Insurgent deployables.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
TheWhaleHunter
Posts: 47
Joined: 2008-11-14 16:10

Insurgent deployables.

Post by TheWhaleHunter »

I looked at the ***, and saw the idea about Insurgent roadblocks, which to me sounds like a great idea. But shouldn't they also be able to build simple foxholes or at least shovel some sand to make a simple wall to hide behind, and maybe reinforce it with some wooden planks?

I could see this being used on maps like Karbala (I'm pretty sure that's not the name, I mean the one with the 4 mosques, a facility to the SW and a small walled village to the NW.)
On this map we have some larger open areas within the city, like the area with the long tower south of the two mosques. BLUFOR often build a FOB in the compund with the two mosques and then move south, through, or next to, that open area. If the insurgents could predict that they might be able to put up some protective walls to defend the area better, along with firing from the roofs.

There's also the factory area, a bit SE of the map center where we have open areas that could use some cover. And in ramiel, blocked roads with some dug up covering walls would make great ambushes.
Sprats
Posts: 867
Joined: 2009-06-10 20:06

Re: Insurgent deployables.

Post by Sprats »

Yeh thats a very good idea, insurgents should really get something more than spawn point.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Insurgent deployables.

Post by myles »

Ye pretty good idea the insurgents basiccly find antyhing the can and make a blockage and yeah you got the name right lol.
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

Image
DrugKoala
Posts: 285
Joined: 2008-08-20 14:23

Re: Insurgent deployables.

Post by DrugKoala »

This is actually a good idea. I mean, if you are undergunned, you are going to use everything to stop enemy from achieveing it's task. Roadblocks, garbage, wires, and even wife's mother if the situation demands so.
Image
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: Insurgent deployables.

Post by BloodBane611 »

Some roadblock type deployable would be a good addition, but their numbers should be somewhat limited. It'd pretty much kill a lot of insurgency maps if the insurgents could just block every intersection. Maybe having 5 or 6 deployable roadblocks per map, with the road blocks destroyable by explosives (C4,LAT,HAT).
[R-CON]creepin - "because on the internet 0=1"
[twl]Lan
Posts: 127
Joined: 2007-09-18 10:47

Re: Insurgent deployables.

Post by [twl]Lan »

The best thing about a deployable roadblock for the insurgents is that the map can change on the attackers, which is pretty realistic. One road that was possible to take 5 minutes ago may now be blocked.

One shouldn't get too excessive with this but yeah, changing the playing field a bit would keep in 'style' with insurgent mode?
People without imagination, consideration and plain lacking any *ation makes me question Gods Great plan. ;)
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Insurgent deployables.

Post by rampo »

Really would like to have the ability to make a roadblock but if you have to make them close to hideouts it would kinda atract unnessecary attention?
Image
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Insurgent deployables.

Post by goguapsy »

Then do it far? Id ont think roadblocks should be limited for a distance ,but yes in numbers.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Insurgent deployables.

Post by Dev1200 »

Sounds great, hopefully this gets put in :]
Image
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Insurgent deployables.

Post by Killer-Ape »

Roadblocks, Yes. But as you wrote somebody already suggested that before.

And about your insurgent "fox hole, wall" suggestion, hell NO!

Playing insurgent is all about hit and run tactics, not staying in the same spot for to long. So why do I want somebody that has a full arsenal of HE ---> tanks, apcs, grenade launchers..... to know that I made a nice foxhole? So he can burn me out like a rat? Might as well paint a big red bullseye on the texture.
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Re: Insurgent deployables.

Post by llPANCHOll »

When you think of it, nothing new would have to be made, when deploying roadblocks simply have junk car props spawn. Randomize it so that the same car isnt spawned over and over and Vwalla, a roadblock that would probably be one that they would use anyhow.
Image
major sharpe
Posts: 45
Joined: 2007-08-07 17:04

Re: Insurgent deployables.

Post by major sharpe »

it would be realy cool if you made them hard enough to destry so you could funnel enemy armor into a kill zone, you dont need to nesasarily use them as deployabe cover but to keep the enemy on there toes. also conseals the movements of insegents across large gaps in cover like two lane roads and prevent far sight tanks picking off troops
One shot, One kill, SH*t !! Tank
flyboy_fx
Posts: 118
Joined: 2009-09-02 16:12

Re: Insurgent deployables.

Post by flyboy_fx »

I like this idea!

At least roadblocks and maybe some junk pile fox foxholes?
TheWhaleHunter
Posts: 47
Joined: 2008-11-14 16:10

Re: Insurgent deployables.

Post by TheWhaleHunter »

Killer-Ape wrote:Roadblocks, Yes. But as you wrote somebody already suggested that before.

And about your insurgent "fox hole, wall" suggestion, hell NO!

Playing insurgent is all about hit and run tactics, not staying in the same spot for to long. So why do I want somebody that has a full arsenal of HE ---> tanks, apcs, grenade launchers..... to know that I made a nice foxhole? So he can burn me out like a rat? Might as well paint a big red bullseye on the texture.
Well the right roadblock could easily be used as a covering wall as well.
I like the idea about deploying damaged cars myself.
LyfTaker
Posts: 66
Joined: 2009-03-12 08:37

Re: Insurgent deployables.

Post by LyfTaker »

Or if the terrain is permittable, some sort of sangars for the insurgents?
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Insurgent deployables.

Post by Redamare »

I am 100% sure that i already suggested half this and the thread got locked sooo Yeaaa
mk19ftw
Posts: 34
Joined: 2009-10-16 03:00

Re: Insurgent deployables.

Post by mk19ftw »

Maybe someone could model a barbwire like spawn able, but it would consist of a wall of smashed cars, tires, garbage etc. and maybe set it on fire! :D I like the idea alot
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: Insurgent deployables.

Post by NyteMyre »

BUT, if you give it the same rules for building like FOBS (100m radius around the hideout that is), it's quite a dead giveaway for your hideout, and usually your cache as well.
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: Insurgent deployables.

Post by dunem666 »

i think deployable foxholes would b sufficient, anything more would spoil it.

maybe a different type of foxhole, like a messy one....
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Insurgent deployables.

Post by rampo »

Killer-Ape wrote:Roadblocks, Yes. But as you wrote somebody already suggested that before.

And about your insurgent "fox hole, wall" suggestion, hell NO!

Playing insurgent is all about hit and run tactics, not staying in the same spot for to long. So why do I want somebody that has a full arsenal of HE ---> tanks, apcs, grenade launchers..... to know that I made a nice foxhole? So he can burn me out like a rat? Might as well paint a big red bullseye on the texture.
I rarely remember myself using hit and run tactics as an insurgent. As the insurgency IRL they use the buildings and urban terrain for cover when practicing ambushes. And something like a roadblock would deffinetly be nice to slow a enemy convoy down and to pop one of them whit a RPG
Image
Post Reply

Return to “PR:BF2 Suggestions”