[Gameplay] Insurgency updates

Locked
jozi02
Posts: 260
Joined: 2008-02-17 20:32

Re: [Gameplay] Insurgency

Post by jozi02 »

:(
I don't like those changes (especially about the insurgents faction, not the game mode).
I miss .6 and .7 insurgents :(
Polka
Posts: 6245
Joined: 2007-07-08 14:18

Re: [Gameplay] Insurgency

Post by Polka »

I like wut u did with the kits there...
Image
martov
Posts: 238
Joined: 2008-10-07 19:18

Re: [Gameplay] Insurgency

Post by martov »

great, is a great work, but I think you are giving them too many weapons.

Insurgents are guys that pick up their gun from the closet and go to defend their homes. ussualy they dont have a G3 on the closet.

i yould recomend spawn points near the caches with poorly armed kits and that you should pick up those kits (the ones that are shown in your screenshots)using the request kit stuff without limiting the kits.


now THAT would be realistic.

BUT what you have done is AWERSOME, GREAT. much apreciated.

PD: now people will complain that INS win evry round.
google
Posts: 335
Joined: 2008-02-18 21:40

Re: [Gameplay] Insurgency

Post by google »

'[R-DEV wrote:dbzao;865271']
4. Coalition soldiers that kill collaborators outside of the ROE will get their positive score zeroed out + the current penalties. Same thing will happen if an insurgent destroys a weapon's cache.
Does this piss anyone else off? It' hard enough not to kill a Civi in the game allready, all they do is act like meat shields and look too much like regular insurgents. Personally, I think the civi was the dumbest idea for insurgents ever.
Main Alias |TG-6th|Googol
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Gameplay] Insurgency

Post by Scot »

Out of interest, although I've never played it, who really would take the SKS with Insurgent? Like if you have the AKs and G3, both automatic, and can go single shot, why would you take the only semi automatic SKS? Smaller clip as well. Why not give the SKS to the sapper and take the lee enfield out?
Image
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Gameplay] Insurgency

Post by McBumLuv »

google wrote:Does this piss anyone else off? It' hard enough not to kill a Civi in the game allready, all they do is act like meat shields and look too much like regular insurgents. Personally, I think the civi was the dumbest idea for insurgents ever.
I completely disagree with you. The civi is what should keep the coalition in check. Insurgents already have a hard time, even with the ability to set up defenses, and playing as a civ is impossible with all those Brits/Americans going trigger happy. Having your score zeroed out will really deter people from shooting at first sight and checking their target first.

This won't impede much in the coalitions fire superiority, either. It's finally going to be a true asymmetrical balance, and not an assymetrical unbalance.
Image

Image

Image
STORM-Mama
Posts: 735
Joined: 2008-02-19 08:10

Re: [Gameplay] Insurgency

Post by STORM-Mama »

Scot wrote:Out of interest, although I've never played it, who really would take the SKS with Insurgent? Like if you have the AKs and G3, both automatic, and can go single shot, why would you take the only semi automatic SKS? Smaller clip as well. Why not give the SKS to the sapper and take the lee enfield out?
SKS kit have grenade(s), G3/AK kit have Molotovs.
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Re: [Gameplay] Insurgency

Post by jayceon515 »

Great changes I'm glad you've used all possible kit slots for the insurgents and given them more different weapons.

But what about more insurgent spawn points? Currently that's the major issue of this game mode. Including the fact you can no longer sprint as you could in previous releases and having only a few permanent spawn points makes the insurgent faction suck really hard.

And there's nothing written about this issue in the first post. I honestly hope something is being done about this, ie. making every cache a spawn point or maybe even reintroducing the spawn cars since the random RP system isn't an option anymore.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Gameplay] Insurgency

Post by McBumLuv »

^Scot was refering to the second and third kit, who only differ in gun type it seems.

Unless of course that type of AK has medium range flaws and doesn't include bayonet/knife, the SKS could be a better choice.
Image

Image

Image
Aquiller
Posts: 884
Joined: 2008-03-25 09:43

Re: [Gameplay] Insurgency

Post by Aquiller »

Sweet. Simple as that
STORM-Mama
Posts: 735
Joined: 2008-02-19 08:10

Re: [Gameplay] Insurgency

Post by STORM-Mama »

McLuv wrote:^Scot was refering to the second and third kit, who only differ in gun type it seems.

Unless of course that type of AK has medium range flaws and doesn't include bayonet/knife, the SKS could be a better choice.
SKS is probably better at longer ranges, yes. Anyways, the idea is probably just to add some variety to the Insurgent equipment, which is good.
Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: [Gameplay] Insurgency

Post by Claymore »

Omg, all these new weapons.. It's gonna be a lot more fun to play as an insurgent.
google
Posts: 335
Joined: 2008-02-18 21:40

Re: [Gameplay] Insurgency

Post by google »

McLuv wrote:I completely disagree with you. The civi is what should keep the coalition in check. Insurgents already have a hard time, even with the ability to set up defenses, and playing as a civ is impossible with all those Brits/Americans going trigger happy. Having your score zeroed out will really deter people from shooting at first sight and checking their target first.

This won't impede much in the coalitions fire superiority, either. It's finally going to be a true asymmetrical balance, and not an assymetrical unbalance.
See, the problem is not that people want to hit Civis, it's that it's almost impossible not to hit Civis. Too often do they simply act like meatshields and charge along side their fellow insurgents into enemy lines. This makes it impossible to use any kind of vehicle (due to deviation on coax and splash damage of HEAT rounds) and grenades are out of the question too. Also, realistically, if someone is charging with a rock alongside other insurgents with intent to kill the coalition, wouldn't they simply be deemed as Insurgents too?
Main Alias |TG-6th|Googol
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Gameplay] Insurgency

Post by sakils2 »

And there's nothing written about this issue in the first post. I honestly hope something is being done about this, ie.
making every cache a spawn point
or maybe even reintroducing the spawn cars since the random RP system isn't an option anymore.
I Agree with this. Will insurgents get a lower spawn-time? Like 20 seconds all the time?
Valtasar
Posts: 656
Joined: 2006-06-18 09:50

Re: [Gameplay] Insurgency

Post by Valtasar »

I would like to know what hapened to grenade luncher.
Will it be available as pick up kit or its gone completely?
Sorry for my English :roll:
Image
FLOZi
Posts: 66
Joined: 2008-02-12 14:37

Re: [Gameplay] Insurgency

Post by FLOZi »

Look like great changes to me, especially loving the kit variety.
Stop the fascist BNP
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [Gameplay] Insurgency

Post by charliegrs »

martov wrote:great, is a great work, but I think you are giving them too many weapons.

Insurgents are guys that pick up their gun from the closet and go to defend their homes. ussualy they dont have a G3 on the closet.
you have no idea just how common the G3 is in the black market. ive seen many pictures of iraqi weapon caches and they almost always contain a few g3s. they are in wide use in the middle east and africa with militarys, militias, and insurgent groups. so its pretty realistic actually, and the insurgents used to have a g3 back in .5 and im glad they are putting it back, the insurgents needed some more variety.
known in-game as BOOMSNAPP
'
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: [Gameplay] Insurgency

Post by dbzao »

No plans to change insurgents spawn points. They are just fine. How about using some teamwork and deploying hideouts?
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Gameplay] Insurgency

Post by =Romagnolo= »

Now we have the 4 hideouts working, right ?
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Locked

Return to “2008”