone puts his hand on you, send him to the cemetery."


- Malcolm X
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BlackMagikz
Posts: 219
Joined: 2006-12-02 04:56

Post by BlackMagikz »

that is also a good idea .... but the yanks would have arty and the insurgents don't to make things accurate/fair we have to give the insurgents arty also , but however they will have mortars (most likely 120mm K-5 , K-6 Mortar and also IMI 52mm Mortar), and the US well of course will have Heavy 155mm howitzers
{XG} non_compliance
Posts: 225
Joined: 2006-11-27 14:42

Post by {XG} non_compliance »

I think all that needs to be done is to make more flags gray so the US can get rolling. It would also be nice if they made the us air base a no-go zone for the insurgants.. there's no reason for them to be there since there's nothing they can steal and drive away in... unless they REALLY want that hummer.
Leo
Posts: 2082
Joined: 2006-11-29 00:40

Post by Leo »

As I said before, make a big wall that they can't grapple hook over, problem fixed
Kire
Posts: 11
Joined: 2006-05-11 19:07

Post by Kire »

A minor change that would help with the baseraping dynamic of the level is if the fence around the airfield wasn't hoppable at every point, or if it was a chainlink fence so insurgents could be spotted and picked off. Right now, it's nothing but a US blind spot and great defensive cover for the insurgents.

Making it unsurmountable except by grappling hook will make things a little more complicated, though not by much. Making them chainlink would be better because then airbase defenders have the cover of the buildings and much better LOS to pick off rapers.

It'll make baseraping a lot less attractive and not force any changes to the flags or to kits.

I think the map can be a blast if the US gets some momentum going, and I like fighting for every flag.
Gecko1969
Posts: 147
Joined: 2006-08-29 12:17

Post by Gecko1969 »

The easiest thing to try IMO is the no re-cap the flag. Try that change first and see what happens. Changing all the other things seems like it will just throw off what balance there is. I am sure the new patch changes will make the RPGs less of a threat, AND having the attack helo with ZOOM will be some really nice support as ground troops can spot the snipers and have the helos blast em.

With a half way decent US team (that is not de-moralized from being base raped) can get flags white with out having to be too lucky. My guess is if both teams were about equal with skill/teramwork the US would get to the Mosque most times.

So K.I.S.S. (Keep It Simple Stupid) and see how things shake out.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

My compromise:

US gets arty
Build a chain link fence around the filled_concrete_barrier fence, offset by 5 meters
Breakthrough game mode.

Makes the most sense to me, and is the most realistic compromise.
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