Why not just give them the Taliban kits? I mean it is pretty much the same weapons with a few exceptions-
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2013-12-30 23:16
by Vicious302
can't wait til I edit down these 3 insurgency rounds where I DOMINATE as an insurgent using proven tactics that I will be sharing with everyone in a new tutorial video that should have been done months ago. I am top player in all 3 rounds, Lashkar, Karbala, and Fallujah, I get a very good KDR, and most importantly I play for the team and we win.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2013-12-31 02:01
by K4on
Vicious302 wrote:can't wait til I edit down these 3 insurgency rounds where I DOMINATE as an insurgent using proven tactics that I will be sharing with everyone in a new tutorial video.
now you made me waiting for it
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2013-12-31 15:49
by Human_001
The last thing I like to see (and I bet many others too) is to turn Iraqi INS faction into yet another conventional forces clone warfare. What I mean by that is such things like Using Taliban kit layout and Restricting Pick-up kit. If we do that INS faction will turn into nothing but Bulfor without Scopes and Tanks that uses Roadside bombs. The freedom of movement and creativeness regarding tactic that is allowed by this faction is what makes me play INS mode w/ Iraqi and makes me hate playing Taliban INS/AAS.
The current kit setup is great as far as my preference goes. It is BEST weapons setup since 0.6 when I started playing PR. I do agree however that Some kits like Sniper/Marksman/MG can lose the handgun. Especially SVD/RPK kit. Why would they have a handgun? That feels arcade-ish. Might as well just give handgun to everyone while at it?
And yes although I like the depiction that they can't have enough handgrenades, INS faction really can use the Molotov again. And some restricted amounts of RKG grenades. Come to think of it, it was too arcade like to have those unrestricted RKGs that allowed anyone to 'erase' jeeps/trucks instantly with a puff of smoke like magic. Now that RKG is gone RPG/SPG need is much more realistic.
The whole arrest system might be a whack yes but so is the current cache hunting INS mode itself? The 'martyrdom tactic' is not often seen and only those who know how INS mode works knows enough to do that in order to win. But so does Blufor side. Boy do they camp INS main exit/choke point while standing on top of Unknown and instantly take them out as soon as they get the 75 kills.
And Ghosting. Will it ever end? It is becoming normal to ghost as Blufor. Last shining example of Ghosting I saw was in Gaza. As soon as 1:30 countdown mark is reached someone signs up as commander and marks and tells everyone where the first cache will be. And although it is server side problem and not the PR problem, as far as I can tell from past 6 years of playing PR most server will not do much about them. My guess is they WILL do much if it was the INS team ghosting FOBs or get constant update on Tank position.
And yes there can be somekind of "setup time" at begining of the round, especially for using IED in more intended manner. Because of current mapsize+vehicle speed+population IED is used more like really large remotely detonated Grenade. Throw it down and run away as fast as you can while hoping you won't get gunned down or runned over.
So as I found out about Blufor losing 1 ticket per wound stage like in dbmod, my recommended tactic will be, and without using 'exploits'? like excessive civ suicide charges:
1. Engage: the target. To reduce 1 ticket per wound or for vehicles destroyed.
2. Retreat: from current position, so you will not be flanked/fired back at and give intel points by dying. (I wonder if going wounded also give intel points?)
Do Not: stay and make sure opposing player goes to Dead stage. You will be most likely get engaged/taken down while doing this.
3. Switch to other location and Repeat.
Talk about playing for the team. As you will reduce enemy teams points without endangering your own teams points but will not contribute to your kill counter ego.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-01-10 04:01
by Vicious302
torrent magnet for 2gb hd video of Insurgents' Tutorial
or someone could upload this to youtube? I don't really trust torrents anymore. (Except the PR download)
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-01-10 11:55
by Kerryburgerking
Man the Mosin-Nagant is a BEAST, picked of like 5 brits in a row, nice job on it!
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-01-10 23:37
by Vicious302
Video is on youtube having all the music edited out so I don't copyright a song ... I've uploaded songs on youtube before and never had a problem... they claim them... if someone like's the song... they can buy it on iTunes... free promo as far as I'm concerned... copyright laws.... ugh. the 3 parts that are silent have a soundtrack:
1. Rage Against the Machine - Calm like a bomb
2. Kenny Loggins - Danger Zone
3. Deftones - Leathers
suggest you make an own thread in tales of the front? you don't want it to get digged here.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-01-11 01:14
by X-Alt
I would really like to see the old pipebomb IEDs (stats wise the new skins are good, the TKs were so worth it) and the Molotov Cocktails back..
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-01-12 02:58
by obpmgmua
I know this is not a suggestion thread but the Booby trap nades have got to be restricted to Sniper only. Way too many TK's especially on cache. All it takes is one or two overzealos noobs to ruin it for everyone. I was INS on basrah and my team wiped themselves out of the cache building with a few well placed traps, paving the way for blufor. The blufor were joking about it in global for the whole round.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-02 04:25
by sold67
obpmgmua wrote:I know this is not a suggestion thread but the Booby trap nades have got to be restricted to Sniper only. Way too many TK's especially on cache. All it takes is one or two overzealos noobs to ruin it for everyone. I was INS on basrah and my team wiped themselves out of the cache building with a few well placed traps, paving the way for blufor. The blufor were joking about it in global for the whole round.
It's true you can get quite a bit of TKs with grenade traps if your team isn't map checking often or you don't say something in local on top of that. I really disagree with you though I don't think we should remove them from any kits.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-02 09:10
by aurimas
there could be some USCM kits in INSURGENTS main as a battle trophie or something
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-02 12:18
by Pronck
2 kits with scoped Blufor weapons in the main with only a shovel, patch and F1 frag grenades and just a few magazines (4) as a battle trophy.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-02 14:33
by fatalsushi83
I really like this idea. It makes sense since the insurgents would be using whatever they could get their hands on. It would also add more variety to the insurgent faction without having to add any new weapons.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-04 18:24
by eversmen_br
the reality factor ... i think i never saw a pic of an insurgent(iraq or afghan) using a M4 ... seems when they do get one, they sell it for money or trade , since ammo is hard to find and it requires more care than an AK.
I think that all caches should have a marksman kit or a sniper kit , all iraq insurgency maps should review the number of scoped weapons and special kits for insurgents in the main base , it does not seems to be a dynamic number of weapons like other factions have for their marksman sniper kits and AR.
easier to see insurgents riding on a HMMWV than using a M4 hahaha
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-05 02:37
by fatalsushi83
Actually, you've got a good point there. If insurgents don't use American weapons in real life, they shouldn't in PR either. Does anyone, maybe someone who served in Iraq, know anything about this?
And having the same number of limited weapons as bluefor available at main and the known sounds like a very good idea. Enough so that you can get one RPG, one AR, and one marksman per squad as well as two or so snipers and MGs for the team.
I still think that all sappers should get two separate detonators but unfortunately the devs haven't said anything about that suggestion. Being able to plant five IEDs but having to blow them all at once just seems impractical to me and is making the kit really difficult to use effectively. With the 100 player count and crowded maps you usually get only one chance to plant IEDs anyway before bluefor surrounds the cache.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-06 14:33
by TopeH
Molotovs could be brought back for insurgent/hamas/taliban/militia forces.
I'm aware that there was some issues with invisible flames and burning crewmen inside armored vehicles and that the flames burned through walls, but this could be solved by making the flames way smaller than they were and making it so that the flames do not stick to vehicles.
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-13 15:02
by [KOR]Frag_Out
Insurgency game mode is a failed mode. On my last some dozens of Insurgency Rounds
I saw many ppl on INS side don't spawn just to get teamswitched asa it's 50:50. So the game plays with about less than 45 insurgents vs 51 or more than 51 Blufor Soldiers. And the teamswitchers always leak the unknown cache location or hideout location. Experiencing a well balanced insurgency game round is very rarely expected.
Being on Insurgent Team often sucks unless you enjoy getting killed or are very kind to let BLUFOR TEAMSTACKERS HAVE FUN .
Re: Release Iraqi Insurgency mode is not fun :/
Posted: 2014-02-13 17:42
by Careless
sold67 wrote:It's true you can get quite a bit of TKs with grenade traps if your team isn't map checking often or you don't say something in local on top of that. I really disagree with you though I don't think we should remove them from any kits.
It's easier to remove the grenade traps than education a hundred idiots to look on their map, and another hundred to place markers correctly.
Experience and practice has shown it the last a couple of years.
Project Reality should be called map-checking-simulator 2014