Asad kahl [957 feedback]

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qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Asad kahl [957 feedback]

Post by qs-racer »

Hello, what do you think about the new flag/vehicule of asad kahl on the 0.957 version

In my opinion, i think it's very good, figthing is better than the previous version.
I play as infantry, so i can't talk about apc or technical.

edit : it could be nice if we could have aas random flag ;)
Last edited by qs-racer on 2010-11-04 16:57, edited 1 time in total.
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: Asad kahl [957 feedback]

Post by Deer »

I think its working nicely too, but havent played it very much yet (Fallout new vegas ftw) Who likes this version and who likes 0.9 version ?
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Asad kahl [957 feedback]

Post by Ford_Jam »

Asad Kahl?

IT'S. SO. MUCH. BETTER!
Decent 1km AAS infantry map ftw! need more of them
Jaberwo
Posts: 46
Joined: 2009-12-16 09:14

Re: Asad kahl [957 feedback]

Post by Jaberwo »

I love the new version.
Previously it was simply a slaughterhouse, as you could only advance from one direction,
over mostly open field and the Hamas had good cover.
Now it is much more balanced and the memory of these gruesome rounds
in 0.91 make me never wanting to loose that flag.

Good work! :grin:
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Asad kahl [957 feedback]

Post by Psyrus »

I think the map has improved from 0.91 (well it's just basically returned to 0.85 style) but from a round today:
- I found 500ish tickets way too much for a glorified skirmish map
- The mortars in 1km maps are... unfortunate
- Do not enjoy being mowed down by the tavor variants (that's a faction thing not a map thing, but it's the only one with consistent CQB with IDF, aside from beirut but that's quite different)
- I do wish there was a way to get vehicles up/down on the far west side, as a different avenue for flankage.
smiley
Posts: 117
Joined: 2009-04-03 08:35

Re: Asad kahl [957 feedback]

Post by smiley »

Psyrus wrote:
- I do wish there was a way to get vehicles up/down on the far west side, as a different avenue for flankage.

You can drive log trucks and hummers across the river and up the slope on the west side of the map. As for coming back,well all you have to do is floor it over the ridge and you miss most of the water when you land.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Asad kahl [957 feedback]

Post by Psyrus »

smiley wrote:You can drive log trucks and hummers across the river and up the slope on the west side of the map. As for coming back,well all you have to do is floor it over the ridge and you miss most of the water when you land.
Oh thx! Did not know that :)
PR_Husky
Posts: 14
Joined: 2010-09-04 21:57

Re: Asad kahl [957 feedback]

Post by PR_Husky »

In 0.917 Asad Khal has been one of the worst Maps in my Opinion... Now it's one of my Favourites!
Great Changes, now both sides are balanced!

Great Work Devs!

Greetings Husky
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Asad kahl [957 feedback]

Post by Arnoldio »

Didnt play it in the new version, but if others say its good, then it must be. (Wasnt so abd for me in 0.9 either, i liked the constant stalemate.
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Asad kahl [957 feedback]

Post by Kain888 »

I have to agree with T.A.Sharps.

This is one of the worst map in PR, which really doesn't fit it standards (for example OGT was much better). I played it a lot in 0.95 and although it has now better AAS mode, it still isn't fun to play. It should be lowered in size (you barely see any fights in north part of the map anyway) and left for skirmish purpose only.

Pure deatchmatch, quite random if you add mortars to that.

I used to love this map but with shifting and evolving gameplay it's quite outdated.
=LK= A.H.
Posts: 167
Joined: 2010-04-20 20:02

Re: Asad kahl [957 feedback]

Post by =LK= A.H. »

Huge necro, but I felt this didn't warrant a new thread. Are there any Namers on any layer on this map? Even one would make it a lot easier for the IDF to fight the Hamas forces (in public games this often means 'have a chance to win') - the M113 is nearly useless in urban combat due to the minimal protection it offers to the gunner (AND driver).
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Asad kahl [957 feedback]

Post by dtacs »

No Namers at all, its simply too small.

The key to making this map decent again is to reintroduce the old cap system, the combat between MEC and Brits was awesome and I can remember seeing a ton of comments on how bad the new one is. Asad Khal won't be around for long anyway since most 1km's are getting the chop.
=LK= A.H.
Posts: 167
Joined: 2010-04-20 20:02

Re: Asad kahl [957 feedback]

Post by =LK= A.H. »

dtacs wrote:The key to making this map decent again is to reintroduce the old cap system, the combat between MEC and Brits was awesome
Yes! I do remember how awesome Asad Khal was back then (especially with the British officers' red berets :-P ). Making technicals more vulnerable to small-arms fire would improve the current one a lot though. Right now they're too resilient.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Asad kahl [957 feedback]

Post by dtacs »

Exactly. They just rape the M113's since their deviation on the .50 is so small.

Then once Hamas usually cap the IDF back, its them sitting on top of the barn waiting for the IDF to come out of their main so they can be slaughtered, since of course there is no bleed..
=LK= A.H.
Posts: 167
Joined: 2010-04-20 20:02

Re: Asad kahl [957 feedback]

Post by =LK= A.H. »

dtacs wrote:Exactly. They just rape the M113's since their deviation on the .50 is so small.
They could also be louder, you practically can't hear them until they're right next to you.
Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Re: Asad kahl [957 feedback]

Post by Jorgee! »

Please, fix the ticket bleeding......

The Jews don't have any.
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