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Old 2023-03-24, 21:48   #1
Nightingale
Default Musa Qala INS

On every INS layer, I feel like this map doesn't have any tickets for BluFor. Please either decrease RedFor caches or buff BluFor somehow.
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Old 2024-07-18, 21:31   #2
mries
Supporting Member
Default Re: Musa Qala INS

On large layout Dutch have 500 tickets vs 5 Taliban caches. Its an incredible difficult (but fun) map for blufor. Could probably do with 50 tickets extra or remove 1 cache for better balance.

I have the feeling that this map is underplayed because of the unbalance, which is a shame as the quality of the map is great.

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Old 2024-07-19, 08:51   #3
waldov

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Default Re: Musa Qala INS

Yes Musa Qala is yet another series of poorly balanced INS layers on an otherwise great/well designed map. I do wish the Devs knew how endemic this issue is to the majority of new maps with INS layers.

Musa Qala
Sbeneha
Karf Halab
Grozny
Ras el Marsi
Shahada

All TERRIBLE balance. Specifically against Blufor. And hence are almost never or very rarely played. I've already made a thread about this insurgency problem so won't beat a dead horse. But I'd do want to point out a good example.

With the new update Sahel INS is actually playable and fun just with the addition of one decent extra asset for the French team. I really do hope other maps, Musa Qala included can live to see their potential with some generous balancing.
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Old 2024-07-20, 22:03   #4
Nightingale
Default Re: Musa Qala INS

Not as crucial as fixing the INS balance of this map, but... I think it'd be really fun to see a conventional AAS layer of this map. Maybe China vs. MEC, or RUS vs. Canada.
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Old 2024-07-21, 12:15   #5
[R-DEV]​Ason
PR:BF2 Developer
Supporting Member

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Default Re: Musa Qala INS

Quote:
Originally Posted by waldov View Post
Yes Musa Qala is yet another series of poorly balanced INS layers on an otherwise great/well designed map. I do wish the Devs knew how endemic this issue is to the majority of new maps with INS layers.

Musa Qala
Sbeneha
Karf Halab
Grozny
Ras el Marsi
Shahada

All TERRIBLE balance. Specifically against Blufor. And hence are almost never or very rarely played. I've already made a thread about this insurgency problem so won't beat a dead horse. But I'd do want to point out a good example.

With the new update Sahel INS is actually playable and fun just with the addition of one decent extra asset for the French team. I really do hope other maps, Musa Qala included can live to see their potential with some generous balancing.
looking at 1.7.4.5 stats on these maps it seems only Ras el Masri and shahadah has a clear advantage in opfor wins.

Grozny and Sbeneh has positive win rate for blufor and the rest has more opfor wins but still pretty even.

You said the same thing about grostok and I added a bmp for russia based on that, and this is how grostok looks currently.


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Old 2024-07-22, 22:48   #6
Smol Shrum
Default Re: Musa Qala INS

Quote:
Originally Posted by Ason View Post
looking at 1.7.4.5 stats on these maps
Where are these stats? Are they public? Why not?
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Old 2024-07-23, 04:30   #7
Grump/Gump.45
Default Re: Musa Qala INS

Quote:
Originally Posted by mries View Post
On large layout Dutch have 500 tickets vs 5 Taliban caches. Its an incredible difficult (but fun) map for blufor. Could probably do with 50 tickets extra or remove 1 cache for better balance.

I have the feeling that this map is underplayed because of the unbalance, which is a shame as the quality of the map is great.
The part that makes it difficult is the way people and their squads play despite there being squad leaders who want to use a set plan to reduce casualties, by not going for the 1st cache right away.

Stop playing the same way every single time you play, especially when there are better ways to dominate the enemy with ridiculous Hollywood movie levels of suppression from multiple mutually supporting super FOBS, everyone in view of each other to protect each other by responding to threats and harvesting kills in the target zone.

Always AT LEAST one squad that doesn't want to listen, just rushes in wasting the teams tickets doing low IQ stuff right away when they can do that later after exercising their mind under some high IQ tasks.

It will turn into the usual blood bath way you do it, I am not saying we don't do that, just not right away, but put some simple method to it. Its a really simple vision of security, suppression and control.

You will do things as you normally do them later, moving around taking out their best defensive spawn hideouts, moving in and dying. But there are skills you can learn, things you can do to make it less deaths. But also more fun.

Everything is cleared with projectiles, I want to see real combat methods used down to pre-fire on every new angle you clear while clearing buildings rather than just shooting only when you see them. Squad leaders remind or teach people. But before that, we need to make it safer on all levels.

Most efficient way for everything to be done, considering safety and time. METT-TC (Mission, Enemy, Terrain/Weather, Troops/support available, Time considerations, Civil considerations)

-Ammo is free, tickets are not. Max out suppression, you get random kills and accurate kills, even near misses affect what enemy can or wants to do

-Go with squad to FOB location, 1 man hit per RPG/mortar spread practice/teach/explain/enforce common sense standard to reduce casualties, focus all eyes on security, await crates.

-1 FOB every 200-400 meters, if you do it every 400 meters each squads FOB will not overlap with each others asset distance placement allowing full sized FOBs build radius to touch. (1 TOW is allowed every 200 meters)

-Build 5 super FOBS in view of each other and the firebase BLUFOR is given on map, 1 asset hurt per mortar spacing formation, FOB assets facing a target zone. (5 squads x 8 guys=40, scale down as needed)

-Squad leader places FOB, 2 guys dig FOB (60 seconds). Fighting assets ready to place at 25% FOB completion status, squad leader runs placing assets for spacing, 1 man digs per asset, 7 guys is 7 assets up in 60 seconds per asset.

-Harvest kills to get intel for the first 2-3 caches (You can get intel for the 3rd cache while the 1st 2 caches are up)

-Max out TOW(3)/AA(3)/HMG(12)/foxholes(30), 1 man per asset, suppress target zones until targets are seen, heard or pointed out friendly firing at targets.

-TOW/AA missiles clear compounds courtyards/vegetation camouflage until accurate targets are seen

-HMGs clear foliage, suppression aimed at height of a man, shoot at sounds of enemy gunfire because they don't have tracers until accurate targets are seen.

-All squads in view of another squad to max out security while harvesting kills for intel

-Vehicles are kept safe, spread out with repair station, place vehicle in safe spot, don't be lazy to run, don't put vehicle too far away

-Anti-artillery spacing on placing FOB assets, vehicles in safer locations, covering wider area.

-1 asset destroyed per mortar impact spot. Immediatly repair damage to foxholes, be stubborn, waste their time on targets

-Let enemy come to your super FOBs, they have to kill you and vehicles to win

-Enemy attacking many FOBs puts less enemy at cache

-1 man digs each asset, gets it done all at same time instead of multiple guys digging 1 asset at a time risking being in blown up or shot at int the same spot when under attack

-Add APC for extra security among the super FOBS. Everyone lays down probing fire, suppressing fire and grazing fire to protect the APC from the RPG/SPG that only needs 1-5 seconds to peek through a bush.

-Forget going in to clear it as primary method with bodies, that comes last. Blow up every potential courtyard and field supporting the cache from a distance with TOW/AA/APC/HMG.

-Repeat until BLUFOR is up on that potential objective to search.

--------------------------------------------------------------------------------------------------------------------------------------

You don't always see the enemy, learn how to play. You get bodies, terrain and projectiles, learn real tactics to win the best way.

You as squad leaders, you take what you can find to learn and create growth for future generations of Project Reality, so this game doesn't degenerate with a bunch of degenerate players.

But to create a standardized method to win, everyone takes the same high IQ and high security steps to protect the tickets. It takes convincing, translating, not doing the same way you play over and over. Multiple ways to win that are better and more fun. Its like watching an epic movie play out.

Its about doing something else other than playing this like a regular FPS game the way you instinctually rush to play it. Don't let squad mates impatience of the annoying "lets go, lets go, lets go" influence you.

Time for pushing as usual will come, but the psychological manipulation out of tactics is what makes this game more fun.

Let things develop naturally, you have 4 hours and tickets always run out before that time comes or all caches destroyed. Commander UAV goes out when ready, squads build super FOBs with full assets all in view of each other in artillery spread formation, no single squad isolated.

Harvest kills, get target practice, establish firepower and psychological dominant stance against the enemy. 2 caches go up, enemy will either be going for the super FOBs, defending a cache or wandering the map.

Combat techniques of fire, 1 man per FOB asset, firing randomly but with purpose, this way your team shoots more than when they just see an insurgent.

Recon by fire/Probing fire to get response from hidden enemy, making them think they were seen, grazing fire, suppression, firing at enemy weapon sounds and the usual accurate fire obviously. Take this time to teach, practice pulling security and enforcing focus.

4-6 super FOBs in view of each other is too much for them to handle with mortars, it takes low IQ insurgents off the cache, its manipulation and distraction in general when you know how the enemy typically reacts by just placing a super FOB. But what about 6?

Its as simple as "harvest kills until there is 2 caches to divide the insurgent team" which will reduce their numbers at a single cache. Its simple, but to ensure survival you need complexity on every level for safety.

Insurgents are typically at a cache, attacking a single FOB they found or wandering the map. So that is 4 places for them to be, you can make them do what you want by knowing what they typically do.

There will come a time in the match to play as people usually do, but all insurgency maps should play out like this for BLUFOR for the best low casualty and high immersion outcome.

Its common sense. For this map every squad builds one giant connected super FOB over 1000 meters which includes the static BLUFOR base with razor wire.

The insurgents goal is to kill you and your vehicles, its the only way they can win. So that means you protect yourself and the vehicles.

For Musa Qala BLUFOR step by step tasking from spawn.

-Build 3-6 SuperFOBs in anti-artillery/anti-bomb truck spread to reduce damage to assets dug based North to South on the BLUFOR firebase hill to defend the firebase.

-1 man digs each thing so everyone is safely spread out its done all at the same time, not 8 guys digging 1 thing at a time. 1 man already digging with nothing left to dig? Run and check ammo, pull security.

-AA(3)/TOW(3)/HMG(12), use them all to hammer area targets, point targets and accurate visible targets. HMGs to clear bushes, AA and TOW rockets to fire into compounds. Use HMGs to fire through foliage and all plants

-Harvest kills while commander narrows down exact cache location

-Lay heavy suppression of all munitions into the cache area, areas you hear enemy weapons and anywhere without friendly. Overkill and double tap. Just constantly putting as many heavy rounds out as you can, all types of missiles and rockets to take out enemies you can't see behind walls

-When its time to breach, each squad bounds with each other to the next compound, 1 squad per compound moving around as usual. Communicating either vocally or responding appropriately to each squads movements to keep up to stay in view to support. Surrounding the cache, cutting off from hideouts.
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