No RKG-3s?

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waldov
Posts: 753
Joined: 2012-06-26 04:01

No RKG-3s?

Post by waldov »

The insurgents, mainly iraqi insurgents, now lack a very helpful weapon. The RKG-3 was very useful and helped deter the APCs from straying away from infantry. I think the Insurgents need the RKG-3 back, maybe the kit could have an SKS and RKG-3s or possibly something really different like 3 or 4 RKG-3s and a pistol.

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Walmarx
Posts: 138
Joined: 2009-03-22 21:32

Re: No RKG-3s?

Post by Walmarx »

I made a suggestion post about that, never got approved though : / They were a critical part of the Insurgent's ability to ambush.
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TheSilencer
Posts: 26
Joined: 2013-01-18 13:46

Re: No RKG-3s?

Post by TheSilencer »

They were so helpful against light vehicles.
izoiva
Posts: 613
Joined: 2012-02-16 12:17

Re: No RKG-3s?

Post by izoiva »

TheSilencer wrote:They were so helpful against light vehicles.
Devs increased damage of RKG. Now its the best tool to destroy MBT, only 2 grenades needed.
[FSA]IrRahman
Posts: 205
Joined: 2013-03-23 23:08

Re: No RKG-3s?

Post by [FSA]IrRahman »

RKG-3 should be bring back to the Iraqi Insurgency ASAP.
This weapon was mainly used by them during the Iraqi invasion.



1x to destroy Logi and trans
2x to destroy HMMWV
4x to destroy Stryker
5x to destroy Bradley and LAV
6x to destroy M1 Abrams

It should be added to all kits with the automatic rifle, which since 1.0 lack of anything.
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Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: No RKG-3s?

Post by Sgt.Desert Tiger[TR] »

Destroying something with rkg-3 was fun, now we dont have them :S. Once a time I killed medic and the person who trying to heal XD. They tried to run but thats didnt happen :mrgreen:
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SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: No RKG-3s?

Post by SANGUE-RUIM »

watched the whole video... now I realize how much I miss them :(
Rolling_Ruedo
Posts: 51
Joined: 2013-09-12 00:31

Re: No RKG-3s?

Post by Rolling_Ruedo »

Started playing at 1.0 so never got to use them. They would help against the RIDICULOUS imbalance of maps like Fallujah.
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: No RKG-3s?

Post by SShadowFox »

It's Insurgency, it isn't supposed to be balanced, just use some insurgent tactics, don't fight directly with the BLUFOR, they have the firepower advantage, Insurgents should have the surprise factor.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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Wheres_my_chili
Posts: 240
Joined: 2011-07-31 23:35

Re: No RKG-3s?

Post by Wheres_my_chili »

That doesnt work in PR, dude.
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: No RKG-3s?

Post by SShadowFox »

Yes it does, just need people that actually want to do it.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
Walmarx
Posts: 138
Joined: 2009-03-22 21:32

Re: No RKG-3s?

Post by Walmarx »

The RKG-3 was the best tool the Insurgents had for the 'surprise factor'. As I understand it, Mobility is supposed to be the Iraqi Insurgent team's biggest advantage, but this is utterly impossible now with 40+ blufor infantry running around on the map, plus four thermal-equipped APCs/IFVs.
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Wheres_my_chili
Posts: 240
Joined: 2011-07-31 23:35

Re: No RKG-3s?

Post by Wheres_my_chili »

If the insurgents dont offer conventional resistance then bluefor will just roll right on up, dump a squad out of an APC's ***, and proceed to blow up each and every cache. All this "just dont fight them head on" is bull. The way that PR is is not conducive to a realistic insurgency.
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: No RKG-3s?

Post by K4on »

Agreed with Ins kits lacking the one or other tool, included rkgs.
Will talk to some colleagues and make eventually some changes for the next version.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: No RKG-3s?

Post by Solid Knight »

SShadowFox wrote:It's Insurgency, it isn't supposed to be balanced, just use some insurgent tactics, don't fight directly with the BLUFOR, they have the firepower advantage, Insurgents should have the surprise factor.

The INS faction (i.e. not Hamas or Militia) is so ridiculously underpowered that you basically need an inept blufor team to win or get a series of really easy caches to defend. You can try to leverage your advantages as INS but as soon as you down at least one person, they'll get on their comms, report what happened, then murder your position.
Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: No RKG-3s?

Post by Sgt.Desert Tiger[TR] »

SShadowFox wrote:It's Insurgency, it isn't supposed to be balanced, just use some insurgent tactics, don't fight directly with the BLUFOR, they have the firepower advantage, Insurgents should have the surprise factor.
Thats the one of the thing give insurgents surprise factor. You run towards enemy vehicle with rkg and throw it then run back. I have some videos that I destroyed enemy humvee with rkg attacks.

Also INS team dont have many things they have in real life. They produced some ap-nade for attacking humvees which you can place it to muzzle for using it, another thing INS team missing is having granade-launchers. This list goes like this.
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DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: No RKG-3s?

Post by DesmoLocke »

[R-DEV]K4on wrote:Agreed with Ins kits lacking the one or other tool, included rkgs.
Will talk to some colleagues and make eventually some changes for the next version.
Can I get a thumbs up here?!?! Oh wait. Wrong site. :)
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PR player since 0.5 (Feb 2007)

[FSA]IrRahman
Posts: 205
Joined: 2013-03-23 23:08

Re: No RKG-3s?

Post by [FSA]IrRahman »

[R-DEV]K4on wrote:Agreed with Ins kits lacking the one or other tool, included rkgs.
Will talk to some colleagues and make eventually some changes for the next version.
Good man.
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