Fallujah West - Still room for improvement

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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Fallujah West - Still room for improvement

Post by Pronck »

First of all I like to say that Fallujah West is one of favorite maps with Iraqi Insurgents however it tends to be quite unbalanced when you look at the weaponry.

BLUFOR

The BLUFOR has more firepower, the infantry packs more firepower and so do their vehicles. However the amount of heavy vehicles is abnormal. They get a LAV, Bradley and 2 AAVPs. This is ridiculous for such a small urban map. Luckily they got rid of the Abrahams since that was really ridiculous. Even a half-competent team is able to win on Fallujah with not too many problems due to the amount of firepower they have.

Insurgents

The Insurgents get 2 "engineer" kits, RPGs, a few machine guns and one, I repeat ONE SVD. Besides that they get 2 Garies, a bomb car and a SPG techy. While the SPG technical and the bomb car are quite useful on this map I tend to to dislike the gary on this map more and more due to his size and the way the map is build, there is not really a lot of room for it. It tends to get "stuck" in the alleyways and often just gets shot by the 4 APCs camping together in the distance.

The insurgents have a too little amount of scopes, they should at least get 3 scoped weapons in total to be able to kill more BLUFOR troops from a distance. A AK-74 with a PSO scope and a additional Mosin with a scope seems to be a great addition to the map. It will make the snipers a bigger threat on this map. Don't forget that the BLUFOR is issued with a better rifle than the SVD at this moment. This has to be compensated a little bit.

Another pain in the *** for the insurgents are the weak IEDs, since the APCs oftend tend to survive the direct hits, they aren't really feared. This should be fixed in some way. I still believe an IED bigger than the mine and mortar IED is the best solution. A remade artillery IED would still be the fix in my opinion.

Then to the civilian kit, it is useful in some ways, but due to the lack of a mobile phone you cannot be a squadleader and civilian at the same time. In the past you could report people on the map, build statics and that was really useful and beneficial for the team. Now the kit is more a super-nerfed medic kit and a kit for suicidal people.

Result

The result of everything in the current version is that the BLUFOR only loses on this map due to their own faults, you cannot win this map as insurgents, you can only wait for the BLUFOR to make mistakes and let them lose the match while you are still getting by killed by 4 APCs and infantry. The insurgents in this version have not enough proper weaponry and equipment to properly dig in and hold the cache and a perimeter. Only on the infantry lay-out they tend to make a slight chance to win from the BLUFOR. K/D is often 2:1 or even higher for BLUFOR.

My conclusion is that this map has to be balanced in some ways to allow both teams to have a good game and not just a walk in the park for the BLUFOR team.

My "suggestions";

- Decrease the amount of APCs to 2 AAVPs only, as a little compensation give the BLUFOR only uparmoured Humvees (Mk.19 maybe?) instead of the old not so well modeled one.

- Increase the amount of scoped weapons for the insurgent team

- Increase the amount of light and heavy machine guns for the insurgent team with a slight bit.

- Remove one or both Garies and replace them with the more useful bombcars on this map.

- Give the insurgent team a few spawnable transport vehicles in the mainbase other then bikes, I was thinking of 2 Hippy vans and a civilian car.

- Give the insurgents a .50cal technical with a shield to have more anti-infantry firepower.

- Give the collaborator/civilian his mobile phone back.

- Give the insurgents a "random" spawn like in the past on Korengal, this gives them the ability to come from more directions.


Hopefully these "suggestions" will make this map for balanced then now since it is still way too lopsided towards the BLUFOR team.
We are staying up!
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Fallujah West - Still room for improvement

Post by fatalsushi83 »

I was wondering, why was the artillery IED removed? Was is overpowered? Did it cause server crashes? I usually see the new super-sapper kit (one mine, one mortar) lying around at main, which I think shows that people don't really see it as valuable. It's too bad that the insurgents got their best toy taken away while the bluefor got an armored division that can steamroll through the city.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Fallujah West - Still room for improvement

Post by 40mmrain »

LAV-25 is basically the best armoured vehicle for fighting insurgents, it's turret is high to see over obstacles, it has a small profile, it's fast as hell, 25mm HE is fantastic at splashing hiding infantry.

That vehicle alone dominates this map, I agree that changing the assets to AAVP only would improve the map
ScruffySeal
Posts: 5
Joined: 2013-06-29 15:53

Re: Fallujah West - Still room for improvement

Post by ScruffySeal »

fatalsushi83 wrote:I was wondering, why was the artillery IED removed? Was is overpowered? Did it cause server crashes? I usually see the new super-sapper kit (one mine, one mortar) lying around at main, which I think shows that people don't really see it as valuable. It's too bad that the insurgents got their best toy taken away while the bluefor got an armored division that can steamroll through the city.
I guess they thought it was too powerful. The artillery IED was my favorite weapon of any kit. I remember on Fallujah in .957(?) I would place an artillery IED in the middle of the main road and just wait. I ended up killing two apcs with one of those things. That was a glorious day.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Fallujah West - Still room for improvement

Post by Roque_THE_GAMER »

also the engineer kit is useless, the sapper have the same equipment as the engineer besides of course the repair kit what i actually see no use for this. if hes had a 2 artillery IED should be something useful and there is no Heavy machine gunner in the main or cashe its need to be bring back.

Also the AK-47 have a bad precision is like im firing a pistol.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Fallujah West - Still room for improvement

Post by Mikemonster »

I think insurgents need tunnels and a 'Scout' kit, so they can play more like Hamas. Blufor always have a Breacher, whereas for various reasons Collaborator kit isn't used very often. Add a practical 'scout' kit and the Insurgents may gain some mobility.

Also, the new sapper kit (pickup).. I never see that being used as it's not particulary special or good.
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Fallujah West - Still room for improvement

Post by fatalsushi83 »

Also, the new sapper kit (pickup).. I never see that being used as it's not particulary special or good.
Yes! That's what some other players and I have been saying as well. A remade artillery shell IED (perhaps a slightly less powerful one) would be great considering how much of an advantage bluefor already has.
I think insurgents need tunnels and a 'Scout' kit, so they can play more like Hamas. Blufor always have a Breacher, whereas for various reasons Collaborator kit isn't used very often. Add a practical 'scout' kit and the Insurgents may gain some mobility.
Yeah, there aren't many collaborators around unless someone makes a suicide squad that runs into mortar fire, etc. I think that collaborators should get a cell phone and be allowed to lead squads again. That would make them more useful and encourage people to use them as informants (which is what they're supposed to be) rather than martyrs.
Also the AK-47 have a bad precision is like im firing a pistol.
I wish the AK-47 were treated as an AKM with a muzzle break for game purposes so that you'd have more controllable full-auto fire. I think it's the recoil, not the accuracy, that puts the insurgents at a big disadvantage.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Fallujah West - Still room for improvement

Post by viirusiiseli »

40mmrain wrote: That vehicle alone dominates this map, I agree that changing the assets to AAVP only would improve the map
You'd be surprised to see how wrong you are if only that was changed.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Fallujah West - Still room for improvement

Post by 40mmrain »

viirusiiseli wrote:You'd be surprised to see how wrong you are if only that was changed.
I didnt say it would ever be good, but that would help. Fallujah is too small, the city is tiny, there's nowhere to hide. It's a really Usmc dominated map, and it's the same every time due to the size
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Fallujah West - Still room for improvement

Post by matty1053 »

40mmrain wrote:I didnt say it would ever be good, but that would help. Fallujah is too small, the city is tiny, there's nowhere to hide. It's a really Usmc dominated map, and it's the same every time due to the size
Agreed.

The only place to hide is in the INS main...
:P





The LAV is OP on that map... for what ever reason.

Me and my buddy were in a APC squad, we were operating the LAV and my buddy got about 75 kills. No deaths.

I would say keep the bradley though. Since it's still my favorite IFV in game.

The LAV is a small target too, unlike the AAV.... which is like a huge block to aim for.
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