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Old 05-22-2007, 12:39 AM   #31 (permalink)
 
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Re: Albasrah (64p) Modifactions -- part II

The insurgents mounted a pretty poor defence for the first half, which was why we lost so much so rapidly, I think the bleed was ok, but it will take a few more tries for me to judge as the insurgents weren't playing particularly well.
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Old 05-22-2007, 01:39 AM   #32 (permalink)
 
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Re: Albasrah (64p) Modifactions -- part II

Like Finestyle said basically, I was one of the ones who recaptured suburbs and moved towards mosque, etc.

The fact that usa wouldnt leave palace would explain why we bounced back quite easily. I encountered quite a few enemy squads spawning around residence but they failed to stop mosque being recaptured, etc

Earlier on in the game, the scores just before Industry fell to usmc were like 240-219 and I could see usmc were going to lose because they were bleeding.
However Industry was under pressure and none of the insurgent were reacting.

Insurgents were on the west side of the map. Industry fell then the others quite rapidly. The score was like 98-180 because of the bleed plus normal losses made it like free fall for the insurgents.

Then surburb fell and insurgents woke up - plus its not hard to walk from palace. It was too late though and the score was like 40-129 when suburb was eventually recaptured with fierce house to house fighting ( I havent fought there before)

Unfortunately I have no screenshots so the scores might not be accurate but usmc won by a fair margin as insurgents continued to bleed. Moments before the end of the game, facility was recaptured and the bleed stopped with 5 tickets left our side. I figured if no one died we could still win
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Old 05-27-2007, 10:38 PM   #33 (permalink)



 
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Re: Albasrah (64p) Modifactions -- part II

Some minor changes have been made to this setup. I've updated the original post. Here is a summary of changes...
  • Industry is only able to be capped by the USMC.
  • North VCP is now able to be capped by both teams.
  • USMC bleed rate has been decreased.
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Old 05-29-2007, 06:01 PM   #34 (permalink)
 
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Re: Albasrah (64p) Modifactions -- part II

Sounds good, usmc were losing too much for not getting the three perimeter flags immediately.

I noticed people can climb on industry roof and by sticking close to the shutters they may avoid death by direct sustained fire from a heli or anything else.

Seems like the game might be calculating them as inside the building when they are outside with the full visibility to fire on anything approaching
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Old 05-29-2007, 06:57 PM   #35 (permalink)



 
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Re: Albasrah (64p) Modifactions -- part II

Please provide any feedback on the most recent changes. Is one team always winning? Is bleed still too fast? Are the USMC forced to move forward? etc.
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Old 05-29-2007, 09:59 PM   #36 (permalink)

 
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Re: Albasrah (64p) Modifactions -- part II

Quote:
Originally Posted by asch View Post
Please provide any feedback on the most recent changes. Is one team always winning? Is bleed still too fast? Are the USMC forced to move forward? etc.
Last time I played it (Insurgent, last Sunday), I thought it was pretty balanced. The USMC had to push fairly hard, and were using all their assets. Bleed might be a little bit fast though. The CP capture logic is good as it is IMO.

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Old 05-30-2007, 06:53 AM   #37 (permalink)



 
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Re: Albasrah (64p) Modifactions -- part II

There was a bug reported that the industry flag was still able to be capped by the insurgents. This has been corrected. Please report any flag logic that does not follow what is defined in the original post.
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Old 05-30-2007, 07:24 AM   #38 (permalink)
 
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Re: Albasrah (64p) Modifactions -- part II

Have to say, well done. I have absolutely no complaints about the new Basrah.
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Old 05-30-2007, 03:12 PM   #39 (permalink)
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Re: Albasrah (64p) Modifactions -- part II

it played much better than i'd anticipated from another round in the sandbox. good job. we actually had an american win that ended with boots on the palace, something i personally haven't seen for a couple months.
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