
update syira rebels
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sasrt22
- Posts: 24
- Joined: 2020-05-02 03:29
update syira rebels
I suggest updating this faction and updating clothes and weapons (if there is a capacity)



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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: update syira rebels
Our factions are based around the PR timeline of 2003-2015. Probably unlikely if it's recent.
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Anglo_
- Posts: 29
- Joined: 2017-06-29 14:08
Re: update syira rebels
If possible it’d be cool to see the Syrian Army faction be given AKs and such rather than the G3s. When you play as the Syrian army it just feels like you’re playing MEC
- Krayt
- PR:BF2 Contributor
- Posts: 36
- Joined: 2020-07-12 12:51
- Location: Iran
Re: update syira rebels
the Syrian Army faction isn't even in the game, how would you play as them?Anglo_ wrote: 2025-03-06 10:41 If possible it’d be cool to see the Syrian Army faction be given AKs and such rather than the G3s. When you play as the Syrian army it just feels like you’re playing MEC

Iranian Army Faction
I'm tired boss
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Anglo_
- Posts: 29
- Joined: 2017-06-29 14:08
Re: update syira rebels
I could've sworn when loading in on those maps the faction name was SAA, prior to making that post I looked it up and found a thread claiming that the SAA faction already existed. But either way im guessing MEC on those maps is meant to be interpreted as the Syrian army so give them a alt AK kit if possible
- M.MCC
- Iranian Forces Faction Lead
- Posts: 81
- Joined: 2022-02-01 06:47
- Location: China
Re: update syira rebels
MEC is MECAnglo_ wrote: 2025-03-06 19:48 I could've sworn when loading in on those maps the faction name was SAA, prior to making that post I looked it up and found a thread claiming that the SAA faction already existed. But either way im guessing MEC on those maps is meant to be interpreted as the Syrian army so give them a alt AK kit if possible

Look! What a great project!
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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
Re: update syira rebels
We need to update the players with skills, tactics and coordination. That will increase realism more than a faction skin update.
Reading the asset list, knowing maximum for emplacements then teamwork between those assets. Combined arms between armor and FOB emplacements from multiple super FOBs.
-camouflage awarenes
-1 man per piece of cover, 1 man hit per RPG/tank shell
-Situational awareness, Sound and Visual
-Suppression and "random combat shooting" known as Combat Techniques of Fire, where, when, how and why to shoot into bushes.
-Tanks + APC + logistics repairs + jeeps + CAS + 3 TOW + 3 AA + 6 HMG + 2 mortars.
Where is the only place you have the time to set down all these assets in view of each other for teamwork immediatly between FOB assets and armor assets?
Last flag, outside your mainbase, you have 10 minutes till enemy can attack, meaning your APCs will be up at the 10 minute spawn timer to assist your 3 TOW, 3 AA, 6 HMG shared between 3 infantry squads. Then tanks at 20 minutes.
You have mainbase right close for your assets. While enemy has to cross whole map to RTB if they survive, also the enemy UAV travel fuel, damaged choppers, supply runs.
If they attack with only 1 armor at a time or uncoordinated attacks, too many tanks, APCs and super FOBs to destroy shooting at them.
They run into your tanks, APCs, 3 TOW, 3 AA, 6 HMG and 2 mortars. Your teams UAV has bigger advantage at last flag for fuel time.
Reading the asset list, knowing maximum for emplacements then teamwork between those assets. Combined arms between armor and FOB emplacements from multiple super FOBs.
-camouflage awarenes
-1 man per piece of cover, 1 man hit per RPG/tank shell
-Situational awareness, Sound and Visual
-Suppression and "random combat shooting" known as Combat Techniques of Fire, where, when, how and why to shoot into bushes.
-Tanks + APC + logistics repairs + jeeps + CAS + 3 TOW + 3 AA + 6 HMG + 2 mortars.
Where is the only place you have the time to set down all these assets in view of each other for teamwork immediatly between FOB assets and armor assets?
Last flag, outside your mainbase, you have 10 minutes till enemy can attack, meaning your APCs will be up at the 10 minute spawn timer to assist your 3 TOW, 3 AA, 6 HMG shared between 3 infantry squads. Then tanks at 20 minutes.
You have mainbase right close for your assets. While enemy has to cross whole map to RTB if they survive, also the enemy UAV travel fuel, damaged choppers, supply runs.
If they attack with only 1 armor at a time or uncoordinated attacks, too many tanks, APCs and super FOBs to destroy shooting at them.
They run into your tanks, APCs, 3 TOW, 3 AA, 6 HMG and 2 mortars. Your teams UAV has bigger advantage at last flag for fuel time.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees

