HAMAS is overpowered

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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

HAMAS is overpowered

Post by Nightingale »

On every map, AAS&INS, I can't think of any version where HAMAS doesn't have a huge advantage. Gaza, Ras el Masri, Op Marlin, Asad Khal. HAMAS usually wins these maps.

1.) spawn as rifleman, go civi and deploy hideout, then shovel it all yourself
2.) lots of excellent full auto weapons
3.) add in the martyrdoms and it's all just too much

If it were up to me, I'd either take away the civilians, or alternatively require the HAMAS to use a logi-van to deploy a crate before building. I dunno. I think they need to be nerfed a little bit no matter how you implement it.
IGN: 1993 TOYOTA_PREVIA
Smol Shrum
Posts: 55
Joined: 2019-03-11 01:01

Re: HAMAS is overpowered

Post by Smol Shrum »

In my opinion:

1) Hamas Civis shouldnt be a thing. At least before there is proper civi models for them.
2) Hamas weapon selection is fine, unless someone is going to full on model/animate/implement new small arms for them, there is no need to change kits.
PotatoLord
PR:BF2 Contributor
Posts: 69
Joined: 2020-11-17 15:23

Re: HAMAS is overpowered

Post by PotatoLord »

Hamas has the best infantry weapons for any insurgent faction, MP5s and M16s, making them the most powerful and the easiest to play. I'd agree with taking away civilian for them since the generally more powerful factions don't have them. Plus it's annoying that you can't tell their civie model that easily versus other factions that area much easier to spot.

Either that or just replace most of the M16s with AKs or take away menu spawnable RPGs or something, Hamas doesn't have that many RPGs anyways they even had to resort to locally producing some so I think that makes sense.
Danesh_italiano
Posts: 576
Joined: 2012-07-23 03:25

Re: HAMAS is overpowered

Post by Danesh_italiano »

hamas faction is fine and balanced.

if hamas always wins, thats because the players are really focused on do in the game what could have been done irl
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
dcm
Posts: 357
Joined: 2021-03-09 03:25

Re: HAMAS is overpowered

Post by dcm »

I disagree with removing civis from hamas.

Hamas and IDF are twin factions. Designed to compliment and contrast each other. They are perfectly designed to counter each other. But when facing factions other than their opposite. Hamas's and IDF's strengths and weaknesses are magnified.
ALFABETAS
Posts: 66
Joined: 2009-06-26 08:02

Re: HAMAS is overpowered

Post by ALFABETAS »

Nightingale wrote:On every map, AAS&INS, I can't think of any version where HAMAS doesn't have a huge advantage. Gaza, Ras el Masri, Op Marlin, Asad Khal. HAMAS usually wins these maps.

1.) spawn as rifleman, go civi and deploy hideout, then shovel it all yourself
2.) lots of excellent full auto weapons
3.) add in the martyrdoms and it's all just too much

If it were up to me, I'd either take away the civilians, or alternatively require the HAMAS to use a logi-van to deploy a crate before building. I dunno. I think they need to be nerfed a little bit no matter how you implement it.
This is how all insurgency faction should feel. Blufor coming in there town. Not other way around.

I recommend to do like in Operation Soul Rebel AA system in the redfor main base. Where from main base you can travel to any point of the map and exit to the city for insurgence. Not will be easy for blufor to camp ins main with optics and MG.
Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: HAMAS is overpowered

Post by Grump/Gump.45 »

Nightingale wrote:On every map, AAS&INS, I can't think of any version where HAMAS doesn't have a huge advantage. Gaza, Ras el Masri, Op Marlin, Asad Khal. HAMAS usually wins these maps.

1.) spawn as rifleman, go civi and deploy hideout, then shovel it all yourself
2.) lots of excellent full auto weapons
3.) add in the martyrdoms and it's all just too much

If it were up to me, I'd either take away the civilians, or alternatively require the HAMAS to use a logi-van to deploy a crate before building.
Smol Shrum wrote:In my opinion:

1) Hamas Civis shouldnt be a thing. At least before there is proper civi models for them.
2) Hamas weapon selection is fine, unless someone is going to full on model/animate/implement new small arms for them, there is no need to change kits.
Hamas should have all aspects the Taliban and Iraqi INS have. IED kits, civilians, rock throwers. Taliban need rock wall models for roadblocks at least if not the same trash. All Insurgent factions need civilians, yellow IED container kit and more.

I know you are used to stacked BLUFOR teams and like easy to kill insurgents like you think it is IRL. Iraqi insurgent is just as powerful as any other un-conventional faction. AK is the best long range and close range combat rifle which all INS factions have in some form.

Its not easy to kill insurgents, they are not dumb like people think. Fallujah was full of booby traps including the insurgents themselves covering a hall. Enemy comes to breach the house, they use a tunnel or mouse hole at bottom of wall to escape then hit again.

All civilians need rocks automatically if they drop kit. Dropping kit to be un-armed should include rocks along side the fists, 1 and 2 hands raised.

The shotgun needs to change to 1 of 3 possibilities all involving shotgun instant arrest removal. Replace health bar loss for stamina bar loss with shotgun for civilians. Its un-realistic and we can't form crowds to defend cache with iron sight sniper fighters using us as bait because civilians get mowed down by one guy with a shotgun. That removes teamwork, tactical, realistic and humorous possibilities for both teams.

1 of 1000 realistic funny teamwork possibilities if SHOTGUN INSTANT ARREST is replaced.

Have armed insurgent join crowd, drop his weapon, we shuffle this new guy around, they don't know who to shoot unless he is only one with certain clothing to identify him by. A BLUFOR sniper could correctly take him out, but if there is an active civilian behind the new civilian then the sniper shoots through both of them its a correct kill and civilian killed.

We cycle the kit they brought and shuffle the the guy cycling kits around while shielding his body. If they come to arrest we have weapons in the crowd to pick up as we split. 100% realism and its happened before. All while baiting the enemy for kills launching rocks at them whole time.

For the Shotgun Instant Arrest change. Several possibilities

1.) Change instant arrest to stamina removal. Remove stamina bar of civilian to assist the arrest. Not take teamwork of arresting giving it easily to one player with a shotgun

2.) Shotgun can already arrest civilians, open doors and kill insurgents without changing ammo. Doors need specific breaching slugs, civilians need bean bags and armed insurgents need buckshot. Make the shotgun non-lethal tool only, a tool for doors and crowd control. On AAS I would see it used it on prisoners.

3.) Give shotgun ability to change ammo by pressing the button for it again. This would require breacher to select the correct ammo. A mistake on part of shotgun should allow martyr either by wrong ammo, 3-4 bean bag headshots or 100 beanbag shots to body.

Like how we change fire rate on the Beryl or FAMAS rifles from Full Auto to Semi-Auto and 3 round burst. With the letter representing what its set to like for rifles (3 , 1 and A).

D for Door breaching slugs,
B for Buckshot and
C for Civilian Crowd Control on shotgun.

Each with different damage settings with bean bags doing 1% damage except to the head causing 25% damage. -1 intel for brutality of each bean bag headshot till dead stacking on with the 5 or 10 intel point loss. Require correct ammo loaded and usage. This is the best option if any of these are possible

Why shotgun instant arrest shouldn't be a thing or justified by any situation no matter how difficult is seems

If you want a civilian off a roof throw a rope. Not have shotgun for instant arrest. Instead use teamwork and escape denial plus a Humvee/jeep as police car to make stamina not a factor for BLUFOR in a chase. Shotgun stamina removal can factor into this. Shotgun + rope + teamwork + jeep and other things I may not be thinking of sounds like heavy advantage against isolated civilian.

For doing the real situations as tactics like you see in video below

Dropping kit is actually requesting an invisible kit. It should have rocks, all dropped kits in game should have rocks. if the clothing models for the fighters are different from the civilians then the civilians don't get shot. Civilians throwing rocks in Gaza sometimes wear ski masks also. Civilians if allowed to form realistically due to removal of instant arrest by shotgun could legitimately defend a weapons cache due to ROE + tactics.

In this video from Syria the USA is dealing with crowds of un-armed civilians while also being shot at by armed insurgents. Just like Iraq. There is also some Russians by a GAZ Tiger jeep not getting shot at in this same video. Complete Chaos. Rocks thrown by civilians and AKs shot by armed insurgents. https://www.youtube.com/watch?v=-fFLsjb_UJY



If they don't have a weapon in their hands or gear on their body. Don't shoot them. Its that simple. If the civilians wear different clothes from the fighters then the BLUFOR won't shoot the civilians. That becomes unfair. Many civilians throwing rocks in Gaza wear masks.

You are asking to nerf a faction that never has armored assets because its getting too tough, I can make any insurgent team stand out as a force from Hell. We get off on psychological tactics in this game. I prefer to put my enemy in a state of fear or frustration playing with them as my food before they die. Teamwork and tactics win.
Last edited by Grump/Gump.45 on 2022-02-13 00:49, edited 14 times in total.
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: HAMAS is overpowered

Post by UncleSmek »

There is a reason why IDF gets Merkava and Namer on Gaza.
Don't be fooled to let admins set INF layer.. breaks the game and quite frankly should be removed or atleast include like 4 namers lol.
Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: HAMAS is overpowered

Post by Grump/Gump.45 »

UncleSmek wrote:There is a reason why IDF gets Merkava and Namer on Gaza.
Don't be fooled to let admins set INF layer.. breaks the game and quite frankly should be removed or atleast include like 4 namers lol.
As long as my roadblocks can't be taken down by tank in 20 seconds after my 10 minutes of building whole wall by myself. Civilians are supposed to be human shields for fighters and roadblocks, but we can't do that if some random breacher pops out of nowhere to shotgun arrest somebody at range. Due to this roadblocks become pointless with the tanks mixed with shotguns arresting civilians who could protect the roadblocks with a few fighters.

Its so infuriating I can't use this tactic due to un-realistic function in a realism game. Breacher can lone wolf, not be noticed, pop out of corner and arrest civilian by shooting him with buckshot. Takes all the teamwork and actual work out of arresting somebody, its no tactics required. There is no chance to protect that civilian from something so sudden, its 1 second of peek and shoot. Then at same time kill insurgents and open doors without changing shotgun ammo. Versus if shotgun removed stamina from civilians there is a fair chance to save them from somebody rushing up to arrest them. This puts incentive into using teamwork to protect civilians and arrest them on respective teams.

THAT needs to be removed from the game being replaced with stamina loss since its less lethal so civilians can stand there effectively without running risk of easy ranged unrealistic arrest. No such thing as ranged arrest unless you use bolowrap, net ammo on a 40MM or something. Otherwise having tank or APC on Gaza/Fallujah is overpowered, we have no tactic to take stop tank from destroying roadblocks because even if he doesn't shoot due to civilian he calls up a breacher with shotgun or APC moving with him gets breacher requested out the back.

Also the 15-20 minute respawn timer on tanks, means I have to start digging new roadblocks immediately when somebody says "tank down". Which i don't most times because I spent 10 minutes building each massive wall. Remove the tanks from these small blockable maps or remove shotgun function so all arrests are made by cuff contact.

See how many issues shotgun instant arrest causes? Game would be more fun, more realistic, more tactics and opportunities to use them if civilian crowds could gather. Adds more activities to the game and adds a new reason to play, giving player retention.

But at this time its not smart for civilians to gather because breacher can instant arrest at range popping out of nowhere suddenly. Even if fighters are there to protect civilians breacher doesn't stop shooting civilians, worse if the enemy uses teamwork to fight the fighters while breacher shotguns civilians.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: HAMAS is overpowered

Post by Nightingale »

So am I the only one who thinks that not needing an officer kit to build a hideout is overpowered? I exploit this to my advantage every time Gaza is played, but I honestly think it's just way too good. You don't even need 2 dudes to build a hideout, just 1...
IGN: 1993 TOYOTA_PREVIA
Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: HAMAS is overpowered

Post by Grump/Gump.45 »

Nightingale wrote:So am I the only one who thinks that not needing an officer kit to build a hideout is overpowered? I exploit this to my advantage every time Gaza is played, but I honestly think it's just way too good. You don't even need 2 dudes to build a hideout, just 1...
In my experience you don't always have 2 dudes to help. Its not overpowered. I drop hideout by myself leaving others to fight, it takes 1 guy 2 minutes. Ill drop roadblock by myself and leave others to fight, that takes 7 minutes.

No insurgent force is overpowered, we get all the same light vehicles. BLUFOR gets thermal assets, its up to them to use it right. They have 800 tickets on GAZA. It doesn't make sense why AAS with conventional assets on both sides has flag bleed for a bad team while weak insurgents on Gaza must kill 800 tickets over 4 caches. Add another advantage for BLUFOR right there.

HAMAS gets 5.56, 7.62x39, 40MM, .50 cal, 9MM, SPG, RPG, buckshot and Tokarov pistol cartridges. Wider weapon selection doesn't matter.

We have a very small list of advantages as insurgents and a longer list of disadvantage, our advantages are weak. All of them easily countered and the weakness of these advantages is always tied back to the shotgun instant arrest in some way. Roadblocks, civilian, light vehicles. We can hide in the hideout waiting for breacher or play dead on cache to not have the C4 go down in that exact moment, these 2 are advantages I think I am the only one who uses the most if at all.

Tank takes down roadblocks in 2 shells, we could have civilians stand in front of roadblocks as human shields. But its bad enough the shotgun instant arrests people out of nowhere suddenly giving 0 chance to save civilians from it. Arrest should only be able to be done by cuffs and shotgun should remove stamina only. Takes all the possible teamwork of arresting giving it all to one BLUFOR guy. Where shotgun could assist 2 guys to arrest 4+ civilians easily.

That makes BLUFOR full squads overpowered and individual ninja lone wolfer breachers too powerful. Shotgun should remove stamina of civilians, not instant arrest. At least make the breacher have to beanbag shotgun civi to remove stamina assist then cuff. Still overpowered then but still gives chance to be saved or escape. So how are we supposed to have civilians stand in front of roadblocks without eventually getting them arrested from a rooftop at distance by a shotgun?

Until we get full realism crowd capability due to the replacement of shotgun instant arrest to stamina bar empty. If dropping a kit is actually requesting an invisible kit that could have stones in it. That will provide 1000 more funny tactics, natural distraction, strength of the crowd tactics.

They could defend the cache too with rocks or dropped weapon kits. Have any insurgent drop a weapon kit into the crowd, shuffle everyone around to mix the new guy in. Great BLUFOR sniper practice. We then have a weapon in the crowd against arrest teams. Pick it up, shoot it, put it back down then re-shuffle.

Not only is the instant arrest unrealistically over powered, so is the shotgun being able to kill insurgents, open doors and bean bag arrest civilians all without changing ammo. We could have more player retention by making it capable of doing new things in the game as civilians that can't be ruined by shotgun instant arrest.

3 possibilities around this shotgun instant arrest.

1.) Give shotgun ammo selector just like the 3 ammo type select switch same as fire selector on Beryl/FAMAS (Buckshot, door slugs and bean bags)

2.) make shotgun a less lethal too only, for doors and bean bags only.

3.) make the shotgun have different effect based on what its aimed at without changing ammo. Kill insurgent fighters, open doors and remove stamina of civilians.
Last edited by Grump/Gump.45 on 2022-03-10 16:09, edited 1 time in total.
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