v1.3 Dragon Fly
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v1.3 Dragon Fly
This map has the worst balance ever, Brits get 6 enemy armors, 2 tanks, a scimi, and 3(?) warriors, while the Milita get 1 T-72 and 1 BMP which can barely kill and apc, and tickle tanks.
Please only give 1 Tank, 2 warriors, and maybe 1 Scimi for Brit.
Edit: Also increase the damage of RPG-26, it's weak, and can't even kill a scimi nor a warrior from a rear shot.
Please only give 1 Tank, 2 warriors, and maybe 1 Scimi for Brit.
Edit: Also increase the damage of RPG-26, it's weak, and can't even kill a scimi nor a warrior from a rear shot.
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Re: v1.3 Dragon Fly
This map is good map for armor hunting. If militia has good HAT user, he can take out British armor easily. Though militia could have one or two pick up HAT kits in main.ComedyInK wrote:This map has the worst balance ever, Brits get 6 enemy armors, 2 tanks, a scimi, and 3(?) warriors, while the Milita get 1 T-72 and 1 BMP which can barely kill and apc, and tickle tanks.
Please only give 1 Tank, 2 warriors, and maybe 1 Scimi for Brit.
Also, doesn't BMP-1 atgm one shot Challenger?
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Re: v1.3 Dragon Fly
I swore it did (At least on 1.2 I remember one hit kill the challenger)Jacksonez__ wrote: Also, doesn't BMP-1 atgm one shot Challenger?
But, I wouldn't mind seeing:
2 T-72 Tanks, 1 BMP-1 v.s. 1 Challenger, 2 warriors
1 T-62, 3 BMP 1 vs 1 Scorpion, 1 Skimi, 2 Warriors (OR): 1 Challenger, 2 Scorpions, 1 Warrior.
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Re: v1.3 Dragon Fly
BMP-1 Does not one hit kill anymore.
It maybe fun for armor hunters, but the Militia team get pushed back way too fast, almost being unable to attack Train Station, and in the city, with all this amour, it is incredibly hard to maneuver a whole squad anywhere.
It maybe fun for armor hunters, but the Militia team get pushed back way too fast, almost being unable to attack Train Station, and in the city, with all this amour, it is incredibly hard to maneuver a whole squad anywhere.
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Re: v1.3 Dragon Fly
Are you one of those guys that tries to capture Train Station at the beginning of the round as Militia every single time?ComedyInK wrote:BMP-1 Does not one hit kill anymore.
It maybe fun for armor hunters, but the Militia team get pushed back way too fast, almost being unable to attack Train Station, and in the city, with all this amour, it is incredibly hard to maneuver a whole squad anywhere.
IGN: 1993 TOYOTA_PREVIA
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Re: v1.3 Dragon Fly
Brits get too many armour.
Remove chopper so at least Militia can hold the city with field guns.
Remove chopper so at least Militia can hold the city with field guns.
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Re: v1.3 Dragon Fly
Remove Lynx indeed. Militia has shitty long and slow supply route which can be camped and mined ridiculously easy. Brits have shorter supply route.ComradeHX wrote:Brits get too many armour.
Remove chopper so at least Militia can hold the city with field guns.
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Re: v1.3 Dragon Fly
Game is balanced enough on INS.
I think this should be a discussion about the AAS variant.
I think this should be a discussion about the AAS variant.
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Re: v1.3 Dragon Fly
What did you think the discussion was about?ZodiacZ wrote:Game is balanced enough on INS.
I think this should be a discussion about the AAS variant.
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Re: v1.3 Dragon Fly
What matty suggested was pretty good, why not have a map where Militia gets more armor for once?
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Re: v1.3 Dragon Fly
But is it really balanced when trying to cross the bridge as Brits when multiple tanks(he suggested TWO T-72 vs. 1 C2), APC and field guns are shooting at you?viirusiiseli wrote:What matty suggested was pretty good, why not have a map where Militia gets more armor for once?
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Re: v1.3 Dragon Fly
Is the logic here that:
1.) British Armour is superior to Militia Armour
2.) This map favours the British team
?
I actually play as OpFor on Dragon Fly AAS like 90% of the time. I don't think the Brits have any real advantage on this map.
The entire city is a concrete fortress filled with AT-cannons, tank-traps, and narrow streets where it is easy to get a surprise AT-rocket (more like multiple, now that LATs are so plentiful in v1.3) against an APC or Tank. (And all the APCs and Tanks have to cross a bridge in order to enter the city).
The Militia spawn in this city, and get to defend it while the Brits capture the Train Station. It is a Militia defensive map where the ticket bleed disfavours the British. (Militia basically start with 3/4 capzones and Brits only get 1/4).
Literally, to win, all the Militia have to do is stay inside the city's buildings, man the city defences, and kill the Brits who come into the capzone. The ticket bleed will make the Brits lose.
I bet what you are seeing most of the time is a Militia team who always attempts to rush the Train Station capzone like retards at the beginning of the round (wasting INF lives, armour, LOGIs, and FOBs), instead of defending the city like they ought to. Please correct me if this is not the case.
1.) British Armour is superior to Militia Armour
2.) This map favours the British team
?
I actually play as OpFor on Dragon Fly AAS like 90% of the time. I don't think the Brits have any real advantage on this map.
The entire city is a concrete fortress filled with AT-cannons, tank-traps, and narrow streets where it is easy to get a surprise AT-rocket (more like multiple, now that LATs are so plentiful in v1.3) against an APC or Tank. (And all the APCs and Tanks have to cross a bridge in order to enter the city).
The Militia spawn in this city, and get to defend it while the Brits capture the Train Station. It is a Militia defensive map where the ticket bleed disfavours the British. (Militia basically start with 3/4 capzones and Brits only get 1/4).
Literally, to win, all the Militia have to do is stay inside the city's buildings, man the city defences, and kill the Brits who come into the capzone. The ticket bleed will make the Brits lose.
I bet what you are seeing most of the time is a Militia team who always attempts to rush the Train Station capzone like retards at the beginning of the round (wasting INF lives, armour, LOGIs, and FOBs), instead of defending the city like they ought to. Please correct me if this is not the case.
Last edited by Nightingale on 2015-06-23 03:32, edited 1 time in total.
IGN: 1993 TOYOTA_PREVIA
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Re: v1.3 Dragon Fly
On my play through, it was 1 squad, which was us with the HAT + LAT, everyone else was defensive, we barely managed to kill a scimi and tank while continuously getting shot at by enemy inf and armour. There are just way too many new people for the time being which really just kills proper game play.
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Re: v1.3 Dragon Fly
Which is exactly what happends most of the time. AAS version.Nightingale wrote:Literally, to win, all the Militia have to do is stay inside the city's buildings, man the city defences, and kill the Brits who come into the capzone. The ticket bleed will make the Brits lose.
Brits rape militia armour.
Militia rapes brits when they enter the city and get kind of rekd outside.
So Brits will camp outside with armour and shoot into the city with militia having no chance of shooting back.
Then a brit squad enters and gets rekt.
Repeat. Not really a fun experience too be honest.
However due the above I think the map is kind of good as INS map(not often you hear that.)
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Re: v1.3 Dragon Fly
I meant to add with my 1st suggestion...
Then BMP-1 vs 2 Warriors is balanced... as the BMP could kill both easily.
But what sweed said was SPOT ON. Brits Enter the city=Death. The chopper is a advantage to the brits... as they could easily land on buildings and behind enemy lines quickly. It's VERY tough for the militia to leave the city in AAS.
My tactic on this map as militia AAS.... Don't dare to capture Train Depot....
As, that would make it a bit more balanced armorly. 2 T-72 Tanks vs 1 Challenger Tank+ 2 Scorpians (I call them baby tanks lol).2 T-72 Tanks, 1 BMP-1 v.s. 1 Challenger, 2 Scorpians, 2 warriors
Then BMP-1 vs 2 Warriors is balanced... as the BMP could kill both easily.
But what sweed said was SPOT ON. Brits Enter the city=Death. The chopper is a advantage to the brits... as they could easily land on buildings and behind enemy lines quickly. It's VERY tough for the militia to leave the city in AAS.
My tactic on this map as militia AAS.... Don't dare to capture Train Depot....
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Re: v1.3 Dragon Fly
But is attacking always the only and correct tactic? Or do you have the option to dig in and defend?ComradeHX wrote:But is it really balanced when trying to cross the bridge as Brits when multiple tanks(he suggested TWO T-72 vs. 1 C2), APC and field guns are shooting at you?
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Re: v1.3 Dragon Fly
On Dragon Fly the Militia should refrain from doing head on attacks outside of the city. They have the equipment for guerrilla warfare and should adapt to their equipment. And if a player doesn't fit the guerrilla warfare, they still have the option to fight in the city.
Anyway, I would like to see a lay-out with 4 APCs on both sides, allowing MECH INF warfare in the city and the outskirts. Let's say 4 Warriors for the British team, 2 BTR / 2 BMP-1 for the Militia team. This only combined with basic vehicles such as landrovers (armed/unarmed) and technicals should give server administrators the option to run a slightly more balanced version regarding assets. Where the British can still benefit from their optics/thermals but where the Militia have more firepower with their BMPs.
Anyway, I would like to see a lay-out with 4 APCs on both sides, allowing MECH INF warfare in the city and the outskirts. Let's say 4 Warriors for the British team, 2 BTR / 2 BMP-1 for the Militia team. This only combined with basic vehicles such as landrovers (armed/unarmed) and technicals should give server administrators the option to run a slightly more balanced version regarding assets. Where the British can still benefit from their optics/thermals but where the Militia have more firepower with their BMPs.
We are staying up!
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Re: v1.3 Dragon Fly
As the number of times I have played on this map (even before 1.0) I have yet to really see British win Close Quarter Battles. Literally for the militia to win on this... take good defensive positions IN the city. My tip on Dragon fly when I'm infantry squad leader... Blow the bridges and mine the entrances to the city so vehicles can't get across. Infantry is hard to stop... as they just need to swim across. I think a organized Battle like the PR Tournament would be cool on this map. I think it's balanced except for the 2 challengers.
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Re: v1.3 Dragon Fly
BMP-1 heat round translates into rip brit apcs.viirusiiseli wrote:What matty suggested was pretty good, why not have a map where Militia gets more armor for once?