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Re: Al Basrah tweaks

Posted: 2008-05-12 08:33
by Grizzly
You bring some valid points and I especially agree on bringing back all the caches, it adds some strategy for the Insurgents on which caches are more important and easier to defend. Also I would'nt mind seeing the Insurgent side spawning all as civies and having the caches actually be of some importance, make all weapons pick ups and have them in an actual cache. Make them vital for the Insurgents give them a better reason to stay close and defend and make ambushes.

Re: Al Basrah tweaks

Posted: 2008-05-12 10:39
by AirCasper
^^;; you must hate the insurgents


:D Not one of your suggestions got against the British; who are more armed, and can attack at a distance.

personally I like playing defense with insurgents

how ever adding more caches at a time will result in a quicker game.

Rarely do you find a squad defending each cache as it is now! which means more caches undefended = pro for brits.



I honestly think the map is great how it is now

Re: Al Basrah tweaks

Posted: 2008-05-12 11:47
by jayceon515
You don't like the Brits getting their asses kicked so often? :mrgreen: That's exactly why I love Basrah so much.
In 0.6 it sucked big time in 0.708 it got a bit better an now in 0.756 it's perfect. There's no need to change anything. When there were all caches on the map the UK team mostly won without firing a singe shot which is not exactly what a FPS is about.

The only thing I would like to see fixed are those stupid molotovs. How realistic it is to destroy an undamaged tank with a molotov in under 2 seconds? That's some serious bullshit.

Re: Al Basrah tweaks

Posted: 2008-05-12 12:24
by Rudd
Ghost1800 wrote: 4. Remove ammo resupply from Insurgent rallies.

This would force at least a few insurgents to return to ammo caches for ammo, giving a chance to observant Allied forces to narrow the search down or even stalk a target all the way to a cache. It would also force Insurgents to disengage completely from a fight before going for ammo, encouraging (at least I hope) a more hit-and-run mentality for them.

6. Reduce the effectiveness of Molotov's on armored vehicles
Atlantafalcons AFAIK is gonna fix the molotov problem, hopefully for 0.8

and I fully agree with number 4, and have mixed feelings about the rest. The need for testing is clearly indicated.

Re: Al Basrah tweaks

Posted: 2008-05-12 16:51
by AirCasper
i think we all agree about the Molotov

(maybe a nice new model for it while on the topic of molotovs *bats eyes* lol)

seriously though, I can understand a Molotov messing up everyone in the back of a Supply Truck (got a few fully loaded a few times)... but Armor... no





as for the Resupply on Rally. Good point, brit's can't resupply off their rally points; just as long as we can still get ammo from the cache (taking that out wouldnt make any sense at all)

Re: Al Basrah tweaks

Posted: 2008-05-13 12:12
by at1as
Ghost1800 wrote: 6. Reduce the effectiveness of Molotov's on armored vehicles

I have no idea what the reasoning with these weapons are... It takes 4-5 seconds to kill a soldier, 20-30 seconds to kill a Land Rover or Support Truck, and barely a second to kill a Warrior, Scimitar, or Challenger. Maybe I'm just not getting something here but I don't see how a little flammable alcohol is going to kill off a vehicle that can withstand much more intimidating weapons.
Molotov cocktail doesn't include any alcohol at all. More likely it's a gasoline / some petroleum-derived liquid made. So when it hits the APC the liquid can penetrate the engine area of APC or some vital part of it and make some serious damage.

And i don't think there is any imbalance on the map. As soon as British team is orginised, has a good commander, it is very easy for them to win. It's like the only condition for Brits to win on that map. Just stay orginised that's it.

Re: Al Basrah tweaks

Posted: 2008-05-13 12:16
by Rudd
at1as wrote:Molotov cocktail doesn't include any alcohol at all. More likely it's a gasoline / some petroleum-derived liquid made. So when it hits the APC the liquid can penetrate the engine area of APC or some vital part of it and make some seriuos damage.
AFAIK, vehicles like the warrior are sealed against such attacks unless the hatches are open, thus the molotovs should actually do little to no damage.

as I have already said, atlantafalcons has stated he is on the case.

Re: Al Basrah tweaks

Posted: 2008-05-13 16:16
by jayceon515
Zekeadalic wrote:Now I know the game only from 0.7 to 0.75, but I know from Trailers and ingame videos, that the civilians originally were green. Why has this easy-to-see hint gone?
Because not every civilian is a homosexual. Apart from that this is a realism mod and insurgents in reality are civilian looking guys with guns.

Re: Al Basrah tweaks

Posted: 2008-05-13 17:18
by frrankosuave
Ghost1800 wrote:
3. More caches on the map at a time
I like limited knowledge of Caches at any given time, to limit the impact of teamswitching. Whether intended or not. Besides, the Caches are still present on the map, its just the knowledge of their whereabouts is limited. I think the Insurgents should be able to hide them all, but there are too many tards in the world that would F it up.

Re: Al Basrah tweaks

Posted: 2008-05-13 19:03
by Ironcomatose
I agree that the ticket penalty for armored vehicles should be removed and maybe add a few more tickets to the brit side, but other than that i think the map is fine.