Real insurgent objectives.

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MiG-29
Posts: 96
Joined: 2009-06-25 20:50

Re: Real insurgent objectives.

Post by MiG-29 »

Well, i don't know how it's gona be in 1.0, but when there is only 10 tickets left for insurgents there should be only ONE cache. Otherwise some dum fuks spawns on the unknown and round is pretty much ended.
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Real insurgent objectives.

Post by BroCop »

As with the beta, the unknown doesnt appear until it becomes known. You can still spawn on the unknown but the cache itself wont be there.

And please refrain from bolding the entire post for no reason...
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Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Real insurgent objectives.

Post by Trooper909 »

Make your own objectives.Go suicide bomb a FOB or something.Its not BF3 you don't have to have huge diamond shapes telling you exactly what needs to be done.

Actually though there was at least a few maps with a single cap point on it like bazra's static FOB but it proved to be to much for blufor to defend that and attack caches as well.With 100+ player servers it may well work this time.Thing is the Dev's rarely bring back old features that didn't work at the time.
Frontliner
PR:BF2 Contributor
Posts: 1884
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Re: Real insurgent objectives.

Post by Frontliner »

Heskey wrote:Exactly - but people don't like to take it because they can't kill people with it. They can assist in mowing down the enemy however.
I figured as much. I should state that I used to play a full on tank class in an MMORPG before, so it became natural for me to be both strategist and target designator for my team and leave the killing to the proper people.
The downside of using the medkit of course is you can then be shot for up to 2 minutes with impunity.
I'm aware. I just omitted for the sake of brevity.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Bolshevik
Posts: 12
Joined: 2013-07-26 16:55

Re: Real insurgent objectives.

Post by Bolshevik »

I think it's a delicate game mode and small changes could really change it in a major way (whether good or bad, i'm not sure)
Banok
Posts: 62
Joined: 2012-02-04 05:07

Re: Real insurgent objectives.

Post by Banok »

offensive insurgent is a very underated and valid tactic imo, especially on some maps such as operation marlin where its possible to completely deny blu from exiting thier base due to legal choke points. I never defend caches on that map but just mine/camp outside thier base and I have arty ied'd so many assets and tickets, if my whole team followed suit im pretty sure it would break the map entirely.

the truth is insurgency doesn't win by defending caches, you actually win by reducing blu tickets. think about it you don't win by sitting there until timer runs out.
Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: Real insurgent objectives.

Post by Ca6e »

First of all insurgent tactics is Guerilla warfare, so some small group of 2 sq should defend the caches while other are ambushing, and harassing enm! Plane and simple!

And this is all because of supperiaority on the ground and air! Blufor have heavy assets, jdams, artillery,... wich is preaty good weapon against stationary grouped band of enm!

U need to be on the move, shoot, move, shoot, move.

I did try guerilla warfare few times, and with the good players, u place ambush somewhere in the narrow street, then u sand one SQ to harass enm, shoot and move towards ambush, and again, deploy, shoot, move, till they come into ambush zone, then u know they have eyes like this: :shock: and even if Harassing team do not kill anyone, they did their job, lead the enm into ambush zone! And u even cant imagine what a filling is after successful ambush.

:D

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Rudd
Retired PR Developer
Posts: 21225
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Re: Real insurgent objectives.

Post by Rudd »

Burning Sands is going to try something in the next version, we'll see how it goes.

Basically the insurgents don't have a main base, but instead they get respawning rallies around the city, they 'gain' a main base if they capture a flag the Brits are holding from game start, giving them access to some techies and a bombcar (layer isn't asset intensive, so no huge amounts of vehicles needed) there are also 2 other flags the insurgents hold from game start, if they hold all 3 flags then they will put a bleed on Brits.

This means the Brits actually have to hold at least one flag at all times, and when nothing is going on cache wise, there's stuff to do that has rewards/penalties. The worry is that it may end up being too hard for blufor at all, but we'll tweak as needed if it works out well. Most the caches are in the city, with a few outside for variety, so this could be a very intense insurgency layer.

I hope this setup will prevent camping Brits outside the city alla Karbala, but keep the two teams in contact with eachother almost constantly. Might work, might not, but I'm looking forward to seeing if it does :)
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doop-de-doo
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Re: Real insurgent objectives.

Post by doop-de-doo »

[R-DEV]Rudd wrote:Burning Sands is going to try something in the next version, we'll see how it goes.

Basically the insurgents don't have a main base, but instead they get respawning rallies around the city, they 'gain' a main base if they capture a flag the Brits are holding from game start, giving them access to some techies and a bombcar (layer isn't asset intensive, so no huge amounts of vehicles needed) there are also 2 other flags the insurgents hold from game start, if they hold all 3 flags then they will put a bleed on Brits.

This means the Brits actually have to hold at least one flag at all times, and when nothing is going on cache wise, there's stuff to do that has rewards/penalties. The worry is that it may end up being too hard for blufor at all, but we'll tweak as needed if it works out well. Most the caches are in the city, with a few outside for variety, so this could be a very intense insurgency layer.

I hope this setup will prevent camping Brits outside the city alla Karbala, but keep the two teams in contact with eachother almost constantly. Might work, might not, but I'm looking forward to seeing if it does :)
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Real insurgent objectives.

Post by Redamare »

Well besides being Derps and placing mines in the road ?? :l Im just thinking If the game changed to where they are not defending the cache ..... having other sort of objectives to accomplish ... this will take bodies off the actual defense ... SO ... The cache marker would have to be expanded to a larger Error concentration to make it harder for the Other army to find caches in general.

OR have 3 Caches in the same area and if one is destroyed it counts as a kill but then the other 2 left over will disappear.

This could spread the defense zone?
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Real insurgent objectives.

Post by ShockUnitBlack »

I heard that there were plans to create a gamemode where the Insurgents have to blow up bridges and stuff. That would be "Insurgency" and then the current defend-the-caches gamemode be "Counter-Insurgency."
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arneboe
Posts: 164
Joined: 2007-03-31 23:53

Re: Real insurgent objectives.

Post by arneboe »

how about a variation on the old extract gamemode? This would perhaps need a new map, but hear me out:

The allies are supposed to Pick up some cargo at one base and carry it to another base. The cargo would have to be large and needed to go on a cargo truck. This would mean that the allies has to make an armored and defended convoy, have recon units out to find the INS ambush, or clear potential ambush spots before the convoy gets there.

The insurgents on the other hand has to try and ambush the convoy or in any way stop the cargo from coming to the end zone.

To balance this out the INS could start with fewer tickets since ambushing may be easier than transporting the cargo.. or do as in extract and give the convoy checkpoints it HAS to go through..

I think this could be a fun twist on the INS gamemode?!?

An ins squad making an ambush on an ambushpoint, so when the recon tries to clear an the position, they get ambushed ;)

Or the confusion and chaos that occurs when the first vehicle in the convoy gets hit with an IED, the cargo truck(s) has to turn and flee, the other infantry squads or apc's providing covering fire when retreating..

a lot of fun to be had?
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labonte95
Posts: 174
Joined: 2011-02-12 20:31

Re: Real insurgent objectives.

Post by labonte95 »

arneboe wrote:how about a variation on the old extract gamemode? This would perhaps need a new map, but hear me out:

The allies are supposed to Pick up some cargo at one base and carry it to another base. The cargo would have to be large and needed to go on a cargo truck. This would mean that the allies has to make an armored and defended convoy, have recon units out to find the INS ambush, or clear potential ambush spots before the convoy gets there.

The insurgents on the other hand has to try and ambush the convoy or in any way stop the cargo from coming to the end zone.

To balance this out the INS could start with fewer tickets since ambushing may be easier than transporting the cargo.. or do as in extract and give the convoy checkpoints it HAS to go through..

I think this could be a fun twist on the INS gamemode?!?

An ins squad making an ambush on an ambushpoint, so when the recon tries to clear an the position, they get ambushed ;)

Or the confusion and chaos that occurs when the first vehicle in the convoy gets hit with an IED, the cargo truck(s) has to turn and flee, the other infantry squads or apc's providing covering fire when retreating..

a lot of fun to be had?
This would be fun. But I feel like the insurgents could just place hell of ied's and then blow the blufor to kingdom come. Unless that is the heavy ied's are removed and they just used pipe bombs and the weaker rpg's. This would require mass amounts of teamwork for the blufor to win. Maybe this would start bringing back teamwork and discouraging lone wolfing. +1 to this idea.

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radegast1.cz
Posts: 14
Joined: 2009-03-08 08:37

Re: Real insurgent objectives.

Post by radegast1.cz »

I have to agree, that for Insurgence:
protection some VIP NPC/player (like Counter Strike)
BlueForce - arrest him and esscort him to the base would be much more fun.

But Caches works well I quess.
radegast1.cz
Posts: 14
Joined: 2009-03-08 08:37

Re: Real insurgent objectives.

Post by radegast1.cz »

Banok wrote:offensive insurgent is a very underated and valid tactic imo, especially on some maps such as operation marlin where its possible to completely deny blu from exiting thier base due to legal choke points. I never defend caches on that map but just mine/camp outside thier base and I have arty ied'd so many assets and tickets, if my whole team followed suit im pretty sure it would break the map entirely.

the truth is insurgency doesn't win by defending caches, you actually win by reducing blu tickets. think about it you don't win by sitting there until timer runs out.


I agree, Insurgents arent perrmited for their death and BlueForce have better vehicles and optics on weapons. It works quite well.

Problem is, that each squad operate autonomly (alone). If there would be only one known cache and no other, it would concentratre players in some area.
arneboe
Posts: 164
Joined: 2007-03-31 23:53

Re: Real insurgent objectives.

Post by arneboe »

radegast1.cz wrote:I have to agree, that for Insurgence:
protection some VIP NPC/player (like Counter Strike)
BlueForce - arrest him and esscort him to the base would be much more fun.

But Caches works well I quess.
protection of VIP is what the Extraction mode was all about...

I remember some really intense battles trying to get the VIP in the suv through all the checkpoints and not get shot up by the insurgents
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doop-de-doo
Posts: 827
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Re: Real insurgent objectives.

Post by doop-de-doo »

One could say that the main objective for insurgency is to neutralize BLUFOR in the area. I'm not really sure that players are really aware of that as almost everyone understands insurgency as cache, cache, cache!

I believe that weapons caches should really be taking a seat farther back in all this. Is there a way to reinforce the current (clouded) main objective, which is neutralize BLUFOR and maintain control of the area?

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doop-de-doo
Posts: 827
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Re: Real insurgent objectives.

Post by doop-de-doo »

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Last edited by doop-de-doo on 2013-07-31 06:44, edited 1 time in total.

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Trooper909
Posts: 2529
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Re: Real insurgent objectives.

Post by Trooper909 »

[R-DEV]Rudd wrote:Basically the insurgents don't have a main base, but instead they get respawning rallies around the city,
You mean that old much beloved feature that in ze Devs opinion sucked and would never return?

Not complaining,I thought they ruined insurgency with the removal of random spawns Just wondering why the change of heart.

Why that long post?why you no just say we are reverting things back to .6 for insurgence?
Spec
Retired PR Developer
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Re: Real insurgent objectives.

Post by Spec »

Don't be rude, Trooper. The Dev team isn't a collective hivemind, people have varied opinions. Consider this a warning.

There's also been a number of suggestions in this thread. I won't get mad for just mentioning an idea, but if you want a full discussion and serious consideration, you'd be best advised to start a thread in the suggestions section.
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