Iraqi Insurgent kit system detrimental too teamwork

Post your feedback on the current Project Reality release (including SinglePlayer).
Post Reply
waldov
Posts: 753
Joined: 2012-06-26 04:01

Iraqi Insurgent kit system detrimental too teamwork

Post by waldov »

Just as the title says, the free kit system is an interesting concept but it really doesn't work in the context of a game which focus is on teamwork. In Insurgency layers Opfor factions generally suffer in the teamwork regard as it is, but the Iraqi Insurgent by far takes the cake for being the hardest faction too coordinate with; and not in a fun or challenging way but in an unnecessarily frustrating way.

Vital kits like AR's and LAT's often end up in the hands of lone wolves or aimless new players while squads actually trying too implement team work are all too often left too fend for themselves with underwhelming small arms which just becomes frustrating. Squads are literally built around vital weapons like light machine guns and rocket launchers and when you pull those out you really see the structure crumble.
Image
BigBigMonkeyMan
Posts: 187
Joined: 2017-12-16 05:08

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by BigBigMonkeyMan »

I absolutely agree with this. I like the system of kits spawning on caches for people to grab, but there should be a way for each squad to get the MG and RPG kits without having to fight for them at the cache or suffer the consequence of having to go to main to get them every time. This is especially frustrating when BLUFOR has a cache under siege.
"We will not go quietly into the night! We will not vanish without a fight! We're going to live on, we're going to survive.' Today we celebrate our independence day!"
Image
nani5
Posts: 2
Joined: 2018-10-13 19:57

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by nani5 »

I agree. I no longer play insurgent team because it is chaotic and unstructured. It’s not fun any more
fenriz9000
Posts: 75
Joined: 2009-03-13 02:40

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by fenriz9000 »

In my opinion, kit system is not the root cause of lack of teamplaying for ins forces. Also to be a lone wolf for BLUFOR fraction is much more easier than be same for ins fraction. Also I should mention that all times since beginning devs continuously decreased "powers" (as they see it) of insurgents. Now we have absolutely unplayable insurgency mode. Thats a result of many complex colutions and previous decisions and kit system is the only top of it.
Ragnarok1775
Posts: 157
Joined: 2012-07-06 11:21

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by Ragnarok1775 »

I enjoy ins quite a bit even if we lose as opfor. The biggest problem is the people who don't want to work together, especially lone wolves. That could be said for any game mode, there's always two or three 1-2 man squads that should consolidate. Insurgency makes it worse because those people can take the sniper rifle, machine gun or RPG and run off by themselves and waste it.

Maybe it's not possible, but it may be better to have the main "cache" work as a crate and the small caches as light crates, with different kit quantity limitations and squad size requirements. Dunno if it's possible to do that for individual factions though.
[at]Vio-Lence
Posts: 64
Joined: 2013-06-29 20:13

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by [at]Vio-Lence »

Nah I think it is the "INS have no tickets so i can die as much as i want xDDDDDDDDDDD" mentality that ruins the game mode.
In game name: Vio-Noob__
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by waldov »

fenriz9000 wrote: Also to be a lone wolf for BLUFOR fraction is much more easier than be same for ins fraction.
That just totally untrue, not to say it doesn't happen but its far less of a problem and at the very least half the team is coordinated, the INS team is lucky to have more then one squad using mics and coordination.
'[at wrote:Vio-Lence;2192687']Nah I think it is the "INS have no tickets so i can die as much as i want xDDDDDDDDDDD" mentality that ruins the game mode.
I think this is a very true part of the problem as well. I've always thought an accumulative spawn time penalty based on number of deaths or how quickly you die could help work against that exploit/mentality. That alongside kits for squads would help tame the disorganized chaos that is playing Iraqi Insurgent and to a lesser degree the other INS factions.
Image
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by rPoXoTauJIo »

waldov wrote:an accumulative spawn time penalty based on number of deaths or how quickly you die
There's already one, you may have up to additional 15 seconds added to your spawn time with 3 seconds increase every time you die. Defending objective, building stuff, etc decreasing spawn time to base value(45 secs i think?cant remembor)
Image

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Iraqi Insurgent kit system detrimental too teamwork

Post by Murphy »

I agree that INS do not value their lives enough, but a lot of players enjoy the change of pace. I have always disliked the way INS mode encourages suicidal gameplay but the solution isn't simple as players are hardcoded.
Image
Post Reply

Return to “PR:BF2 Feedback”