Release Iraqi Insurgency mode is not fun :/

Post your feedback on the current Project Reality release (including SinglePlayer).
Post Reply
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Release Iraqi Insurgency mode is not fun :/

Post by Rabbit »

Careless wrote:It's easier to remove the grenade traps than education a hundred idiots to look on their map, and another hundred to place markers correctly.

Experience and practice has shown it the last a couple of years.

Project Reality should be called map-checking-simulator 2014
I have to say I don't have the problems a lot of you guys have. I think I have only been tked by a grenade trap once, also I look at my map less and less, usually point to get PID on targets.
Image

AfSoccer "I just don't see the natural talent."
Image
Careless
Posts: 390
Joined: 2013-07-02 19:01

Re: Release Iraqi Insurgency mode is not fun :/

Post by Careless »

[R-CON]Rabbit wrote:I have to say I don't have the problems a lot of you guys have. I think I have only been tked by a grenade trap once, also I look at my map less and less, usually point to get PID on targets.
That was more or less my point too, but in a reverse psychological way :? : :lol:

But either way, every round you still have at least one subnormal specie of player that plants water-containers 5 meters from the cache and complains about people not looking on the map.

How do I logic?
obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: Release Iraqi Insurgency mode is not fun :/

Post by obpmgmua »

[R-CON]Rabbit wrote:I have to say I don't have the problems a lot of you guys have. I think I have only been tked by a grenade trap once, also I look at my map less and less, usually point to get PID on targets.
Well, we have the problem of playing in pubs. You play with R-Devs who made the game and know it inside and out.

The frequency of being tk'ed by grenade traps/victim ieds has gone down, mostly because people stopped using them.

I think it's bad for gameplay that I have to check my map every X amount of seconds to make sure I'm not too close to a mine.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Release Iraqi Insurgency mode is not fun :/

Post by Rabbit »

obpmgmua wrote:Well, we have the problem of playing in pubs. You play with R-Devs who made the game and know it inside and out.

The frequency of being tk'ed by grenade traps/victim ieds has gone down, mostly because people stopped using them.

I think it's bad for gameplay that I have to check my map every X amount of seconds to make sure I'm not too close to a mine.
I don't play with Devs. In fact the only two linked to PR I ever actively played with are r-con mineral and r-com arc, and that's because we were in the same clan. I suggest you join a clan and get affiliated with things like NEW's joint forces teamwork night.
Image

AfSoccer "I just don't see the natural talent."
Image
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: Release Iraqi Insurgency mode is not fun :/

Post by Truism »

As an Insurgent team, don't leave base. You will win. The game mode is utterly stacked in BLUFOR favour and its design is utterly predicated on BLUFOR farming kills from the insurgent team.

This game mode is an utter farce.
SSGTSEAL <headshot M4> Osama

Counter-Terrorists Win!
Death!
Posts: 318
Joined: 2013-04-03 00:21

Re: Release Iraqi Insurgency mode is not fun :/

Post by Death! »

If people stop to step over friendly IEDs, that would be good enough. Caches would be unreachable for BLUFOR. We also got powerful remote detonated IEDs that, with a bit of teamwork, can easily take down enemy armor. I remember back in the 0.98 when you could steal the enemy engineer kit to make C4 bikes, that thing was a lot of fun on Karbala and Kookan and needed some teamwork to actually works. The insurgent holding the engineer kit needed to stay back on base and wait for the sign of the biker to explode. I took tanks and a lot of infantry this way, funny times.

Days ago, I was crawling away from a gas IED that I've just placed in a key position and then 4 guys came into my direction (it was marked with stones, mine mark and myself close to everything). I screamed for them to get down but it was too late: one of them steped over the IED and killed the 5 of us. I even got a warning from the admin for teamkilling...
Beee8190
Posts: 473
Joined: 2011-08-26 13:40

Re: Release Iraqi Insurgency mode is not fun :/

Post by Beee8190 »

We should be able to pick up basic blufor kits and I've no idea why this was removed since it was previously in.
INS is unfortunately full of restrictions and every single thing

Unmanageable weapons recoil even at close & medium distance, ridiculously accessible cashes, no scopes for INS, marksmen like magnification on scopes for blufor, INS hideout mechanics - no rally points, massive concentration of heavy assets on small maps like APC / AAV / Bradley / Mortars / Snipers / Marksmen, complete lack of road barricades available to INS, inability to pick kits other than from cache, a complete lack of deployables which are deliberately crippled or otherwise limited, Revive possible even for headshot casualties and IED explosions, Blufor always outruns civilians because their stamina even with all there gear is higher, entirely useless pistols and SMG on INS side, No suicide bomber martyrs , lack of shovels....I could go on for much longer

is in favor of bluefor. I'm sure the devs are aware of most issues now and I sympathize with the notion of game balance isn't always easy to get right but the fact is that INS is simply broken on every front imaginable is why I am unable to enjoy it now
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Release Iraqi Insurgency mode is not fun :/

Post by Psyrus »

Beee8190 wrote:We should be able to pick up basic blufor kits and I've no idea why this was removed since it was previously in.
INS is unfortunately full of restrictions and every single thing
It did get a little ridiculous in previous versions when a good % of the insurgent team were running around with blufor kits. You get between 8-15 seconds (depends when the server check is running) to use the enemy kits, to which I often take full advantage of. Today I killed a LMG gunner on ramiel and used his gun to mow the rest of his squad down that was coming to revive him. :)

Don't worry though, PR is an ever-evolving beast and more tweaks are sure to come :p
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Release Iraqi Insurgency mode is not fun :/

Post by Pronck »

I would like to see more insurgents marksmen kits, better said, AKs with PSO scopes and bipods. Maybe tweaked so they can only fire single shot. Or stolen M16s with low ammo count and a grenade trap or something.

The insurgents still miss the variety of weaponry they need.

Besides that, the current civilians rules are AGAIN in advantage of the BLUFOR. Stop pleasing the BLUFOR, they already have it easy enough.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Release Iraqi Insurgency mode is not fun :/

Post by Mikemonster »

Create tunnels, trenches, linked buildings, rooftops with cover that inter-link, streets that aren't straight (!) - This would go some way to nullifying Blufor's massive advantages whilst also providing an assymetric warfare aspect to PR.

As well as this seeing as the squad leaders have been reduced to simple 'Blufor Officer' combat roles (seriously, not being allowed to use the Collaborator kit as a squad leader - Just removing it??), allow them to have rally points. Severely limit the kits available to non-squadded insurgents. Allow kit requesting (with the same squad/team limits that Blufor have) from caches. Make heavy assets (bomb cars, Gary, SPG techies) only driveable with the 'driver' kit, and have this simply use an AK and not have any grenades, etc. This may encourage sensible use of the assets.

Basically get rid of the insurgent faction and replace it with Hamas. Personally I loved 0.98 insurgency, but I realise times change, and it's not possible in PR any more. But let's stop dodging the issue. Hamas on all Ins maps (keep the shoddy insurgent weapons if needed).
Ragnarok1775
Posts: 157
Joined: 2012-07-06 11:21

Re: Release Iraqi Insurgency mode is not fun :/

Post by Ragnarok1775 »

Actually, well, I do kinda like the idea of OPFOR being able to pick up enemy kits. For realism's sake. It also adds the realistic element of having to recover a dead/wounded guy's equipment. Even though it changes a bit of the field gear and can cause friendly fire incidents, al-Qaeda and Taliban have conducted attacks while wearing American uniforms before.

Give OPFOR more tickets to compensate for their disadvantage in a stand-up fight. If you kill a massive amount of OPFOR in the real world, you will win, but that is almost never the real outcome and (unfortunately) isn't the objective anyway.

If you require what's essentially a crewman kit to drive suicide vehicles, then an idiot can just go get that kit. There are dumb people who get pilot kits and do dumb things with aircraft, too.

Real OPFOR usually blows themselves up with IEDs anyway, but for the sake of game balance, maybe they shouldn't be able to have those accidents.

Let OPFOR get some kind of incredibly significant advantage by capturing BLUFOR? If anyone watched the news recently, this is realistic.
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Release Iraqi Insurgency mode is not fun :/

Post by UTurista »

Ragnarok1775 wrote:Give OPFOR more tickets to compensate for their disadvantage in a stand-up fight.
You do know there's no tickets for the insurgents right? Insurgents can only lose by losing their caches.

And after this comment I could write something constructive regarding the insurgency gamemode but there are so many threads about this and yet we get patches like the 1.2.0.0 one, that I can only assume the goal of the devs for this gamemode is to remove it from PR.
Image


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Release Iraqi Insurgency mode is not fun :/

Post by Rabbit »

O_turista_portugues wrote:And after this comment I could write something constructive regarding the insurgency gamemode but there are so many threads about this and yet we get patches like the 1.2.0.0 one, that I can only assume the goal of the devs for this gamemode is to remove it from PR.
Feel free too, we have an active thread about it to ourselves where we discuss our own ideas, and ones brought up here we see as possibly do-able and that might actually work.

I don't know how you feel 1.2 killed ins, ins actually win more than blufor, and their are only a few maps where blufor wins more, and the difference is very small. Granted winning isn't always as fun as doing well, because most people still find it horribly boring to go 0-12 even if they win.

That being said, there are a few ideas floating around in dev thread on how to stop blufor from sitting back and raping. But its a hard task, because if you look at it, blufor just want to rape, they don't seem to even really care if they win now, as they are losing most of the time.
Image

AfSoccer "I just don't see the natural talent."
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Release Iraqi Insurgency mode is not fun :/

Post by Rudd »

O_turista_portugues wrote: that I can only assume the goal of the devs for this gamemode is to remove it from PR.
We play this game too bro, we want everyone to have a good time. We're reading and watching and discussing how to make things more fun.
Image
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Release Iraqi Insurgency mode is not fun :/

Post by Rabbit »

Emnyron wrote:Can I quote you on that one?
Go for it, its true, I try to play everyday whether it be coop or PvP. Rudd play quite a bit :roll :( a lot)while he was supposed to be working on his dissertation. :mrgreen:
Image

AfSoccer "I just don't see the natural talent."
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Release Iraqi Insurgency mode is not fun :/

Post by Rudd »

Hey that's all in and done :P nearly died from sleep deprevation from that buggered thing :D but yeah I still play alot, although the sunshine has meant I've not played much this week.

and yes, ya can quote me
Image
Ragnarok1775
Posts: 157
Joined: 2012-07-06 11:21

Re: Release Iraqi Insurgency mode is not fun :/

Post by Ragnarok1775 »

O_turista_portugues wrote:You do know there's no tickets for the insurgents right? Insurgents can only lose by losing their caches.

And after this comment I could write something constructive regarding the insurgency gamemode but there are so many threads about this and yet we get patches like the 1.2.0.0 one, that I can only assume the goal of the devs for this gamemode is to remove it from PR.
No, actually I haven't played online since I think 2011 or 2012, sorry. Been "busy". So there are many things I've forgotten.

But even in AAS, the "irregular factions" are at a disadvantage.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Release Iraqi Insurgency mode is not fun :/

Post by mat552 »

Ragnarok1775 wrote:But even in AAS, the "irregular factions" are at a disadvantage.
Five posts above you a developer of the mod, a person with access to actual win loss rates, has said that bluefor are losing "most of the time". That disadvantage can not be terribly strong, if they are even actually disadvantaged in the first place.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Release Iraqi Insurgency mode is not fun :/

Post by ComradeHX »

mat552 wrote:Five posts above you a developer of the mod, a person with access to actual win loss rates, has said that bluefor are losing "most of the time". That disadvantage can not be terribly strong, if they are even actually disadvantaged in the first place.
Nothing was mentioned of where the stats come from; nor does win rate tell everything about the story. No mention of teamwork score, end game ticket(which I assume would be 0 for blufor most of time; but how many cache INS has left is important too), k :d ratio on teams...etc.

It's hard to tell by win rate of a team when there is very little indication of individual skill level; teams might simply be stacked for one side or the other.
Post Reply

Return to “PR:BF2 Feedback”