Fallujah West - Still room for improvement
Posted: 2014-02-19 13:41
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.
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.