Insurgents still the 'target practice' faction

General discussion of the Project Reality: BF2 modification.
masterceo
Posts: 1914
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Re: Insurgents still the 'target practice' faction

Post by masterceo »

i don't agree with insurgents being too much of an disadvantage
remember that these guys ARE actually target practise, there are lots of vids on YT of british/canadian/us forces owning insurgents with armor/chopper support aswell as in CQB

i think that ins faction in PR is just right...the reason why ins loose sometimes is that when people join a squad on ins they don't care about teamwork (usually, but today i had a great round with PR|CATA guys, thx for a great game on ramiel) and play like they're playing as convencional army

ins should defend caches and use their biggest advantage:they know where the enemy HAS to go if they want to destroy that cache...if well used, ins can take out 3x bigger and better equiped forces. for example today my squad leader (forgot his name, all tho i know he's from CATA) ordered our squad to flank enemy squad while other squads pinned them down...we took out approx. 3 squads overall and got medic, officer, L33T spec ops kit (YEAH! :D ) and lots of rifleman kits...as a result was 1/2 of ins having M4s :razz:

only thing i dislike in 0.8 is civilian spawn time...c'mon guys, 2 min is FAR too long, and in 0.8 ins start to bleed in 1 shot, and i can't heal them 'cause some us army l33t SAW pwner mowes me down every time as i spawn civi -.-

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EOD_Security-2252
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Re: Insurgents still the 'target practice' faction

Post by EOD_Security-2252 »

Everyone needs to get the idea that Insurgent faction isn't bad, the people being Insurgents are bad. Lots of people play the Insurgent faction like it is a real army, and then die a lot, which makes sense. Also, like everyone has said, Insurgents are supposed to die a lot, that's how it is - Insurgents have more people, Armies have more hardware.

I think that Insurgent faction is just about as good as it will ever get now.
BTW, not to hijack, what's with the Coca Cola Molotovs?

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gazzthompson
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Re: Insurgents still the 'target practice' faction

Post by gazzthompson »

Salah ad Din wrote: 1. Insurgents are supposed to die a lot, okay, why do they get a spawn penalty for dying then.
infinite tickets

2. Four Hideouts? Nope, just player Basrah and KOrengal and Ramiel. Only two Hideouts can be placed, no more.
ya 4 hideouts , 400m apart. place ALL 4 around caches, use them. new cache location ? CO demolition order, place 4 new around new caches and you are sorted

bold text is bold
White Rock
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Re: Insurgents still the 'target practice' faction

Post by White Rock »

Salah ad Din wrote:1. Insurgents are supposed to die a lot, okay, why do they get a spawn penalty for dying then.
Good point acually, reduce this too two second per death instead of 3 and im happy with the current insurgents.
Deadfast
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Re: Insurgents still the 'target practice' faction

Post by Deadfast »

Only 2 hideouts, spawntime at Ramiel gets ridiculous halfway through the game.
SGT.JOKER
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Re: Insurgents still the 'target practice' faction

Post by SGT.JOKER »

Does anyone else think the AK47 irons for the INS are hard to look through?
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Just getting back in the game :mrgreen:
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Spinkyone
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Re: Insurgents still the 'target practice' faction

Post by Spinkyone »

<.D.F.E.>
Last edited by Spinkyone on 2009-12-05 20:48, edited 1 time in total.
Scot
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Re: Insurgents still the 'target practice' faction

Post by Scot »

SGT.JOKER wrote:Does anyone else think the AK47 irons for the INS are hard to look through?

What looking at a block of metal which are supposed to be sights?? Yeah its pretty hard.
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Spinkyone
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Re: Insurgents still the 'target practice' faction

Post by Spinkyone »

<.D.F.E.>
Last edited by Spinkyone on 2009-12-05 20:48, edited 1 time in total.
Salah ad Din
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Re: Insurgents still the 'target practice' faction

Post by Salah ad Din »

ReaperMAC wrote:Im pretty sure you can deploy 4, you just need to be 400m from the nearest hideout.
No, tried it on several occasions. Even when we were half way across the map from the nearest Hideout, we could not place a third one.
gazzthompson wrote:Quote:
Originally Posted by Salah ad Din View Post
1. Insurgents are supposed to die a lot, okay, why do they get a spawn penalty for dying then.
infinite tickets
2. Four Hideouts? Nope, just player Basrah and KOrengal and Ramiel. Only two Hideouts can be placed, no more.
ya 4 hideouts , 400m apart. place ALL 4 around caches, use them. new cache location ? CO demolition order, place 4 new around new caches and you are sorted
bold text is bold
What use are infinite tickets if you take a friggin minute to spawn. And don't start with "don't die so often, then". They're Insurgents, not Regular Soldiers.
Would love to place four. See above. :(
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=Romagnolo=
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Re: Insurgents still the 'target practice' faction

Post by =Romagnolo= »

=BMI=Richy wrote:there are only 2 hideouts for ins, placed one basrah city,refinery and got told we reached limit at village,i demand screens of 4
Deadfast wrote:Only 2 hideouts, spawntime at Ramiel gets ridiculous halfway through the game.

exactly, there is something wrong. Today I played at Archer and we could build just 2 hideouts.
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Skodz
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Re: Insurgents still the 'target practice' faction

Post by Skodz »

Maybe I'm playing insurgent wrong but I do prefer playing conventional army. Unfortunately, the conventional army team is always full most of the time...

Playing US army vs insurgent is lot of fun tho.
Outlawz7
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Re: Insurgents still the 'target practice' faction

Post by Outlawz7 »

I was half way asleep when I started this thread, but reading all the replies I seem to have forgotten to fully explain my intention:

Insurgents should be discouraged to go lone wolfing around and kill conventional army soldiers.
So far it turns out pretty bad and it did before, as the player they shot, was revived most of the time while they would immediately get killed by the rest of the squad that carried SAWs, grenadiers, or just scoped riflemen were/are usually enough.

It doesn't matter, if you can die as much as you want or that Insurgents have infinite tickets, you still have an objective and that is defending your caches and killing any enemy who tries finding them, not go Rambo across opium fields and die for nothing.

The cut down on Insurgent spawns may have made everyone more careful, but it didn't really save them from being shot.

The cache defense is honestly very easy until you face an overwhelming enemy, because as I said you'll have only 1/3 of the Insurgent team defending each cache, most of the time even less as some go ambushing around etc.

One thing that could be implemented is giving the Insurgent SLs the ability to deploy squad Rally Points.
However, the RPs can only be deployed in a 50-150m radius of a cache, so if an Insurgent squad chooses to defend a cache, they get a bonus of having their own spawn to help them out.
However they should not be able to deploy it next to the cache (hence from 50 to 150 meters, not 0-150) to prevent Insurgents just spawning on top of it and coming out until someone manages to blow up the cache and RP with it while all the Insurgents keep dying on spawn.

And since the cache marker for US/GB indicates a cache in about the same radius, it would mean that if a US/GB squad search the area they should be able to find the RP along with the cache, before anyone says that now you won't be able to destroy caches because Insurgents will be spawning all over it in masses.
TAW_Cutthroat wrote:I disagree. In the last few months I have killed one or two civvies. Just a one off mistake shouldn't be punishable. I'd say 2 civvie kills in say 30 seconds = Death + 5 minute spawn or 3 in a life = the same.
Or that, my suggestion had an 'IF' in it ;)
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bosco_
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Re: Insurgents still the 'target practice' faction

Post by bosco_ »

=Romagnolo= wrote:exactly, there is something wrong. Today I played at Archer and we could build just 2 hideouts.
I think that's a bug, and the DEVs are working on it.
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=Romagnolo=
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Re: Insurgents still the 'target practice' faction

Post by =Romagnolo= »

Great.

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Masaq
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Re: Insurgents still the 'target practice' faction

Post by Masaq »

ReadMenace wrote:*WARNING: I HAVE NOT PLAYED 0.8*

As I see it, the only reason the Insurgents are 'target practice' is because the way the individual players choose to play. People need to recognize that the Insurgent's lack of personal armor and scoped weapons make them ill-equipped to go toe-to-toe with the Brits, USMC, or US Army. Even liberal use of rocket propelled grenades does not make up for this imbalance.

What it comes down to is specific tactics that the Insurgents *should* use to engage their enemies. Some of these can be gleaned from reading about or viewing real accounts of the insurgencies in Iraq and Afghanistan.

Some effective tactics include engaging helicopters over dense urban environments, first with harassing small arms, distracting it from the primary threat of a MANPAD or RPG.
Use collaborators to your advantage! Nobody wants to accrue 5 minutes of time-out for killing civilians. Not just the old 'bait & switch' of a civilian luring conventional forces into an ambush, but also using them as human shields.

DO NOT allow the enemy to begin a firefight, if you aren't firing the first shot, retreat and try again; Always fire from concealment, never attempt a stand-up fight; you will lose sooner, or later.
Your weapons are not scoped (SVD/Enfield aside); negate their range advantage by never engaging them from a distance, allow them to come into your ambush before engaging!

Marksmen/Snipers: You are supporting the ambush, not THE ambush. You should not be in the main ambush party, instead you should engage from a medium range, and perpendicular to the main ambush party. While your teammates should too focus on precision shots (not the spray & pray we usually see by insurgent forces), you will be putting nails in your adversaries' coffins.

I hope this helps new players, and old alike. Please critique if you'd like.

-REad
TheScot666 wrote:You play like a conventional army as Insurgents? Prepared to get owned. Play like an (key word here) insurgent and you will 9/10 win. It's all about players and how they play, as it stands now, the factions are quite balanced. Just a quick example, on Korengal today, I was lucky enough to get into R-DEV fuzzhead's squad. Now we had a hideout overrun, and the clever US decided to spawn camp. Now Fuzz spawned, took out 1 guy, and died. I spawned got destroyed by 1 M249 and alota M4s. Now here is where the clever bit comes. We decided, rather than go 1 on 1 against stronger firepower than us, how about we decide that if all 5 of us spawn at the same time(CRAZY IDEAS HERE PEEPS) we can take them out. First time we took 2-3 of them out. Second time we took 2 full squads out(I knifed a guy :D ) and I got a fully loaded M249, fuzz got an Officer kit and we got a medic and engineer kit. Now that was useing something, admitadly not that insurgent style, but we used our brains(well fuzz's :p ) and we overcame. If a lot of the other people playing did the same, the insurgents will win.

PS. Sorry fuzz I crashed out and my stupid internet decides to not let me play anything nowadays since 0.8s release!! My bad!!


You two, into the Strategies forum, NOW.

Make a damn "How to kick *** as insurgents and militia" guide between you.

Include diagrams of nice neat ambushes for examples.



I shall then sticky it, and everyone can just link the "Insurgents don't suck, you do" thread whenever something like this thead pops up. ;) :p

Seriously, insurgents aren't perfect but they're bloody GOOD if you use them right.

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MAINERROR
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Re: Insurgents still the 'target practice' faction

Post by MAINERROR »

Strange they did in the testings.
Airsoft
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Re: Insurgents still the 'target practice' faction

Post by Airsoft »

It the tactic to be changed. Insurgents really shouldnt be out in the open, or they'll be kill with scoped weapons or armor. Just plant ambush and defense near around cache areas and hot spots where US/Brit are suspected to come.
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