creative ideas for insurgency fix
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
creative ideas for insurgency fix
we aall know insurgency is to some extent broken, all the insurgentss have to do is stay in their base to win.
also the implimentation of spgs and rocket techies have not swung the balance far enough for the insurgents regarding assets and weapons.
insurgents used to have a far better chance in 0.97 and earlier with the use of molotov cocktails (removed due to killing inf in vehicles) and sticky ieds, now ieds have to be shoveled on the floor.
so what fixes would you implement to insurgency.
1./my idea would be to have the insurgents only have to defend a cache for 40 minutes or so, and if they do the cache is reported "cache moved to safe location"
2./bring back sticky ieds, the victim operated devices are cool and u can spam 30 of them but i dunno they seem harder to hide
3./ make the mortar ieds and mine ieds kill deaad dead.
4./allow rally points that exist permenatly around a dog box hideout
5./give unarmed kits binos.
6./make rpg spawnable
7./allow building of razorwire so im sure ppl will try to block in a cache with razor wire but then it should be up to blufor to destroy it, this would also allow a bigger role for engineers etc
any new ideas regarding game mechanics would be great to chat about
also the implimentation of spgs and rocket techies have not swung the balance far enough for the insurgents regarding assets and weapons.
insurgents used to have a far better chance in 0.97 and earlier with the use of molotov cocktails (removed due to killing inf in vehicles) and sticky ieds, now ieds have to be shoveled on the floor.
so what fixes would you implement to insurgency.
1./my idea would be to have the insurgents only have to defend a cache for 40 minutes or so, and if they do the cache is reported "cache moved to safe location"
2./bring back sticky ieds, the victim operated devices are cool and u can spam 30 of them but i dunno they seem harder to hide
3./ make the mortar ieds and mine ieds kill deaad dead.
4./allow rally points that exist permenatly around a dog box hideout
5./give unarmed kits binos.
6./make rpg spawnable
7./allow building of razorwire so im sure ppl will try to block in a cache with razor wire but then it should be up to blufor to destroy it, this would also allow a bigger role for engineers etc
any new ideas regarding game mechanics would be great to chat about
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: creative ideas for insurgency fix
More of your personal suggestions and then converted into a discussion thread but I'll leave that up to the mods.
I like number 1 though.
I like number 1 though.
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: creative ideas for insurgency fix
what about removing intel and punishing killers of civis with a time out?
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Jutsch
- Posts: 342
- Joined: 2014-04-22 14:54
Re: creative ideas for insurgency fix
I agree with everything except the spawnable RPGs. That just somewhat breakes the point of having an insurgent faction=-=kittykiller wrote:we aall know insurgency is to some extent broken, all the insurgentss have to do is stay in their base to win.
also the implimentation of spgs and rocket techies have not swung the balance far enough for the insurgents regarding assets and weapons.
insurgents used to have a far better chance in 0.97 and earlier with the use of molotov cocktails (removed due to killing inf in vehicles) and sticky ieds, now ieds have to be shoveled on the floor.
so what fixes would you implement to insurgency.
1./my idea would be to have the insurgents only have to defend a cache for 40 minutes or so, and if they do the cache is reported "cache moved to safe location"
2./bring back sticky ieds, the victim operated devices are cool and u can spam 30 of them but i dunno they seem harder to hide
3./ make the mortar ieds and mine ieds kill deaad dead.
4./allow rally points that exist permenatly around a dog box hideout
5./give unarmed kits binos.
6./make rpg spawnable
7./allow building of razorwire so im sure ppl will try to block in a cache with razor wire but then it should be up to blufor to destroy it, this would also allow a bigger role for engineers etc
any new ideas regarding game mechanics would be great to chat about
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WarEagle751
- Posts: 230
- Joined: 2013-01-19 20:23
Re: creative ideas for insurgency fix
What will make Insurgency mode more interesting and more realistic is if they are able to pick up and move the weapon caches to new locations like in real life. I'm really hoping they implement this in Squad once they have Insurgency in the game.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: creative ideas for insurgency fix
Problem is this can throw off the balance for me than just the ME INS. In Sbeneh the Syrian Rebels win 60% of the time, same goes with several maps with Taliban and militia. I do like idea 7, and I think there was a concept for it at one point but it just never got finished.
AfSoccer "I just don't see the natural talent."

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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: creative ideas for insurgency fix
#1 I agree with you. There has been SO many times where literally the entire round Insurgents defended ONE cache with never losing it. But rounds don't last as long... at least I have experienced.
I think on 1km/2km maps should have 30min Cache Timers, and 4km has 40min.
And the spawnable RPG would be very OP. Insurgents IRL don't have unlimited RPG's lol.
I think on 1km/2km maps should have 30min Cache Timers, and 4km has 40min.
And the spawnable RPG would be very OP. Insurgents IRL don't have unlimited RPG's lol.
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Sgt. Mahi
- Posts: 984
- Joined: 2008-03-27 07:44
Re: creative ideas for insurgency fix
I have never experienced a game where a single cache hold the whole round (ok maybe one or two times). If the bluefor can't take one single cache it's the team's fault and not the game. This only happens if bluefor is filled with lone wolfes attacking>dying>spawning>repeating.
Though it would be pretty cool if the insurgents had the possibility to relocate caches.
Though it would be pretty cool if the insurgents had the possibility to relocate caches.
Peace is that brief glorious moment in history when everybody stands around reloading
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: creative ideas for insurgency fix
Behold guys. The DEV team is currently working with one community modder together to improve insurgency game mode. I also saw suggestions here which we will implement in the beta test too 
more info to come, stay tuned!
more info to come, stay tuned!
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: creative ideas for insurgency fix
#1 and #7 are my favorites....other than that insurgents win most of the time anyways as far as i have been seeing when im on.
also what would help some is if it wasnt so damn hard to request kits.....needs to be request-able kits for all factions at main base, wooden crates and the cache and maybe even fully built hideouts.....it varies from taliban, militia, etc to iraqi insurgents who cant request shit or place rallies.
also what would help some is if it wasnt so damn hard to request kits.....needs to be request-able kits for all factions at main base, wooden crates and the cache and maybe even fully built hideouts.....it varies from taliban, militia, etc to iraqi insurgents who cant request shit or place rallies.
Last edited by Anderson29 on 2015-01-29 23:13, edited 1 time in total.
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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L.T._Picklesworth
- Posts: 1
- Joined: 2015-01-29 23:13
Re: creative ideas for insurgency fix
I honestly like ideas 1 and 7 too. Also. I don't know if it could be possible to make certain limited weapon kits (besides the DMR or sniper) spawn on the cash (similar in ways that RPGs do) that have some form of optic on them. Like two AKs with Russian optics. I would also be interest in seeing an Ins map that squares off two sides with iron sight weapons.
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: creative ideas for insurgency fix
we can only hope that the afore mentioned community aand dev effort to breathe some life into insurgency adds buildable statics, i meen cummon! and rally points.
go devs go community oorah!
go devs go community oorah!
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: creative ideas for insurgency fix
I like that idea too, making a known cache defended for 40-minutes/1 hour or more move to another area, though make it only move once per cache, not far away and not close to, and require half as much intelligence points to reveal it to balance things. That would be cool under a seperate gamemode, maybe 'Insurgency Rush', or just Insurgency Alt[R-DEV]Mineral wrote:More of your personal suggestions and then converted into a discussion thread but I'll leave that up to the mods.
I like number 1 though.
You can also delay the time the cache moves if the cache receives damage, making the delay from 40-minutes into 60 minutes depending on how damaged it is.
That would definitely make firefights more frequent and less camping. Very intense.
7. I think there was another suggestion like razorwire that rabbit mentioned, except it uses hills of dirt mixed with tyres to block enemies/slow their advance. It's a very good suggestion
Last edited by Arab on 2015-01-30 03:18, edited 3 times in total.
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Portable.Cougar
- Posts: 1192
- Joined: 2007-03-03 01:47
Re: creative ideas for insurgency fix
Insurgent Rally points would be a big help as well.
same rules as blufor with them only staying active if within range of X (fob, cache, truck whatever it is)
Their lack of ability to regroup hinders the mobility and fighting strength of a squad. This lack of RPs also does more to scatter an Ins squad thus making teamwork almost a second thought after first contact.
same rules as blufor with them only staying active if within range of X (fob, cache, truck whatever it is)
Their lack of ability to regroup hinders the mobility and fighting strength of a squad. This lack of RPs also does more to scatter an Ins squad thus making teamwork almost a second thought after first contact.

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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: creative ideas for insurgency fix
There was a pretty long "insurgent deployables" thread with some brilliant ideas, complete with images, for barriers and MGs on tripods (basically a technical MG without the car).
https://www.realitymod.com/forum/f18-pr ... ables.html
The way I see it there are two big drawbacks to insurgency:
1. It's a little too hard for blufor to win, especially on dense urban maps like Marlin.
2. It's really boring to squadlead for the insurgents because there are so few tactical choices (no rally points, only SPG for deployable, no spawnable MGs or RPGs). Basically you just built two or three hideouts around the cache and keep telling your squadmates to defend. Often there's not much you can do beyond that.
The problem is that giving the insurgents more stuff to make them more interesting to play would make it even harder for blufor to win! But I definitely favor the idea of more deployables. Barricades and deployable MGs would make things sooo much more interesting IMO.
https://www.realitymod.com/forum/f18-pr ... ables.html
The way I see it there are two big drawbacks to insurgency:
1. It's a little too hard for blufor to win, especially on dense urban maps like Marlin.
2. It's really boring to squadlead for the insurgents because there are so few tactical choices (no rally points, only SPG for deployable, no spawnable MGs or RPGs). Basically you just built two or three hideouts around the cache and keep telling your squadmates to defend. Often there's not much you can do beyond that.
The problem is that giving the insurgents more stuff to make them more interesting to play would make it even harder for blufor to win! But I definitely favor the idea of more deployables. Barricades and deployable MGs would make things sooo much more interesting IMO.
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RAWSwampFox
- Posts: 531
- Joined: 2014-01-05 17:28
Re: creative ideas for insurgency fix
No one does because it's "boring" so this in reality will never happen.=-=kittykiller wrote:we aall know insurgency is to some extent broken, all the insurgentss have to do is stay in their base to win.
Not a bad idea. I've been on many rounds where the enemy only got one cache or no cache (4 hours long). This only happened though on maps with CIVIES which is why I recommend that the ROE component be implemented in every faction. Regarding the punishment of one martyr'ing CIVIES, I think the 5 minute spawn time is good and I think the "4 martyr" "execution" number is ok. I would like to see this brought down to 3 to hopefully increase CIVI "awareness".=-=kittykiller wrote:1./my idea would be to have the insurgents only have to defend a cache for 40 minutes or so, and if they do the cache is reported "cache moved to safe location"
Not a bad idea and this may actually push more SL's to actually build ****.=-=kittykiller wrote:4./allow rally points that exist permenatly around a dog box hideout
Already exists. Been this way since 1.20 I think.=-=kittykiller wrote:5./give unarmed kits binos.
Well, isn't this the "LAT" kit and it's available in the majority of the INS factions.=-=kittykiller wrote:6./make rpg spawnable
Actually this isn't a bad idea cuz I'm sick and tired of people placing those damn nade traps and other explosive devices around caches to "defend" it but wind up teamkilling half of their team. While I'm on this vein of thought, I would like to see punishment put in place for folks that run over clearly marked mines (example, mine marker is within 10m of the mine) and be charged with tk'ing everyone riding with them. I would also like to see punishment dealt to the folks that placed them without mine markers as well as the current punishment but I don't know how that will work with the driver being charged with tk'ing his passengers. If you have never heard Pendeho go off about this, then you don't know what the heck I'm talking about.=-=kittykiller wrote:7./allow building of razorwire so im sure ppl will try to block in a cache with razor wire but then it should be up to blufor to destroy it, this would also allow a bigger role for engineers etc
What I really really want is a visible means of monitoring the intel points. I've been pretty good with loose mathematical equations lately but something visible would sure help blufor and opfor.
-SwampFox
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: creative ideas for insurgency fix
Just bring back old civi rules and it will be fixed.
Civi winning games by depriving BluFor of intel makes game much more interesting.
Civi winning games by depriving BluFor of intel makes game much more interesting.
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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: creative ideas for insurgency fix
Being killed by friendly, sometimes unmarked, IEDs in poor locations is absolutely the most frustrating part of being on the insugent faction. One of the supporting members coded and tested a 3D marker system that comes up in your HUD if youre within a few meters of a friendly IED. Unfortunately, I have no clue what happened with that idea.RAWSwampFox wrote:Actually this isn't a bad idea cuz I'm sick and tired of people placing those damn nade traps and other explosive devices around caches to "defend" it but wind up teamkilling half of their team.
Theres always going to be some brilliant guy who thinks its ok to put traps next to a cache as long as theyre marked on the map so I hope the devs consider this solution or some other. I dont think deployable barriers will help fix this though. People will still plant near the cache...
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: creative ideas for insurgency fix
But Insurgency gets boring after a while. Like, IMO... I can't stand playing it 2 rounds in a row. It gets rubbish and boring, ESPECIALLY if both teams suck. But a lot of times people just seem to play insurgency to farm kills as blufor. (At what I see on like Fallujah and stuff).
When I see insurgency rounds:
1.Tons of TK's. Varying from people steping on nade traps, or driving over mines/ieds.
2.Just a screw around/"who cares" game mode.
3.People using valuable vehicles as transport. Blufor and Opfor.
I have been in rounds where the game was great. But been in countless rounds of complete 'yawning'. Since really, the only maps that are played are Fallujah, Kokan, Al Barasah.
But I can tell anyone that, I'm not the only one who can't stand playing insurgency 2 rounds in a row.
If it's just me, but it seems US servers play insurgency 2x more often then other country servers. Or, at least they play the same map over and over.
When I see insurgency rounds:
1.Tons of TK's. Varying from people steping on nade traps, or driving over mines/ieds.
2.Just a screw around/"who cares" game mode.
3.People using valuable vehicles as transport. Blufor and Opfor.
I have been in rounds where the game was great. But been in countless rounds of complete 'yawning'. Since really, the only maps that are played are Fallujah, Kokan, Al Barasah.
But I can tell anyone that, I'm not the only one who can't stand playing insurgency 2 rounds in a row.
If it's just me, but it seems US servers play insurgency 2x more often then other country servers. Or, at least they play the same map over and over.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: creative ideas for insurgency fix
Most servers run votes... blame the people (your fellow Americans I guess?) for voting for Ins and subsequently the same tired old mapsmatty1053 wrote:If it's just me, but it seems US servers play insurgency 2x more often then other country servers. Or, at least they play the same map over and over.


