Al Basrah
-
- Posts: 4417
- Joined: 2006-04-30 23:02
edit of NO-FLY zones:
the Palace
East side the the city (from mosque downwardsto the edge of the town)
directly over the Village
places to weatch out for:
Offices: theres a AAA gun there, could take out the helo in a second
South side of the town: loads of enemy activity there, be careful flying at low level there
the Palace
East side the the city (from mosque downwardsto the edge of the town)
directly over the Village
places to weatch out for:
Offices: theres a AAA gun there, could take out the helo in a second
South side of the town: loads of enemy activity there, be careful flying at low level there
[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
-
- Posts: 3089
- Joined: 2007-03-23 20:04
Great tactic- Grab a Warrior and move it to the northern side of the city in teh desert. Once there find a nice spot to sit with it and use rounds to kill anything coming out. i tryied and got 35+ kills. Also i made a HUGE spawn point so close to the city, jihads and trucks had a hard time reaching me and after i was killed by RPGs my squad mates told me affter that very few men came on the road they all found other routes out of mosque. I had that going till they found out i was dead.
-
- Posts: 24
- Joined: 2007-12-20 06:32
many ways to woop *** as a brit, i like newguyrick's comment, it is true, uaslly what i try to do is if you have a platoon, great, but not likely, diveid your 6 mand squad into 3 fire teams, you can clear a big radius fast, or if you do have merlin, 2 fire teams, big gun and a medic, the sl as what ever, medic or egineer, with medic and what ever really, spec ops or engineer, and obvsly the pilot...
i like spec ops, cause they are sexy, but, i like the engineers better, cause they fix your ride, as you go...
all people with a transport, MARK WHERE YOU WANT THE LZ (no matter if you want a car/apc/helo.. for pick up/drop off)
one thing i run into is, a lz shouldnt be water...
1. you a loud *** chopper, everyone is comeing to that,
2. and you cant shoot back,
water lzs are only for spec ops, at certain times...
all other lzs should be in a safe zone, even tell the pilot angle of attack...
sometimes it isn't a normal lz, so, drop your marker and say " from the west" this means to me as a pilot, i can't come in on the lz for a a dust off , unlees i come from the west.... cause it might be surronded by tall buildings, rpgs, .....
i like spec ops, cause they are sexy, but, i like the engineers better, cause they fix your ride, as you go...
all people with a transport, MARK WHERE YOU WANT THE LZ (no matter if you want a car/apc/helo.. for pick up/drop off)
one thing i run into is, a lz shouldnt be water...
1. you a loud *** chopper, everyone is comeing to that,
2. and you cant shoot back,
water lzs are only for spec ops, at certain times...
all other lzs should be in a safe zone, even tell the pilot angle of attack...
sometimes it isn't a normal lz, so, drop your marker and say " from the west" this means to me as a pilot, i can't come in on the lz for a a dust off , unlees i come from the west.... cause it might be surronded by tall buildings, rpgs, .....
-
- Posts: 451
- Joined: 2007-10-20 10:33
What about some new tactics now where the VCP is no longer on focus?
My first ideas here:
- Setup ASAP a defensive position at the gate of the main base, shooting all incoming sucide cars / bomb trucks. C4 helps too. A unused or unneeded truck should be taken for deploying a supply crate behind the gate emplacement. The defender should be an engineer (truck driving ability and C4 deployment).
Usually there is a early wave of vehicles destroying a large amount of assets and soldiers.
- I'm not sure if it's still reasonable to build a bunker at VCP. Either it will be destroyed soon or it will bind too many players to defend the VCP, not searching for caches.
- Deploying always a bunker at the main base, just for additional vehicles, resupplys and a AA gun for more defence (suicide cars, bomb trucks). It doesn't cost anything and there are two bunkers possible anyway.
What do you think?
My first ideas here:
- Setup ASAP a defensive position at the gate of the main base, shooting all incoming sucide cars / bomb trucks. C4 helps too. A unused or unneeded truck should be taken for deploying a supply crate behind the gate emplacement. The defender should be an engineer (truck driving ability and C4 deployment).
Usually there is a early wave of vehicles destroying a large amount of assets and soldiers.
- I'm not sure if it's still reasonable to build a bunker at VCP. Either it will be destroyed soon or it will bind too many players to defend the VCP, not searching for caches.
- Deploying always a bunker at the main base, just for additional vehicles, resupplys and a AA gun for more defence (suicide cars, bomb trucks). It doesn't cost anything and there are two bunkers possible anyway.
What do you think?
-
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42
Another landing zone too: the first hardened street north of Facility, the one pointing pretty much straight East at Mosque - you might need some practice to find the best approach, but it makes for a pretty good landing spot, if your passengers bail out quickly. Hotel is doable too, but tricky. Practice, practice, practice.
[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce.
-
- Posts: 1030
- Joined: 2007-10-15 21:12
I've witnessed great spots for bunkers/firebases in pub servers.
-One firebase near Palace. With an AA gun. Say goodbye to enemies ever leaving with a suicide car or technical again.
-One firebase near the southern region of the city, by the construction. Passing suicide cars or technicals might see it, unless you have the Palace setup. This universal spawn is a great asset to the British for another advance point on the city. AA preferred.
-A bunker in the Airport for extra support, trucks, and cars.
-A bunker in VCP for good measure. Don't have too many people defending it, maybe one person on the AA to take care of any bold Insurgents.
-One firebase near Palace. With an AA gun. Say goodbye to enemies ever leaving with a suicide car or technical again.
-One firebase near the southern region of the city, by the construction. Passing suicide cars or technicals might see it, unless you have the Palace setup. This universal spawn is a great asset to the British for another advance point on the city. AA preferred.
-A bunker in the Airport for extra support, trucks, and cars.
-A bunker in VCP for good measure. Don't have too many people defending it, maybe one person on the AA to take care of any bold Insurgents.
-
- Posts: 1374
- Joined: 2007-07-14 23:15
I remember the good ol'days. When brits had to use teamwork to win(0.6), not CR2 and SUSAT(0.7,0.75). When the only way not to loose at the first 30 minutes, was holding the VCP(for brits)... But now, now the time has changed and not to the good side. To win, brits need to park CR2 NW from the village and they will get intel for caches in no time, VCP is uncapable. It's sad. AK-47 sucks even at 100 metres, recoil is too big. Insurgents aren't bunch of girls with no muscles... Al Basrah is just sad, everyone wants to be brit.
DEV's you have done a great job and I know you will do a great job for next releases. But I have some suggestions (I know this isn't the suggestion forum):
1. Remove CR2 (doesn't fit well in Insurgency).
2. To compensate the lack of firepower make the APC spawn time lower.
3. If Gods aka DEV's shall not remove CR2, give the RPG gunner 3 max 4 RPG's.
4. C'mon AK-47 hasn't got such a recoil, make it 2 instead of 3...
P.S. I don't want to sound like a prick, You've done an excelent job, but Al Basrah now-a-days is wrong(read above) IMO.
DEV's you have done a great job and I know you will do a great job for next releases. But I have some suggestions (I know this isn't the suggestion forum):
1. Remove CR2 (doesn't fit well in Insurgency).
2. To compensate the lack of firepower make the APC spawn time lower.
3. If Gods aka DEV's shall not remove CR2, give the RPG gunner 3 max 4 RPG's.
4. C'mon AK-47 hasn't got such a recoil, make it 2 instead of 3...
P.S. I don't want to sound like a prick, You've done an excelent job, but Al Basrah now-a-days is wrong(read above) IMO.
-
- Posts: 2376
- Joined: 2007-10-18 13:33
Re: Map Tactics - Al Basrah
Having a CR2 is realistic so taking it out would make the game balanced thus unrealistic. Currently the brits kill more insurgents than they do us thats why the insurgents need to think like insurgents to win not cry because theres a tank there.
-
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
-
- Posts: 1374
- Joined: 2007-07-14 23:15
Re: Map Tactics - Al Basrah
Well the biggest problem is that almost NOBODY uses guerilla warfare tactics. Thus insurgents are raped almost every round.
There are lots of + and - for reality and fun aspects. In real life insurgent would take more RPG's (3-5) instead of 2! And APC's would not be destroyed by 2 RPG's and tanks from 8-10 RPG's. But that would make Insurgency gameplay pain in the *** for insurgents (well and to every side, too). And removing the tank would give more good then bad for Brits.
1. Lower spawn time for APC's, vehicles etc. will give "more" transport capability and firepower.
2. RPG gunner would have only 2 RPG's, not 3-4 (if CR2 will not be removed and the DEV's would listen to me ).
3. For the lack of MBT's brits could get Apache, but in this case caches should be placed at houses, prefebly not in the backyard etc. This will encounter in more work for the Gods aka the DEV's, though. But another Merlin would suit better, IMO.
P.S. I hope that the Gods will listen and hopefully my suggestion will be heared and "put" in the game.
Best regards, sakils2.
There are lots of + and - for reality and fun aspects. In real life insurgent would take more RPG's (3-5) instead of 2! And APC's would not be destroyed by 2 RPG's and tanks from 8-10 RPG's. But that would make Insurgency gameplay pain in the *** for insurgents (well and to every side, too). And removing the tank would give more good then bad for Brits.
1. Lower spawn time for APC's, vehicles etc. will give "more" transport capability and firepower.
2. RPG gunner would have only 2 RPG's, not 3-4 (if CR2 will not be removed and the DEV's would listen to me ).
3. For the lack of MBT's brits could get Apache, but in this case caches should be placed at houses, prefebly not in the backyard etc. This will encounter in more work for the Gods aka the DEV's, though. But another Merlin would suit better, IMO.
P.S. I hope that the Gods will listen and hopefully my suggestion will be heared and "put" in the game.
Best regards, sakils2.
-
- Posts: 1374
- Joined: 2007-07-14 23:15
Re: Map Tactics - Al Basrah
Well the biggest problem is that almost NOBODY uses guerilla warfare tactics. Thus insurgents are raped almost every round.
There are lots of + and - for reality and fun aspects. In real life insurgent would take more RPG's (3-5) instead of 2! And APC's would not be destroyed by 2 RPG's and tanks from 8-10 RPG's. But that would make Insurgency gameplay pain in the *** for insurgents (well and to every side, too). And removing the tank would give more good then bad for Brits.
1. Lower spawn time for APC's, vehicles etc. will give "more" transport capability and firepower.
2. RPG gunner would have only 2 RPG's, not 3-4 (if CR2 will not be removed and the DEV's would listen to me ).
3. For the lack of MBT's brits could get Apache, but in this case caches should be placed at houses, prefebly not in the backyard etc. This will encounter in more work for the Gods aka the DEV's, though. But another Merlin would suit better, IMO.
P.S. I hope that the Gods will listen and hopefully my suggestion will be heared and "put" in the game.
Best regards, sakils2.
I guess you don't understand English...
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Map Tactics - Al Basrah
this happens to be a strategy subforum....sakils2 wrote: P.S. I hope that the Gods will listen and hopefully my suggestion will be heared and "put" in the game.
Best regards, sakils2.
-
- Posts: 3089
- Joined: 2007-03-23 20:04
Re: Map Tactics - Al Basrah
Just to answer this question.1. Lower spawn time for APC's, vehicles etc. will give "more" transport capability and firepower.
2. RPG gunner would have only 2 RPG's, not 3-4 (if CR2 will not be removed and the DEV's would listen to me ).
3. For the lack of MBT's brits could get Apache, but in this case caches should be placed at houses, prefebly not in the backyard etc. This will encounter in more work for the Gods aka the DEV's, though. But another Merlin would suit better, IMO.
1)no makes them able to be lost. And there set like tht on all maps anyway.
2)They only have 2.
3)was in 0.6. removed and the whole reason for removing it was to balance.
As Rudd said above this is a tactic forum, if you have suggestion please post them here:PR Suggestions and Feedback - Project Reality Forums
([R-Mod]'s can thank me later.)
-
- Retired PR Developer
- Posts: 14620
- Joined: 2006-12-17 19:04
Re: Map Tactics - Al Basrah
The CR2 in the hands of an experienced crew is nearly impossible to destroy, but only when he avoids the inner city.
So don't rush him, wait for his infantry support to come for the caches.
So don't rush him, wait for his infantry support to come for the caches.
-
- Posts: 3240
- Joined: 2005-11-18 14:18
Re: Map Tactics - Al Basrah
Yep, as said, the only way you are going to kill a C2 Crew is because they did something retarded ("Hey, a civilian, how bout all 3 of the guys in the tank stare at him!". C2: Cover infantry and blast their opposition away.
-
- Posts: 3089
- Joined: 2007-03-23 20:04
Re: Map Tactics - Al Basrah
Right, if you have a 50 cal gunner have him dismount and have gunner cover him.Yep, as said, the only way you are going to kill a C2 Crew is because they did something retarded ("Hey, a civilian, how bout all 3 of the guys in the tank stare at him!". C2: Cover infantry and blast their opposition away.
-
- Posts: 1374
- Joined: 2007-07-14 23:15
Re: Map Tactics - Al Basrah
this happens to be a strategy subforum....
DEV's you have done a great job and I know you will do a great job for next releases. But I have some suggestions (I know this isn't the suggestion forum):
I know that without you're help.2)They only have 2.
And thats the problem, RPG gunner should get 3 RPG's...
-
- Posts: 1030
- Joined: 2007-10-15 21:12
Re: Map Tactics - Al Basrah
True that. Have the .50 cal gunner occupied by an engineer for an extra pair of eyes and a wrench. If the engy's worth his salt, s/he'll scan the area like a hawk, ever alert on enemies attempting to sneak behind the tank.[R-PUB]bosco wrote:The CR2 in the hands of an experienced crew is nearly impossible to destroy, but only when he avoids the inner city.
So don't rush him, wait for his infantry support to come for the caches.
It's often unwise for the .50 cal and tank gunner to look at the same direction. This reduces the environmental awareness to a small driver's view, although 360, can not fire at incoming threats.
Civilians often pop out of corners and just stand there, making it completely obvious they want you to kill them. If they have their binocs, it's usually a civilian, but just to be safe, zoom in and see if he's hostile. There's a delay before they can take out a weapon, so before the RPG is mounted on his soldier, send a nice volley of firepower at them.
The tank's cannon makes a big blast. Take this into account, as it can serve you well and bite you in the back. If there are civilians near the hostiles, but there are 4 RPGs aimed at you, and they're both in the same house, you can either take them out one by one with MG fire, or blast away the home, giving you a penalty, but sparing your tank critical damage.