Insurgency Balance

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Nagard
Posts: 217
Joined: 2008-05-02 17:06

Insurgency Balance

Post by Nagard »

Since i play insurgency (i love this mode) i experience a problem...

As in reality the insurgents weapons are a little bit ... ummm ... crappy. Well this wouldn't be a problem, BUT nearly everyone who joins a server running insurgency wants to play as US/Britains, so most of the time there are more (or as much) US/Britains as insurgents and THIS isn't like reality. The balancing problem i experienced is, the well equipped american soldiers can kill the insurgents like flies. So i wanted to suggest another balancing like two insurgents for each american soldier. Which would grant the insurgents a little higher chance to win and force the US/Britains to use a little bit more teamplay.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

Stay in close. At short range the British and American scopes count for nothing, give it to 'em from the hip with an AK at point blank range and watch them fall. On Basrah, stay in the city, on Archer hide out in the villages, bases and tunnels.

The Insurgents are an ambush faction. They rely on surprise and short range superiority to win the day. Their lack of ammo(4 mags compared to 8 ), of long ranged weapons, of body armour and field dressings/medics mean they can't stand against British or American forces in a stand up fight, and they're not supposed to. Draw the enemy into dense terrain, hit them with IEDs, RPGs and a hail of automatic fire and then leg it like **** before their back up arrives.

Only snipers should be enguaging the conventional forces at range to harass them and force them to enter dense areas in order to winkle out the snipers whittling away at their tickets.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Sgt1_Jackson
Posts: 70
Joined: 2008-03-23 08:03

Post by Sgt1_Jackson »

Mmmmm, As an insurgent, the village's are your best friend!
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Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Post by Howitzer »

Until the HE rounds rains down there to destroy every single walls.
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Post by sakils2 »

Just take away that Challenger II from Basrah and to balance it make APC spawn time lower! And (maybe) give Brits more Landies. If the CH II will not be removed give the RPG gunner MORE RPG's. I real life insurgents would take more RPG's, give 4 RPG's, if the tank will not be removed, but if it will be removed stick to 2 RPG's.
burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Post by burghUK »

yea true 2 rpg rounds is pretty weak , even 3 would be an improvement.
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Post by Cyrax-Sektor »

Those are some pockets. :p On the back of the Insurgent's model, he has two rockets. And one rocket's already in the launcher.

I think they have a low amount to encourage the Insurgents kit to supply ammo on the move. Give an RPGer four rockets and that's almost enough for each squadmember in a 6-man squad to be hit by one.
Defiyur
Posts: 266
Joined: 2008-04-04 18:28

Post by Defiyur »

I don't know why the insurgents don't get a SVD dragonov since that is extremely widespread among insurgents. Would sure beat a mosin nagant.
Dempsey
Posts: 118
Joined: 2008-01-25 23:28

Post by Dempsey »

Thats what happens to insurgets, they die, by a overwhelming opp force, with superior tactics.

Get away with balance rubbish.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Post by Rudd »

tbh I enjoy being insurgent, just get along their axis of attack with IEDs and RPGs and you are sorted.

If the enemy refuse to come in to ur range, just hide in buildings/rubble until they do.

the only real danger to you is the APCs, but if you have trapped the roads leading from the enemy bases you are again sorted.
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sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Post by sakils2 »

The only thing I fear is..... Challenger II. IMO should be removed, brits are overpowered, but with that MBT, tooooooooooooo overpowered...
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Post by Cyrax-Sektor »

Defiyur wrote:I don't know why the insurgents don't get a SVD dragonov since that is extremely widespread among insurgents. Would sure beat a mosin nagant.
I heard SVDs are making a comeback. ;) The MEC are getting a new Marksman rifle, so that frees em up for the poorer factions.
Nagard
Posts: 217
Joined: 2008-05-02 17:06

Post by Nagard »

Well most of you are right (i don't want to say anything about the weapons (RPGs, AKs and so on)), but have a look at the news... The only chance given to insurgents is their material advantage of fighters and their potential to ambush. Well ambushing works good, but ambush one (or maybe two) and the rest will come for you AND (most of the time) kill you (that's like reality). BUT everything I say is in my opinion there are to much allied forces and to less insurgents. There isn't a really need for the allied forces to operate as a team and use tactics. Most of the time as an american you don't need a commander, coordinating the teams movements. You just have to spawn, go in and blow everything up. That should do the job...

As I said before THIS isn't realistic. Maybe 2:1 would be a little bit hard, but it would discourage 'YEEHAW, I'M US!!!'-players from their behaviour. Of course it would tighten the level of difficulty, but in my opinion the allied forces could still manage a situation like that (IF they operate as they should).
Dempsey wrote:Thats what happens to insurgets, they die, by a overwhelming opp force, with superior tactics.

Get away with balance rubbish.
Of course they get killed most of the time, but as I wrote above THEY are the 'overwhelming' force. Superior tactics of the allied forces? Of course! But the insurgents are quite simple MORE.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

sakils2 wrote:The only thing I fear is..... Challenger II. IMO should be removed, brits are overpowered, but with that MBT, tooooooooooooo overpowered...

Nah the tank is a liability if anything, it costs UK 10 tickets every time its killed, same as the apc or helis.

A tank is a bad idea to assault a very crampt inner city, why do you think its such an asset in finding caches. Insurgent have infinite tickets, we won last time I played anyhow :mrgreen:

If the tank crew kill 3 civs then its crew die, its disabled and you can jihad it maybe
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Post by Cyrax-Sektor »

Sabre_tooth_tigger wrote:Nah the tank is a liability if anything, it costs UK 10 tickets every time its killed, same as the apc or helis.

A tank is a bad idea to assault a very crampt inner city, why do you think its such an asset in finding caches. Insurgent have infinite tickets, we won last time I played anyhow :mrgreen:

If the tank crew kill 3 civs then its crew die, its disabled and you can jihad it maybe
Why jihad it? Keep it alive and it won't spawn back. ;) Watch over it and they'll never find get it again! :twisted:

It's wise to the use tank, well, wisely. Never venture into the city, one wrong backup into a trash can and there'll be a new heap of metal to cook your eggs on.

Today, Coolhand_El and I were in the Challenger on Basrah. We played it smart, and took out targets from a distance. We both knew we could beat them at long range. Our only threat were the RPGs. Bomb cars and IEDers were futile as I watched from my driver's screen for any movement.

Anything used well can be deadly. A coordinated car bomb team or RPGs from different directions could have defeated us, but no one on the enemy team stepped up and took action.
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