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Posted: 2007-03-16 14:53
by HAMAS_XXX
i agree with all teh jets and choppers, the usmc dont bother getting off teh run away this is what causes teh team to lose , otheriwse umc would win most times
Posted: 2007-03-16 15:01
by Wasteland
Harrelson wrote:i think the ammo cache's should re-spawn, once they get sabotaged (sometimes even by team-mates), were crippled for the rest of the round
Don't you dare. That would completely kill the need for spec ops sabatoge runs.
Posted: 2007-03-16 15:05
by eddie
Maybe having it so an engineer has a little bag he throws down in a marked spot, then wrenches it so it becomes an ammo dump would be a slightly more team orientated route.
Posted: 2007-03-16 15:13
by Shafty
It all depends on if there are a bunch of noobs on either side. I have been on the USMC side where we took Mosque and protected no problem.
I'lve also been on the insurgent side and have protected the village until the last minutes of the game (because the noob idiots drove around are spawn cars. God I hate that more than anything, noobs just ruin the Mod- the ones that don't want to listen anyway.
Posted: 2007-03-16 15:15
by Guerra
The problem with Al Basrah is that the US doesn't know what to do. They don't know which flag to get next, they don't know what they have to defend, and a shit load of them are camping for the A10s and Cobras like noobs.
I'd remove the A10s just to punish these ********, honestly. Once you die in the A10, you have to wait 5 minutes to fly it again, and it respawns before then. That would be nice.
To remedy the confusion that MANY players have on different maps, make it so the flags you have to take are highlighted ORANGE, and flags that you must defend are purple, while the rest stay white. This way players know what to do. The HQ thing that pops up to tell you what to take isn't sufficient, because you can miss the message. It should be a constant.
Posted: 2007-03-16 15:31
by Shafty
Hell- if you don't know what flags to take on Al b by now, its hopeless.
I'm always yelling at the noobs to get to the village to protect- they just don't get it.
Posted: 2007-03-16 15:38
by Exhume.dk
DirtyHarry88 wrote:To do this you need a fully functioning and communicating armour squad, the only people who should be in the air are there for attack, and plenty of infantry on the ground.
Indeed, but that pretty much rules out the bulk of players atm.
Although every one from here know what to do, and when, but the n00b'nes transcends in to a new level, and beyond the usual :
Where can i get the sniper kit question.
Posted: 2007-03-16 16:13
by xgayox
I dont know which devfile server youve been playing on, but here is the most recent list of games.
As you can see, insurgents win the majority of the time...
Posted: 2007-03-16 16:19
by Maverick--113
Not to be a **** or anything... but hamas is THE that hard to spell? H before E.
Posted: 2007-03-16 16:56
by Nickbond592
ok lets role play for a second here
your an insurgent hell bent on kicking the coalation out of basrah
would you
A. have a full blown attack on their stronghold (the airport) risking your own life
or
B. hide,plant IED's,snipe and genrally scare the **** out of them when they try to do their duty's? genrally not risking your life
i know what i'd do if i were a poorly trained and equiped farmer facing a highly trained modern army.
besides your a damn insurgent on like 50p a day or even a week, how on earth do you expect to be armed with tanks, attack choppers, tank busters and the latest modern weponry
insurgents are in real life poorly equiped and trained and thus the insurgents are created as this in a reality mod
my tip to you is to enjoy being an insurgent. practice car bombing and ambush tactics, just let off some steam trying to shoot down A-10's with rpgs before going back into a regular army and kicking some arse
Posted: 2007-03-16 17:08
by eggman
What gayox posted is my experience. If you look at the # victories for Team 1, it points out faction balancing issues. And if you look at the range of scores it indicates map balancing issues.
I would bet those USMC victories are mostly artificial victories granted through "post Mosque bleed" rather than the USMC actually achieving their objectives of routing the Insurgency from the map.
A problem with the Insurgency atm is that people largely base their impressions of it from 1 map. On Helmand I also find it a joke to win with the Insurgents team, but that map doesn't see as much play time.
Basrah needs some balancing, the Insurgents need some remodelling to be more like an asymmetrical insurgency and we need to get them on a couple more maps to see how they are working across more than just one map.
Posted: 2007-03-16 17:14
by Shining Arcanine
'[R-DEV wrote:eggman']I would bet those USMC victories are mostly artificial victories granted through "post Mosque bleed" rather than the USMC actually achieving their objectives of routing the Insurgency from the map.
Whenever the USMC wins because of the "post mosque bleed" and I am on it, I am disappointed that we won because of the ticket bleed; it is insulting. On Al Basrah, there are many times when the insurgency attempts to dig-in and hold on to a flag that does not mean the difference between a ticket bleed and no ticket bleed. Because of these things, I really think that there is no reason to have the ticket bleed and I suggest that it be removed.
Posted: 2007-03-16 17:44
by JL
::Major_Baker:: wrote:and fix the god dam deviation for the RPGS! that is ridiculous.
I have shot at a cobra 50 feet away and had it fly over the top. So annoying.
agreed!! they seem to me that they work best STANDING UP! there should be no deviation and they should go where pointed in any situation, rpgs are fin stabilized!
http://science.howstuffworks.com/rpg3.htm
As the grenade leaves the launcher, the fins along the stabilizing pipe spread out, which, along with the rocket motor, allow the grenade to travel a long distance at a potential speed of about 965 feet per second (294 meters per second). The grenade moves like a football, rotating through the air; the fins stabilize its flight.

A socket in the breach block alleviates recoil during firing. The exhaust gases exit to the rear of the launcher unit and the operator is free to immediately reload the weapon. In practice, however, no RPG operator would ever remain stationary and spend the time to reload; the launching flash and whitish blue-gray smoke provides a clear indication to the enemy of the RPG launcher's location. An effective, surviving RPG operator is one who quickly changes position and gets under cover.
but also i wanted to add that i have been on the USMC team and we took every point back to the palace and by the time we got there the insurgents ran out of tickets before we could cap it! we were all the way on the flag even... great round on devfile! and it was NOT unbalanced either.. teamwork was essential. the armor would stop and form small base type areas at corners to protect the repair hmmwv (which i was driving)
*edit* (damn 2nd post and 2nd edit already)
i also think that al basrah takes WAY too long to complete rounds, on devfile we will spend over an hour (or it feels like it!) per round.. i have had some rounds where it just drags out and i cant wait for it to be over.. stalemate rounds.. majority of the time USMC wins on death tickets.. (insurgent deaths)
Posted: 2007-03-16 17:54
by JL
'[R-MOD wrote:eddie']Maybe having it so an engineer has a little bag he throws down in a marked spot, then wrenches it so it becomes an ammo dump would be a slightly more team orientated route.
YES!! that would be great! sorry for making another post.. i just finished reading the rest of this thread after my post

ops:
Posted: 2007-03-16 18:01
by eggman
Yeah I agree, the bleed at Mosque isn't working.
Posted: 2007-03-16 18:17
by Wasteland
'[R-MOD wrote:eddie']Maybe having it so an engineer has a little bag he throws down in a marked spot, then wrenches it so it becomes an ammo dump would be a slightly more team orientated route.
No, because then it's still pretty useless to go on sabatoge runs. Instead, I say have it so that 5 mechanics working simultaneously for a full minute can fix an ammo dump. That way it's an actual undertaking, you know? It would take a squad's actually getting some real teamwork together to make it work. Just like it takes real teamwork for a sabatoge squad to blow them all in a reasonable amount of time.
Posted: 2007-03-16 18:48
by JL
5 guys working together!? lol id never see that happening.. maybe then if one mechanic wrenches for 5 minutes it is fixed? what about getting points for repairing these items?
Posted: 2007-03-16 18:58
by TheToecutter
JL wrote:5 guys working together!? lol id never see that happening.. maybe then if one mechanic wrenches for 5 minutes it is fixed? what about getting points for repairing these items?
Points, schmoints.....

Posted: 2007-03-16 19:19
by Wasteland
JL wrote:5 guys working together!? lol id never see that happening.. maybe then if one mechanic wrenches for 5 minutes it is fixed? what about getting points for repairing these items?
That's the point. In order for sabatoge runs to be of any use (which they should be--- they're just so much damned fun), it has to really hit the insurgents hard. If you make it so that it takes five guys repairing for a full minute, then the insurgents actually have to *work* to overcome the effects of a sabatoge run. But it won't be impossible.
I'm sure you'd see it happening sometimes. I've been in many insurgent squads with enough coordination for that.