Syrian Rebels Faction (kits,vehicles,...)

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Mineral
Retired PR Developer
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Syrian Rebels Faction (kits,vehicles,...)

Post by Mineral »

Post feedback here.

For now we will monitor the overall round stats over the next month, as players need to get used to the environment and develop tactics. Then we see how big the balancing & other issues really are and will make needed adjustments.

possible subjects:
-kit layouts
-logistical capabilities
-vehicles used
-real life vs. game feedback
-...
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Dude_Nukem
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Joined: 2010-07-25 19:20

Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Dude_Nukem »

So I asked this in a different thread (since there was no Syrian Rebels faction feedback thread), hence the answer of Mineral:

Is it intentional that the Syrian logi truck/van got no repair station? It got only one crate, which I can understand, "due to lack of space"? It got no repair station, probably "due to lack of space"?

Also, the icons for the crates and repair station are not showing up when driving the logi van. Is that correct and intentional? (I know, no answer on this, but its not a problem anyway, it's not necessary showing icons, since it got one crate only. I think)
[R-CON]Mineral wrote:The fact they have no field repairs for vehicles is intentional. They don't have access to spare parts like the army does. Same withe only having one crate. It's to show the logistical difference between the army and the rebels.

Now nothing is set in stone yet, so this is all up for change to be seen how people play it. Is it balanced,fun,... So it might change later :)
Last edited by Dude_Nukem on 2014-03-17 10:35, edited 1 time in total.
MADsqirrel
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by MADsqirrel »

The few rounds I played seem mostly balanced, maybe syrian rebels have a slight advantage over the MEC because of the CQ-terrain.
One question is the Rebel tank (t-62 i guess) a lot weaker then t-72?
We had 2 of them at one round and I could not persuade them to attack it, because their SL said they have no chance against it.
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Rabbit
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Rabbit »

It is quite a bit weaker, and will pretty much always lose a 1v1 fight. If you use both at the same time, you stand a pretty good change to knock it out, but then you expose all of your armor. Best thing to do is use a HAT team in support of the t-62, hit it with the HAT, then the tank should be very vulnerable.
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fatalsushi83
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by fatalsushi83 »

I noticed that the standard spotter has an iron sights FAL while the secondary has an AK-74 with a scope. How about giving the FAL a scope as well?

I don't think the rebel faction needs more scopes in general because the irregular terrain and buildings make the iron sights AK effective enough (edit: though the full-auto fire is still a little too difficult to control, I think), but both spotter kits should have scoped weapons. I don't think anyone would take an unscoped FAL over a scoped AK anyway.

That said, I'm really enjoying the new map. PR feels almost like an entirely new game on it.
Last edited by fatalsushi83 on 2014-03-25 03:52, edited 1 time in total.
hvymtal
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by hvymtal »

It really depends on the rebels encountered. FSA fighters tend (or at least seem to tend) to have body armor, helmets, and AK-103s looking more like a modern soldier than any other rebel or insurgent faction (except militia), while the more extremist factions seem to be issued/have scavenged equipment not unfamiliar to a Taliban warrior, but not hardcore warzone survivalist like the Iraq insurgents. Perhaps go something more like militia; they seem to straddle a nice in-between
Roque_THE_GAMER
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Roque_THE_GAMER »

one ting about the rebels i think is the fact they don't have a logitruck to repair they tanks, but since they like to stole tings, what about give they ability to stole the logitruck from mec or remove the track disabled for the T-62 so he can at least retreat back to main but still have the turret disabled.

MADsqirrel wrote:The few rounds I played seem mostly balanced, maybe syrian rebels have a slight advantage over the MEC because of the CQ-terrain.
One question is the Rebel tank (t-62 i guess) a lot weaker then t-72?
We had 2 of them at one round and I could not persuade them to attack it, because their SL said they have no chance against it.
yes, 2 shoots from the front side and rear armor by T72 and 2 shoots fron the mec hat and one shoot (not tested) by tow.
[align=center]Sorry i cant into English...
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ComradeHX
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by ComradeHX »

So I played a bunch of games on FSA side and it was hilarious.

"ALLAHU AKBAR" is the multi-meaning word for "I got shot", "friendly coming into room", "death to enemies", ...etc.

INS was fairly good because of the city being a lot tight than Gaza Beach; building barbed wires to block road was actually feasible with the current system.
Only problem is the bug.
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Mineral
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Mineral »

the bug?
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ComradeHX
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by ComradeHX »

[R-DEV]Mineral wrote:the bug?
There was something about cache becoming known instantly as another cache is destroyed or something; I joined in middle of the round and it ended very quickly.
Beee8190
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Beee8190 »

ComradeHX wrote:So I played a bunch of games on FSA side and it was hilarious.

"ALLAHU AKBAR" is the multi-meaning word for "I got shot", "friendly coming into room", "death to enemies", ...etc.

INS was fairly good because of the city being a lot tight than Gaza Beach; building barbed wires to block road was actually feasible with the current system.
Only problem is the bug.
Agreed and ( bit off topic ) and is probably why Muttrah is still one of the most played maps after all those years
given its exceptional replayability.

The layout doesn't artificially favor one side or another, there is plethora of cover and high ground and CQC weapons actually do make sense on some occasion too
oaldyouli
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by oaldyouli »

thx man i love you
Jacksonez__
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Jacksonez__ »

Replace syrian rebels spg-9 with tow (=at5 konkurs)
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Mineral
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Mineral »

Yeah. It's probably one of the changes I'll do once I get back at the Syrian Mod stuff after my exam period. It's something many have asked and I guess it's time for me to cave in :p Also make sense when it comes to authenticity.
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arkadyy
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by arkadyy »

Seriously syrian insurgents faction is already overpowered, why doesn't SAA get more upgrades
ComradeHX
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by ComradeHX »

arkadyy wrote:Seriously syrian insurgents faction is already overpowered, why doesn't SAA get more upgrades
What upgrades?

More tanks? More bmp-2? BMP-2M?
fatalsushi83
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by fatalsushi83 »

[R-DEV]Mineral wrote:Yeah. It's probably one of the changes I'll do once I get back at the Syrian Mod stuff after my exam period. It's something many have asked and I guess it's time for me to cave in :p Also make sense when it comes to authenticity.
It also makes sense because the rebel logie only gets one crate. And I dont think people would make an additional supply run just to build an SPG. But a TOW would be worth it!
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Mineral
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Re: Syrian Rebels Faction (kits,vehicles,...)

Post by Mineral »

They do have it today in some layer of sbeneh...
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