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Iron Ridge/Insurgeny mode

Posted: 2010-04-23 19:38
by Dutch(CAN)
Last night had a great fight on TG server. We were the RUS and looking for caches.
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Love the map! Great for AAS, but we fought with a very high attrition rate due to all the rooms. Don't get me wrong, I love that fact that we have to clear every building room by room. But with the number of buildings, it's almost impossible. With one good squad, on the top floor for example, you can hold off many more at one time. The PPsh is just a brutal instrument in close quarters. The sewers are also another fantastic place to defend, and attack! but like I said, it costs many lives.
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Just wondering if there is a solution for this map.
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Since the APC's don't have good slash damage for clearing rooms, what about a tank?
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More RUS tickets?
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Fewer militant caches?

What do you guys think?...because as great as the map and fighting is, it's very difficult for the RUS to win(in my opinion, i know, people have won it.)

Re: Iron Ridge/Insurgeny mode

Posted: 2010-04-23 19:57
by myles
never got play insurgency on this map but i sersiouly cant imagine winning as russia as those bulidings have so many floors and rooms in each win specilly if the cache has like other blidings around it as there all the same

Re: Iron Ridge/Insurgeny mode

Posted: 2010-04-23 20:01
by Jigsaw
Got to agree, not sure if it was the same round but I also had a fabulous round on TG on this map/gamemode, it really was a refreshingly interesting change from the desert insurgency that most maps perpetuate. Will be posting some epic screenies soon from that round :)

Would agree that it does seem very very tough to win as Russians, and I think a tank would be a very interesting addition adding another level of gameplay. As it stands the Russians are hugely reliant on their infantry so if the Chechens are up to a similar level it gets very difficult. I think adding a tank would help to alleviate that issue, whilst creating some interesting gameplay scenarios. Ofc everything needs balancing, simply enough more H-AT kits available for Chechens would be enough, it only takes 5 RPG-7 tandem warhead rounds to take down a tank afterall.

That said, I don't think it is as hard to find the caches as many make out simply that it is fairly easy to defend them with a decent squad.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-04-23 20:25
by Outlawz7
Jigsaw wrote: it only takes 5 RPG-7 tandem warhead rounds to take down a tank afterall.
wut, you mean regular RPGs, the tandem ones only need two hits.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-04-23 21:48
by Jigsaw
[R-CON]Outlawz wrote:wut, you mean regular RPGs, the tandem ones only need two hits.
Ofc, my mistake. Got the two confused. My meaning was that teh Chechen H-AT using PG-7VM warheads takes 5 hits to destroy a tank (although tested versus a CR2 I imagine it would be comparable against a T-90), point being that balance should not be an issue were a tank introduced especially with the number of ambush locations available.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-04-23 22:35
by ytman
The last couple of nights that TG played insurgency were stellar rounds and well played by all teams. I specifically remember the round you are mentioning last night and I can definitely say that you Russians came very close many times to taking out that cache, and eventually you had succeeded.

I feel the the West City caches are perhaps the most easily defended caches thanks to a combination of two key factors:

1) Urban Warfare will nearly always favor the defender.
2) City Planning allows for a minimum of two FO's to cordon off the City to any APC rushes.

Still nothing here is broken. An APC can HEAT a building with a cache/squad defending it. FO's are able to be destroyed and over ran. Wires can be destroyed by nearly any Russian Kit. Ropes can be used to enter a building from the roof or any floor you wish.


Still... I'd be completely fine with testing out the idea of a T-90 in it.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-04-23 22:44
by Dev1200
They have the PPSH, however, Russia has better body armor, and lets not forget shotguns :)

Re: Iron Ridge/Insurgeny mode

Posted: 2010-05-02 02:23
by chrisweb89
From my experiences on this map as both sides I find it is favouring the militia but still very winnable by a good russian team. I think that changing one of the BTR-80s to a BTR-80A would help the russians out a lot and make clearing buildings alot easier.

I find the best way to take out a cache in the apartment complexes, which is where most of them are. Is to if possible rope to the roof, drop through the open rooftop and start clearing down the uilding hopefully with another squad coming from the bottom. Sometimes when doing this you will lose many people or it will be a massive CQB cluster****, but if 1 of those guys stumbles on the cache you make up for it with 25 tickets. Unless absolutely nescesary, the russian team shouldn't attack the B4 city in my opinion. This is the best area to defend for the militia and there are just so many hiding spots for the cache.

Since russia is mostly pure infantry on this map, the BTRs should be used as almost pure transport, only engaging the enemy at a range or suppressing a building, if the russians do this they can afford to not have an awesome KD, as long as they are able to get the cache by rushing some bodies at it.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-05-11 04:35
by Total_Overkill
... so people DONT think that Iron ridge insurgency is in enough favor of Russia with a starting 450 tickets?
o_O

I mean, how could you EVER lose?

Re: Iron Ridge/Insurgeny mode

Posted: 2010-05-11 05:20
by Outlawz7
I'm guessing that's because it uses the same init as AAS, therefore same ticket amount.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-05-11 05:49
by Imchicken1
a BTR-80A would be good. But if a tank works and it's still balanced, use it

Re: Iron Ridge/Insurgeny mode

Posted: 2010-05-11 12:45
by Bufl4x
I think a BTR-80A would be better, there is nothing more frustrating for a tank driver than to manouver around in a dense forest. The BTR can also transport a full squad so there is a great possibility for mechanized infantry, utilizing the HEAT rounds to clear some buildings is very useful too.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-06-08 09:08
by NovemberUniformBravo
As an ins map, I don't think its feasible. The buildings are GIGANTIC, and the sewers is impenetrable.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-06-09 21:32
by zenarion
I played that map today for the first time with INS rules. First half of the game me and my squad thought it was AAS, until the big red dot in the middle of them apartments could't be ignored for longer.
Them buildings are indeed hard to clear out, especially as the APCs don't carry anything with splash damage.
But I disagree that the map should be changed right away.
Regrouping and using other tactics should be able to dislodge the Militia from the buildings, on a good server, with a good team.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-07-28 10:07
by Urbanxfx
Iron Ridge should only have 300 tickets on each side.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-07-29 22:54
by xI DIaboLoS Ix
When argueing cache locations, if you were a militia soldier... Wouldn't you put a cache in a spot thats easily defended? I know I would... Some people here are argueing up a storm based on maps being unbalanced... When those unbalances come from player skills in the match...

Re: Iron Ridge/Insurgeny mode

Posted: 2010-07-29 23:16
by Murphy
Played this yesterday and Russian Forces prevailed. The caches are easily overlooked when you finally clear the buildings out. We had to run back to a building we thought was cleared more then once. Granted the teams were stacked skill wise, having a lot of veteran players on our side clearly won the battle.

Having played the map on both sides I do agree that Militia has an easier time. I think this is in part due to the Logistics of the team. If you were to give Militia the same building rules as the other Insurgent Factions it might even the playing field. I would like to see crates removed for Militia as it is more suited to AAS then Insurgency.

It just doesn't feel like an insurgent map when you're playing the insurgents, I'd like to see it slightly more difficult for Militia players to arm themselves as a shift in Russias favor would help to balance the map.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-07-30 00:18
by dunem666
how can a tank be easier to clear rooms? lol
surely an apc has more heat than a tank.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-07-30 00:19
by 13DarkWolf
Played this map about an hour ago on insurgency as Russians. Absolutely fantastic game, its really renewed my love for Project Reality. It was a long game of about an hour to an hour and a half, but the intense room to room firefights give the map massive versatility with the mixture of apartments and woodland. I felt the need to recommend this gamemode and map combination to everyone, my whole squad agreed, despite us being hammered by the Militia that the match had been great fun!

There did seem to be a little boredom coming from the militia side trying to spur us onto caches but due to the large number of buildings and rooms to search through, it becomes very challenging for the Russians. I think this adds to the drama as you have to thoroughly clear buildings before it becomes obvious which is the most likely to hold the cache.

I believe the only problem is the ease for the militia to ambush logistical trucks coming from the Russian base. Trying to assault the buildings as the Russians could only really work if we had a decent FOB or 2 in or on the outskirts of a town, hence the real need for the trucks. However due to the lack of "escape roads" for the trucks to get down, we lost several due to ambushes and this turned out to be the bane of our game, no trucks, no FOBs and hence a lack of troops to search for caches.

Re: Iron Ridge/Insurgeny mode

Posted: 2010-07-30 00:53
by unrealalex
Murphy wrote:Played this yesterday and Russian Forces prevailed. The caches are easily overlooked when you finally clear the buildings out. We had to run back to a building we thought was cleared more then once. Granted the teams were stacked skill wise, having a lot of veteran players on our side clearly won the battle.

Having played the map on both sides I do agree that Militia has an easier time. I think this is in part due to the Logistics of the team. If you were to give Militia the same building rules as the other Insurgent Factions it might even the playing field. I would like to see crates removed for Militia as it is more suited to AAS then Insurgency.

It just doesn't feel like an insurgent map when you're playing the insurgents, I'd like to see it slightly more difficult for Militia players to arm themselves as a shift in Russias favor would help to balance the map.
I think I was in your squad man! That was a fun game. I thought it was more or less balanced. We ended up winning with like 80 or something tickets left? If there were more vehicles we surely would have lost due to A)less infantry B) more tickets lost from their destruction