Burning sands view distance
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- Posts: 62
- Joined: 2019-07-13 15:02
Burning sands view distance
I the last update view distance on Burning sands was raised to 1500m if I'm not mistaken. By my opinion that came out terrible, map ok to play infantry but asset gameplay is just unbalanced. On the one hand some APC or tank can just set up in some good position and pretty much rape everyone as well as CAS can just be super high and still see everything, but on the other hand assets are constantly getting killed from other side of the map by TOW-s or AA-s. Let's take I think it's D10 position for exaple. Perfect position if you build a super fob there you control the map, TOW and AA can see enemies pretty much when they come out of their DoD. So I suggest the best thing would be to just set that view distance how it was before maybe little bit more but not this much.
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- Posts: 506
- Joined: 2018-12-15 21:35
Re: Burning sands view distance
We need a whole new defensive layout game mode for maps like these. where every squad is forced to make a super FOB to defend objectives.
Only thing I hate about Burning Sands is the way everyone wants to play it the same way everytime going into the city to waste tickets in Urban fighting meat grinder. Rather than max out armor assets with Super FOBs to eat enemy as we bait them to our desert flags. Works for both sides.
Even when I explain the full potential of every assets job in this bullet and missile storm, every man gets a crate, every asset gets its own crate. Just launching explosives of all kinds. 300 meter wide Super FOBs, 1 man per asset, 1 man per hole. HMGs from multiple super FOBs spit bullet storm.
A super FOB can be completed in less than 3 minutes, 2 guys dig FOB then once its at 25% squad leader runs in a line placing assets for 300 meters, 1 man digs each thing. Run ammo and load assets.
The fun in being a mutually support force that psychologically degrades the enemy with this massive trap of scanning, suppression and accurate fire. Let them have the city, keep them in the city.
Only thing I hate about Burning Sands is the way everyone wants to play it the same way everytime going into the city to waste tickets in Urban fighting meat grinder. Rather than max out armor assets with Super FOBs to eat enemy as we bait them to our desert flags. Works for both sides.
Even when I explain the full potential of every assets job in this bullet and missile storm, every man gets a crate, every asset gets its own crate. Just launching explosives of all kinds. 300 meter wide Super FOBs, 1 man per asset, 1 man per hole. HMGs from multiple super FOBs spit bullet storm.
A super FOB can be completed in less than 3 minutes, 2 guys dig FOB then once its at 25% squad leader runs in a line placing assets for 300 meters, 1 man digs each thing. Run ammo and load assets.
The fun in being a mutually support force that psychologically degrades the enemy with this massive trap of scanning, suppression and accurate fire. Let them have the city, keep them in the city.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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- Posts: 62
- Joined: 2021-09-15 11:17
Re: Burning sands view distance
I have noticed that people's interest in this map seems to have decreased recently. About a few months ago, we could see this map every day. But recently I have only played this map once. At least some people dislike infantry battles in open deserts. In the later stages of the game, if you lose control of the city, it will be difficult to re-enter the city. However, this does not mean the end of the game. In that game, we chose defense and built a large number of fortifications to resist tanks and air raids, and finally won. However, the final flag of Mec is not suitable for defense, and British airports are the advantageous defensive positions.
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- Posts: 506
- Joined: 2018-12-15 21:35
Re: Burning sands view distance
You build DOD edge FOBs and use the Delta 1 ditch for mortars for defensive reach as MEC as a rear line, 2 AA emplacements and 1 ATGM for those 3 FOBs, then 3 FOBs forward of that with the other 2 ATGM and 1 AA.
You die in game anyways, I see how inexperienced players see how desert is dangerous, you need right preparations the best way you can. This is more fun than the random chaotic same old meat grinder in the city.
I understand my plan cannot be accomplished without me there, so people will play the same way when I am not there to offer to create a killing zone over the desert.
Squad leaders need to drill THEMSELVES, their procedure to time their fastest widest SUPER FOB builds.
Standard simple orders that are short and easy to say "1 man digs each thing". Many reasons for this efficiency. Everyone is spread out while digging their own thing, instead of everyone running to one asset at a time to dig it in 10 seconds. Nobody helps each other to dig, you just run ammo and load.
Each asset is done completely in 60 seconds by 1 man each, making it take 60 seconds to dig 8 things being done within 60 seconds of each other as the time it takes for a squad leader to run the line.
Super FOB line. Super FOBs need support from tanks defensively. Same to CAS, jets await laze and bait enemy CAS to AA emplacement.
2 tanks, 3 MTLB and 2 BMP. Plus 3 ATGM emplacement, 3 AA emplacments and 2 HAT and 5 LAT. You distribute by logic, report armor sound direction, armor works armor targets together.
To give distracting dust trails and visually overwhelm enemy. 1 crate per emplacement first. Every Super FOB is in view of at least 2 other FOBs using each other as bait, need to be close enough to see what is happening to other FOBs.
You use MTLB like its an HMG to sweep terrain at height of a man, snapping bullets at enemy for psychological effect and satisfaction of control. So 6 HMG from 3 FOBs plus 3 MTLB, plus a bunch of MG3 machine guns. Plus 2 tank COAX in between FRAG rounds fired into the city with the HMGs on top.
We make the bullet storm for psychological effect, if they aren;t there you shoot everywhere they could be behind. Goal is to hit near them
You have tank baiting enemy tank for ATGM to support if it needs to.
There is no way enemy tanks want to go up against 2 TOW and 2 tank plus BMP and CAS. Its either you have a super FOB job of controlling the enemy, manning or running ammo to something. Supplementing bullet storms. Squad leaders build running in a line to get FOBs wide for area attack, all FOBs in view of each other.
One man digs each thing so everything gets done up to 8 things at once per squad. There is a psychological aspect to all of this. You die in city or open desert either way, city is more of a chaotic meat grinder, I hate the wide open streets, few alley ways, hugging pillars, the dumb house yards.
When we could build 6 SUPER fobs, everyone defends with projectile storm, hammer the city.
This whole plan is more fun than running through a little city in middle of a big desert playing the SAME WAY every time.
These types of tactics defensively.
https://www.youtube.com/watch?v=X6Dq5-ntQwI&t=108s
Basically you throw down 6 of these for defense of the last 2 desert flags. Instead of jungle 50-100 meters away, its desert. Plus tanks.
https://www.youtube.com/watch?v=-aOQ36u7t2c
You die in game anyways, I see how inexperienced players see how desert is dangerous, you need right preparations the best way you can. This is more fun than the random chaotic same old meat grinder in the city.
I understand my plan cannot be accomplished without me there, so people will play the same way when I am not there to offer to create a killing zone over the desert.
Squad leaders need to drill THEMSELVES, their procedure to time their fastest widest SUPER FOB builds.
Standard simple orders that are short and easy to say "1 man digs each thing". Many reasons for this efficiency. Everyone is spread out while digging their own thing, instead of everyone running to one asset at a time to dig it in 10 seconds. Nobody helps each other to dig, you just run ammo and load.
Each asset is done completely in 60 seconds by 1 man each, making it take 60 seconds to dig 8 things being done within 60 seconds of each other as the time it takes for a squad leader to run the line.
Super FOB line. Super FOBs need support from tanks defensively. Same to CAS, jets await laze and bait enemy CAS to AA emplacement.
2 tanks, 3 MTLB and 2 BMP. Plus 3 ATGM emplacement, 3 AA emplacments and 2 HAT and 5 LAT. You distribute by logic, report armor sound direction, armor works armor targets together.
To give distracting dust trails and visually overwhelm enemy. 1 crate per emplacement first. Every Super FOB is in view of at least 2 other FOBs using each other as bait, need to be close enough to see what is happening to other FOBs.
You use MTLB like its an HMG to sweep terrain at height of a man, snapping bullets at enemy for psychological effect and satisfaction of control. So 6 HMG from 3 FOBs plus 3 MTLB, plus a bunch of MG3 machine guns. Plus 2 tank COAX in between FRAG rounds fired into the city with the HMGs on top.
We make the bullet storm for psychological effect, if they aren;t there you shoot everywhere they could be behind. Goal is to hit near them
You have tank baiting enemy tank for ATGM to support if it needs to.
There is no way enemy tanks want to go up against 2 TOW and 2 tank plus BMP and CAS. Its either you have a super FOB job of controlling the enemy, manning or running ammo to something. Supplementing bullet storms. Squad leaders build running in a line to get FOBs wide for area attack, all FOBs in view of each other.
One man digs each thing so everything gets done up to 8 things at once per squad. There is a psychological aspect to all of this. You die in city or open desert either way, city is more of a chaotic meat grinder, I hate the wide open streets, few alley ways, hugging pillars, the dumb house yards.
When we could build 6 SUPER fobs, everyone defends with projectile storm, hammer the city.
This whole plan is more fun than running through a little city in middle of a big desert playing the SAME WAY every time.
These types of tactics defensively.
https://www.youtube.com/watch?v=X6Dq5-ntQwI&t=108s
Basically you throw down 6 of these for defense of the last 2 desert flags. Instead of jungle 50-100 meters away, its desert. Plus tanks.
https://www.youtube.com/watch?v=-aOQ36u7t2c
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees