IMO the underlying issues are as follows
Insurgency AK47's have far too much recoil ( more so in comparison to bluefor weapons )
making it very difficult to hit anyone even at close range and scoring a hit on moving targets involves a fair amount of sheer luck and despite playing on very high graphical settings, I find it seriously challenging to see anything with the iron sights.
I was disappointed that insurgents can no longer pick up enemy weapons which made it not only very exciting to work for and worth looking for but also encouraged bluefor to work together.
As it is, bluefor seem to be now much better off sending spies and literally everyone is just lonewolfing. Basically, cashes seem to be taken out by some random, lone breacher far from his squad.
Another issue as I see it is bluefor fire power.
Again I appreciate that bluefor has acces to wide range of cool toys just as IRL.
APC's, snipers, marksmen, mortar...the whole lot.
The issue at hand is however that when they combine them and start to destroy just about every building
when they as much as suspect there might be enemy present. That is IMO not very realistic as it allows bluefor to be simply reckless as they needn't worry about destroying civilian property or any possible civilian population and I feel that this is not very realistic.
Further, I also feel that cashes spawn at such accessible points ( like the one next to US main base on fallujah ) that this again is not only unfair but next to impossible to defend.
Some insurgency kits are rendered simply useless ( at least most of the time ) and the hand gun is barely any protection at all and I'd probably just replace it with shovel instead, as that would be more useful.
For instance I can't imagine any use for the time delayed explosives, when facing FLIR equipped vehicles and remotely detonated would be much preferred.
Furthermore I feel that the improvised AT mine remote detonated IED is far too weak in it's splash damage and to my surprise found that unless a vehicle is driving literally right over it, it's not going to cause much damage. Therefore being able to place ( and potentially detonate ) only one at the time is not effective enough.
This brings me to next point which is overall game balancing and my biggest gripe so far.
Once again I appreciate that his is only a game in the end but nerfing weapons is taking it too far and I wouldn't hesitate to speak for everyone that careful weapon or an asset nerfing to suit its role is not appreciated by anyone.
I'd welcome more accurate IRL scenario where bluefor has much shorter respawn times of their assets in its full glory and insurgents being able to build road blocks, suicide bombers and plant nasty IED and as ''many'' as they like. I'd like to see bit more tactical approach in hands of bluefor then just the scenario where bluefor unleash mortar rain, park their LAV25 next to the cache and walk out with smug smile on their faces
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