Blufor-Kits on Insurgency

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Kapt. Kroon
Posts: 122
Joined: 2009-03-30 03:03

Re: Blufor-Kits on Insurgency

Post by Kapt. Kroon »

I agree with this. But in real life they use the HAT to take out buildings too. It's not just anti-tank.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Blufor-Kits on Insurgency

Post by badmojo420 »

qaiex wrote:AT4?...
The AT4 is not accurate at extremely long distances.
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: Blufor-Kits on Insurgency

Post by Meza82 »

RedWater wrote: The Insurgents are strong enough already with unlimited source of explosives, they should not even have a chance of getting the toys of the BLUFOR.


Red
i must disagree. the insurgents are the most nerfed faction in the game. no rallies, no field dressings, heavy vehicles, repair, FOBs...; the blufor has all this and scoped rifles and medic and grapple hook kits with rifles, and helicopters and tanks etc.
the insurgents dont even have a kit that has a rifle AND a grapple hook.

why do so many people want to further nerf the Insugents?
Last edited by Meza82 on 2009-07-14 05:48, edited 1 time in total.
Reason: edit "berf" to "nerf"
Violence is power
In .308 we trust
RedWater
Posts: 361
Joined: 2008-12-03 15:59

Re: Blufor-Kits on Insurgency

Post by RedWater »

Oh my God,

When did you see BLUFOR winning an insurgency round the last time? Ok it happens from time to time, but its like as rare as US winning Barracuda ( Which really doesnt happen SO often).

Further, the INS DO have FOBs, and they dont even need 2 crates to build them and even the Squadleader can do it on his own.

Even furhter, You dont need a scope as an INS, cuz of the simple reason that the US/BRIT have to come to you, into the house/cave/whatever . That makes your super-great-SCOPES!!! the biggest disadvantage you can have.

Helicopters spend more time respawning than flying, so do APCs mosty, (Did you ever see a Bradley surviving a whole round on Fallujah?). The Tank is only on ONE map (Basrah) and doesnt respawn just like the Badley doesnt. Ok, the Tank is easier to stay alive but still, its not a big threat tbh. Most of the Caches spawn inside the City where the Brits are always afraid to go. So just STAY IN THE DAMN CITY and you wont have any problems as INS.

Apart from that: Ins dont have tickets they can waste. If you die, WHO CARES?! Just respawn, take a bombcar, and blow the APC which killed you to hell. They often stay on one position and dont move, making it easy to encounter them from behind.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Blufor-Kits on Insurgency

Post by Qaiex »

badmojo420 wrote:The AT4 is not accurate at extremely long distances.

It is if you've practiced with it.
I can hit stuff up to 600 meters, no sweat. (not that I ever have to fire at that distance)

Just go on a training server, drive a car far away and go back and try to hit it.
When you miss you get the sandy dust cloud, when you hit it's a small black dust cloud.



What are you doing camping with the HAT at "extremely long distances" on insurgency maps anyway?
Does not seem very productive or helpful to the team effort.
Doedel
Posts: 192
Joined: 2005-08-24 02:25

Re: Blufor-Kits on Insurgency

Post by Doedel »

I severely dislike the sights on the AT4. I consider myself very proficient with the RPG; I was able to effectively "camp" the crossroads to the south of the checkpoint on Basrah by using the RPG like a mortar firing out of line of sight -- I managed to kill atleast 1 Warrior this way. Of course, it took quite a lot of rounds, but thankfully I had a buddy playing with me who was feeding me ammunition.

But anyway, as someone who plays Insurgency maps almost solely I must say the insurgents are in no way overpowered. Sure, they have some advantages -- they are the defenders on a somewhat unconventional attackers vs defenders type of map. They get to spawn close to the objectives they must defend.

Besides that fact, everything about the Insurgents is completely and utterly inferior to British and American forces. The problem I have seen with most Brit/American sides during games on Basrah and others is that they try to rely too heavily on tanks and APCs and heavy weapons and try to fight "conventionally", as in advancing slowly, pacifying areas and moving on in the vague direction of a cache blip on the minimap. Unfortunately, this never works out well, as it won't be long before insurgents start swarming them from all directions.

But those occasions where one or two British/American squads led by competent SLs actually decide to fight with counter-insurgency tactics perform exceptionally well, able to move around like insurgents themselves, picking off loners and small groups and blowing up caches left and right, until the game is over before most of the Insurgent team has realized they're losing caches.

As an insurgent, my biggest target is those trying to roll up in their big tanks and APCs like they're expecting a Chinese armoured division to zoom out of the city to meet them. And each time they always do the same thing; roll up their armour along one of the main roads, sit a few hundred meters from the city limits and pound anything that moves. Inevitably they get a carbomb or a molotov up the *** and that's that. Sometimes a luckier/more skilled crew will actually manage to blitzkrieg into the city, dashing through streets and lanes and manage to kill a fair few insurgents, but ultimately the result is always the same.

Anyway, point is, if you're getting pwned by insurgents, you're doing it wrong.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Blufor-Kits on Insurgency

Post by Rudd »

Meza82 wrote:i must disagree. the insurgents are the most nerfed faction in the game. no rallies, no field dressings, heavy vehicles, repair, FOBs...; the blufor has all this and scoped rifles and medic and grapple hook kits with rifles, and helicopters and tanks etc.
the insurgents dont even have a kit that has a rifle AND a grapple hook.
?
INS - No need to worry about ticket loss due to deaths, FOBs do not require supplies, Caches provide infinate ammo until destroyed, they get a plethora of kits if you don't grab and lose them in 5 mins.

and Blufor get 1 tank on 1 map that doesn't respawn btw.

There is no nerfed faction in PR. There are asymmetries that promote playing in differnet styles,

Blufor might get some toys the INS dont, but they pay for it in responsibility. Sure...Brits get a tank on Basrah. But if they lose it they have lost it forever and lost alot of tickets. If the tank enters the city, it dies. Thats it, it will die unless the INS team is absolutely ****. If you think that its realistic for INS to be able to take on a Challenger 2 in open terrain outside the city...then you really need to re-evaluate the game. My point is, that this game is balanced.

Same for APCs, it has power, but a big ticket cost.

And for blufor Tickets mean life. That means they have to fear death ingame, if they don't, they lose.

INS are not nerfed, No other team in PR has a kit that spawns with explosives and mines. Molotovs are like flamethrowers, simply knowing where the cache is when the enemy doesnt is an advantage. The enemy have to fight on YOUR terms.
Image
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Blufor-Kits on Insurgency

Post by badmojo420 »

qaiex wrote:It is if you've practiced with it.
I can hit stuff up to 600 meters, no sweat. (not that I ever have to fire at that distance)

Just go on a training server, drive a car far away and go back and try to hit it.
When you miss you get the sandy dust cloud, when you hit it's a small black dust cloud.



What are you doing camping with the HAT at "extremely long distances" on insurgency maps anyway?
Does not seem very productive or helpful to the team effort.
I have plenty of practice with the AT4. If you're firing at a target 600m out, you are aiming way above the target. Most likely your target isn't even in your view when you fire. But, even when it is lined up correctly, a pixel or two up or down and you're going to hit 10-20m short or far. How exactly would you consider that accurate?

from wikipedia....
Maximum effective range: 300 metres (984.3 feet), although it has been used in excess of 500 meters for area fire.
What am i doing camping on insurgency with the HAT? I'm helping control an elevated position with my recon squad who is feeding info to the rest of the team. And destroying any visible caches or threats like a stationary technical 700m out, enemies in a covered position, big red, hideouts, rallies, etc.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Blufor-Kits on Insurgency

Post by Qaiex »

They totally need more splash damage for the AT4.
PhiR
Posts: 75
Joined: 2005-10-31 13:12

Re: Blufor-Kits on Insurgency

Post by PhiR »

IRL HATs are used against buildings or infantry. And sometimes they get lost too. The French army lost a milan launcher and a few missiles last year. And guess what, the Talibans used it against us afterwards.

That's life. Although I agree restricting the AA kit on insurgency wouldn't hurt.

With regards to balancing, both teams can win but on basrah the UK has a slight advantage. Armor can stay well outside the city and still pound most areas. This isn't true for fallujah...
Post Reply

Return to “PR:BF2 Suggestions”