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Re: creative ideas for insurgency fix

Posted: 2015-02-03 02:18
by MUSTARDGAs
tear gas would work to smoke em out

Re: creative ideas for insurgency fix

Posted: 2015-02-17 15:53
by Cassius
=-=kittykiller wrote:we aall know insurgency is to some extent broken, all the insurgentss have to do is stay in their base to win.

also the implimentation of spgs and rocket techies have not swung the balance far enough for the insurgents regarding assets and weapons.

insurgents used to have a far better chance in 0.97 and earlier with the use of molotov cocktails (removed due to killing inf in vehicles) and sticky ieds, now ieds have to be shoveled on the floor.

so what fixes would you implement to insurgency.

1./my idea would be to have the insurgents only have to defend a cache for 40 minutes or so, and if they do the cache is reported "cache moved to safe location"

2./bring back sticky ieds, the victim operated devices are cool and u can spam 30 of them but i dunno they seem harder to hide

3./ make the mortar ieds and mine ieds kill deaad dead.

4./allow rally points that exist permenatly around a dog box hideout

5./give unarmed kits binos.

6./make rpg spawnable

7./allow building of razorwire so im sure ppl will try to block in a cache with razor wire but then it should be up to blufor to destroy it, this would also allow a bigger role for engineers etc
any new ideas regarding game mechanics would be great to chat about
2 and 3 would have hardly any impact. On 1 you do not mention what the consequence would be of "cache brought to safe location". Insurgent win? I dont see the need for rally points. Insurgents can build lots of hideouts if they set up 3 hideouts to defend a cache its very well defended. On 5 why not, on 6 just no, an rpg spawning wherever and coming at the blueforce from the back just no. I can see how people would set up a fob for the specific reason to be able to spawn behind blueforce lines with an RPG.

Re: creative ideas for insurgency fix

Posted: 2015-03-05 21:08
by peaveyyyy
TBH People have said INS is broken forever.

It's no more broken than before. IMO Blufor win if the APC squad doesn't shoot civvies, and they operate as a team with INF squads.

From the INS side there are some annoyances, that's for sure. I like playing as OPFOR but I find it's too easy to lose teamwork for the following reasons:

1. Lack of shovels in some kits. Make it like Blufor in that the Officer and the medic kit don't have them and the rest do. If you can build hideouts you can remain together. OR, give us Rally Points. Same effect, keeping teamwork.

2. Bring back the molotov. Server admins can deal with deliberate TK issues without necessarily getting an in-game TK report, and team players don't care about K/D. Put it in only one kit though, you can have too much of a good thing....

3. have the stationary SPG use a faster traverse. It's close to useless so people rarely build them.

4. Definitely punish sappers that don't mark IEDS/mines. Make marked IED's more visible to the OPFOR players somehow, or (and this is the creative part!..............)

5. Make the tripwire/pressure pad IED so that it can be linked to a series of explosives. A bit like the Mine IEDs can be set up in series and all triggered together. That way you have less triggers and more bangs, so spamming them is less self-harming....... possibly

6. Make the commander more useful. In the days of cellphones why does it takes 5 mins for the commander to be told that there is activity at point 'B'?

7. Civi kills ruin a game for BluFor. I have seen APC gunners with 10 or more (can tell from - score). I think there is an auto kill for people who kill 4 in a certain time. This could be usefully tweaked to be more punishing...

Re: creative ideas for insurgency fix

Posted: 2015-03-07 12:48
by mat552
peaveyyyy wrote:TBH People have said INS is broken forever.
And they've always been right to some degree. I do think ins is always going to be "broken" to some level as long as it is to be played within bf2's limitations. There's a reliance on roleplaying that simply won't be there as often as it's designed for and that's going to lead to seesawing balance.