INS

Post your feedback on the current Project Reality release (including SinglePlayer).
Brozef
Posts: 213
Joined: 2015-03-27 02:51

INS

Post by Brozef »

Can someone remind me why Insurgents get mortars but Blufor does not?
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: INS

Post by DogACTUAL »

Because BLUFOR can move their FOB locations/positions, but the insurgents can't move their caches.

I think that was the reasoning.
Brozef
Posts: 213
Joined: 2015-03-27 02:51

Re: INS

Post by Brozef »

And what happens when Blufor can't move them around real easy either because of the map or no air support? The one sided mortars break this game mode completely. So can one of the devs please tell me why there must be mortars at all in insurgency?
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: INS

Post by DogACTUAL »

You are still able to move FOBs if you try real hard. But you are incapable of moving a cache period.

Anyway i got no dog in this race, i don't care if BLUFOR gets mortars or not.
I just told you the reasoning i remembered the DEVs stated.
YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: INS

Post by YAK-R »

Brozef wrote:And what happens when Blufor can't move them around real easy either because of the map or no air support? The one sided mortars break this game mode completely. So can one of the devs please tell me why there must be mortars at all in insurgency?
Basically you can just sit on mortars and aim the cache forever, It doesn't take any intel, teamwork or talent. You can kill all built defenses, and it makes many caches trivial.

Insurgents still get mortars to kill the giant blufor firebases that they shouldn't be sitting on anyhow.. They have removed mortars when they think they are too op for some factions (Like ARF)
cantpick
Posts: 48
Joined: 2015-02-09 21:46

Re: INS

Post by cantpick »

a fact to add:
mortar v mortar, ins mortars are not the same as regular force's
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: INS

Post by FFG »

Give Ins 4 pits, and blufor 2. XD
CAS_ual_TY
PR:BF2 Contributor
Posts: 926
Joined: 2016-01-04 12:30

Re: INS

Post by CAS_ual_TY »

FFG wrote:Give Ins 4 pits, and blufor 2. XD
give blufor only 1
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: INS

Post by Jacksonez__ »

we used to run into mortar fire as civilians, it was satisfying to see those filthy mortar campers get - points. But as stated above: it was annoying when cache was shelled without breaks.
Brozef
Posts: 213
Joined: 2015-03-27 02:51

Re: INS

Post by Brozef »

Honestly I would like to see mortars removed from all INS game modes for both sides. Area attacks are more than enough most of the time to remove pesky FOBs. But giving one side mortars while the other is forced to constantly replace FOBs rather than attack caches that is game breaking on many INS maps.
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: INS

Post by fecht_niko »

Blufor has UAV so giving Opfor mortars is kinda balancing.
Another annoying thing are all the bob the builder SLs who prefer staying on their AAs against insurgents instead of attacking the cache...
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: INS

Post by Vista »

And that's why they should add a much tighter time limit to INS. Seeing Blufor camp all the fucking time is dreadful.
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: INS

Post by FFG »

The large spawn delay now on first cache is actually pretty good. It would help with setting up caches on pub servers if all caches too 10 minutes to be known.
inb4banned
Posts: 234
Joined: 2015-02-20 10:48

Re: INS

Post by inb4banned »

Set a 45min timer to INS, each destroyed cahce adds 20min to the timer. So if blufor is just farming kills it ends in 45min.
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Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: INS

Post by Mr.VdHeide »

I like that idea actualy, though for seeding purposes it may be bad to have maps ending when bluefor doesnt take down cache's.



D.J.
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fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: INS

Post by fecht_niko »

Nice suggestion mr banned.

Actually INS shouldn't be used for seeding. The good old days when people seeded on skirmish...
YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: INS

Post by YAK-R »

INS is still the best way to seed though, has the highest player retention. Skirmish can be really frustrating. Maybe if they lowered the respawn time, but i'm not sure that's possible..
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: INS

Post by Vista »

Maybe make another game mode called 'Blitz' and make it INS with the time limitations mr ban proposed.

I'd say keep INS, it sometimes is cancer, but casuals fucking love it and it pretty much is the best mode for seeding sadly.
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Max_
Retired PR Developer
Posts: 636
Joined: 2009-08-13 23:51

Re: INS

Post by Max_ »

Flags make more people rage quit than caches on low population. INS is best mode to seed.
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Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: INS

Post by Vista »

[R-DEV]Max_ wrote:Flags make more people rage quit than caches on low population. INS is best mode to seed.
We're not really discussing that atm. We're talking about making INS more fun.
Last edited by Vista on 2017-04-22 23:45, edited 1 time in total.
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