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Kokan: Caches. Everywhere.
Posted: 2010-10-28 10:11
by mat552
Feedback for Kokan methinks.
There is a cache spawn within 75m of both DoDs (that's two caches, one right next to the US main, one right next to the Taliban main), all but sanctioning and encouraging baserape. I'd really like to see them removed. The Kiowas seem to frequently encounter the same problem as the littlebird used to on Korengal, that is being fragile in an environment where .50 is common and mobile.
Super pretty though.
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-28 10:21
by Outlawz7
We know, we're discussing drastic map changes for the patch.
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-28 10:26
by mat552
Aha! The gods have accepted my sacrifice!
In other news, I figured as much, but it was worth the off chance you didn't realize those caches had gone live.
Thanks <3
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-28 11:31
by Kain888
Fixing DoDs on this map would be good step, I think. Especially placing mortars in no go zone is problematic.
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-28 17:12
by Pronck
What about making the entrance of the Taliban main bigger it is very small too drive in fast and smooth with that small entrance.
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-28 19:34
by goguapsy
mat552 wrote:The Kiowas seem to frequently encounter the same problem as the littlebird used to on Korengal, that is being fragile in an environment where .50 is common and mobile.
I actually find it rare to find Kiowas dying, I think it's because most techies are un-respawnable?
I suggest, as US, first thing you should do is destroy all their spawnable techies at B10(?)
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-28 19:58
by lucky.BOY
I dont find it much role playing, saying right on a round start: Fine, there is a techie spawn in B10, lets take humvee/kiowa and blow them up
Back on topic, i watched my brother playing some PR few days ago, and as US on Kokan, they got gary-blown roght on the round start. All assets down except 1 kiowa. So the admin restarted map, and they got gary-blown again.
What im trying to say is that this could be excluded with making the ISAF main entrance more complex with more obstacles.
I know the insurgents are generally allowed to baserape, just they should not have it THAT easy.
1 more thing is that there is a gap in NWern corner of ISAF mai HESCO wall, I have a screen of it at home, I will post it when i get to it.
Im not sure if any insurgent could even get there due to DoD, though.
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-29 04:32
by dtacs
Decrease the amount of ammo technicals. Currently, they are spammed for transport purposes and it is pretty unrealistic seeing convoys of them going around running people over for kills.
Remove Gary and one bomb car. There is one piece of armor on this map which often dies to a tandem warhead anyway, its stupid seeing a garbage truck rolling around a rural Afghan farming community.
Increase the map size to the north, unlocking that northern field area. the US main situated in a weird position in the north-central map area could be interesting, meaning they could be contacted from all sides as opposed to the south and east.
The OOB area outside the map needs to be properly painted, so one knows where they can and cannot go. Bradley's/CROWS simply sit outside the map and fire in, myself and Crazy_Whitey got a ridiculous score without dying once as you can't be hit and you can see vehicles coming from a mile off. It encourages the use of the CROWS as a light tank as opposed to an infantry support vehicle.
The compound next to the Taliban main is incredibly hard to get especially when there is 1+ Taliban squad defending it. The US have only a handful of ways of attacking it, and even getting there is a very hard task.
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-29 05:06
by Deer
Vehicle layout will be tweaked little and im moving mainbases for next patch. Atleast removing most of technicals and bomb cars as ppl suggested here and some other smaller changes to vehicles.
Re: Kokan: Caches. Everywhere.
Posted: 2010-10-31 23:08
by Germanius_GER
A thing i really dont understand is the bradly spawn in the south, L13.
As US its pretty hard to get there, so that you lose tickets and there is
nothing you can do against. The insurgent main is to close.
Re: Kokan: Caches. Everywhere.
Posted: 2010-11-01 01:11
by dtacs
Colonelcool125 wrote:Just change the technicals from a mass, one time spawn to a smaller amount of respawning techies.
This. Also, why aren't there any Strykers? Or are they on the alt layer?
Seems like the perfect map for Strykers to feature on.
Re: Kokan: Caches. Everywhere.
Posted: 2010-11-01 01:34
by Psyko
this is PR twilight zone for me. Kokan or (Cocaine) teeters between mundanity and buttf**k retarded. you are able to play in the normal firmiliar PR fashion and not get killed often when playing carefully, but its also a fragfest at the same time. i dont think any map has come this close to not being PR and not being battefield 2 and not being call of duty modern warfare, but being similar to them all, all at the same time.
/que twilight zone theme music.
Re: Kokan: Caches. Everywhere.
Posted: 2010-11-01 11:55
by WilsonPL
Btw. can we have another river on the right side of map or its too much work.?
Re: Kokan: Caches. Everywhere.
Posted: 2010-11-03 07:50
by Arc_Shielder
Germanius_GER wrote:A thing i really dont understand is the bradly spawn in the south, L13.
As US its pretty hard to get there, so that you lose tickets and there is
nothing you can do against. The insurgent main is to close.
Disagree, it's not easy to get there but it's not that hard to manage a supply crate and build a FOB at the south of that same outpost. You can build quite a decent firebase there to repel any bomb car and it proves to be a very important strategic point.
Re: Kokan: Caches. Everywhere.
Posted: 2010-11-03 07:54
by pfhatoa
Arcturus_Shielder wrote:Disagree, it's not easy to get there but it's not that hard to manage a supply crate and build a FOB at the south of that same outpost. You can build quite a decent firebase there to repel any bomb car and it proves to be a very important strategic point.
Important? yes. Realistic? Hardly.
Re: Kokan: Caches. Everywhere.
Posted: 2010-11-03 17:21
by Sekh765
I don't think anyone has mentioned it yet, but when moving the US main, is it possible to give the Kiowa's slightly more cover on the pad? Currently the insurgents can position a technical off to one side and hit the Camera sticking off the top of the Kiowa. Played a round earlier where we lost both Helo's to technicals firing into main at the camera.
Re: Kokan: Caches. Everywhere.
Posted: 2010-11-03 19:57
by Kendt888
I must say i really like this map, something jusr rigth about it, but.. the main, i dont know if its a rule about main base's have to be close by, but with choppa's and such, it should really be about 0,25 km out in the dessert over looking the green zone. i did mention that it had been on the edge of the greenzone in later construction of the map, sinze theres still 3 heli pads in the dessert

, but i really have to be there. think of it, would you build a main fob in the GZ with chopper pads?