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1.1.4.0 Fallujah West Impressions
Posted: 2014-03-15 20:48
by K4on
We just won Fallujah West against a clanstacked Bluefor team with 30-0 Tickets with a pretty good KD for insurgency.
Maybe its about the one-shot-bug being fixed, less collaborator derpers due to the new medic class and more technicals for Insurgents. Pre 1.1.4.0 Insurgents lost 70% of all matches (average of all servers).
As you can't really tell that from just one round, please post your AARs and feedback, to help us balancing.
Cheers
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-16 02:42
by fatalsushi83
This sounds really promising. I'm downloading the update right now and can't wait to play!!! Thanks for all the work, devs.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-18 13:00
by Psyrus
Playing on a relatively non-stacked team, we won with about 200 tickets as the USMC. It was all over in just about an hour. I still think the blufor gets too many pieces of armor for such a small map.
I also personally feel like 2x logistics trucks is excessive. Maybe 2x at the start, but only 1 should respawn IMO.
Overall it was *more* balanced than before... but still relatively a cakewalk. I ran around as an SL with 11-0 kdr for most of the round. Not having to give up even once points to an imbalance imo, whether it be team v team or a map issue

Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-18 13:01
by Pronck
I played Fallujah yesterday evening on PRTA. I racked up 25 kills with a silenced marksman and with a M16 and only died twice. We had a 300+ amount of kills against 100 deaths. I believe we won round or lost it on the last cache. However you could notice that the insurgents didn't have much fun that round, they got outnumbered all the time by us, using the mobility and range capabilities.
I have to play it more, and as insurgent to give proper feedback.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-18 13:52
by Dude_Nukem
In the thread Pronk had started before. No one really mentioned the SPG technical. Which can be very effective on this map to harrash the US Army, since the max view distance is far, the setting of the map where you/it can hide behind cover, the amount of damage it can produce and because of the dual purpose it can serve, against both inf and armour.
I wanted to suggest to add another SPG technical, maybe? So two SPG's in total. It will be a good support for the Insurgents, imo.
Since the increased amount of technicals, things will change ofcourse. So due to the new 1.1.04 patch, I'll have to re adjust my comment/suggestion.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-18 14:31
by Tequila
The 2 times I've played fallujah this patch ins got destroyed. It was no contest when it comes to kill to death ratio or sheer dominance of bluefor against them. With that said ins still won both maps by at least 3 caches.
I don't have any ideas to improve it. Maybe a small static spawn point with a repair station in the north east corner of the map?
Posted: 2014-03-18 14:31
by matty1053
Played a round last night. Was fun. But still think insurgency is still a boring game mode. On fallujah that is?
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-18 16:03
by viirusiiseli
Insurgents need more .50cal technicals...
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-18 16:42
by MADsqirrel
B.Pronk(NL) wrote:I played Fallujah yesterday evening on PRTA. I racked up 25 kills with a silenced marksman and with a M16 and only died twice. We had a 300+ amount of kills against 100 deaths. I believe we won round or lost it on the last cache. However you could notice that the insurgents didn't have much fun that round, they got outnumbered all the time by us, using the mobility and range capabilities.
I have to play it more, and as insurgent to give proper feedback.
I was on the INS side that game as SL.
Summary:
The first 4 caches were either close to the enemy main or in the western/north western part of the map.
It was extremly hard to defend any of these because of enemys on rooftops and decent APC support.
Sometimes the cache was almost impossible to defend, because of multiple APCs or ARs/Marksman/etc. covering the cache position.
After the 4 cache got blown, INS had a K/D 23/100.
The last 2 caches both spawned in the city and we were able to hold them against the enemy till the US ran out of tickets.
Round ended with a K/D of 150/450 for INS.
IMO:
Defending Caches outside the city is hard because of assets/scopes AND 100players on a 1km map. It is easy to mow down any INS who tryes to get close to a cache, if the US has good firing positions.
Defending in the City is easy and it nees a US team with good intersquad teamwork to effectivly take out a cache.
Suggestions:
Bradlys and LAV should be replaced with AAVPs. That gives the INS a slightly better chance in the open and inside buildings. Additional a few more SVDs (MAX 4) or other scoped rifles (not sure but I only found a single Marksman kit, which proofed deadly in the city).
PS: Even thought we got slaughtert most of the time (my squad had something like 25/80 K/D) we had a lot of fun in my squad, while I didn't really organized anything, except a few hideouts.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-18 17:09
by Dude_Nukem
Or how about only the Insurgents get back their mortars?
The Blufor got another target to focus on, next to the cache. It will buy them some time. First of all, since it's a small map it's not such a big deal that they are going to focus on the Mortars. Second of all, the Blufor will get it more tough (if mortars even being used, if intel towards mortars is good ofc. and mortars got a decent crew, if if if) with camping around while "gathering intel" dealing with the mortars (like they like to do on mosque, archways for example).
So there is much of an "if" factor, so the mortars won't be overpowered, but a fair match imo.
But still haven't played Fallujah yet, since new update. But I can imagine the insurgents are still having a hard time defending.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-24 14:45
by KneeHiGh
Dude_Nukem wrote:Or how about only the Insurgents get back their mortars?
The Blufor got another target to focus on, next to the cache.
+1 A good and dedicated mortar team was one of the best assets on Fallujah especially against caches that spawned in the compounds out in the open.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-25 03:49
by fatalsushi83
+1 from me as well. Adding mortars sounds like a good idea. When the insurgents get boxed in by dozens of infantry and multiple armored vehicles, they need something to strike back with and take pressure off the cache area or else it'll get overwhelmed very quickly.
Posted: 2014-03-29 14:37
by Cavazos
Mortars sound good. The only issue is the infinite mortar spam that is possible.
Sent from my XT1028 using Tapatalk
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-29 17:16
by K4on
we wont allow onmap mortars to the map. offmap mortars are available all 12 mins for insurgents, which should be enough. also according to our stats, insurgents are positive in the win/lose ration since. 1.1.4.0.
Posted: 2014-03-29 17:33
by ElshanF
Like arty but just mortars K4on ?
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-29 20:16
by AFsoccer
A lot of people don't realize this, but starting with 1.0 we gave the insurgent commander mortars (similar to arty but less powerful) every 12-15 minutes. This can be a great tool and hopefully encourages more insurgency teams to have a commander and work together.

Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-03-30 02:50
by fatalsushi83
I had no idea about the commander's mortars. Good to know.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-05-03 18:57
by StandardSmurf
I just wonder why Fallujah seems to lag so bad for so many people with good rigs ? OP Archer, I don't see it played very often but I recall a bug with 3rd cache spawning in the cave.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2014-05-04 14:19
by Psyrus
StandardSmurf wrote:I just wonder why Fallujah seems to lag so bad for so many people with good rigs ?
Because of the 2500+ draw calls in certain areas, plus effects that create a big bottleneck for your CPU.
Re: 1.1.4.0 Fallujah West Impressions
Posted: 2017-08-10 15:58
by Rico
I posted this on the Lashkar map thread as well, but would work just as well here.
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Guys this map and PR would really benefit from simply adding an AAS layer like the one seen on Bamyan ALT where the Taliban assault US held checkpoints. New maps take a long time to create so a gameplay changing addition like this is a great way to mix up the experience on the map rather easily.
Would love to see another map where the Taliban are forced to go on the offensive.