Re: [Gameplay] Insurgency
Posted: 2008-12-07 16:31
I don't like those changes (especially about the insurgents faction, not the game mode).
I miss .6 and .7 insurgents
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.'[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.
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.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.
SKS kit have grenade(s), G3/AK kit have Molotovs.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 is probably better at longer ranges, yes. Anyways, the idea is probably just to add some variety to the Insurgent equipment, which is good.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.
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?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.
I Agree with this. Will insurgents get a lower spawn-time? Like 20 seconds all the time?And there's nothing written about this issue in the first post. I honestly hope something is being done about this, ie.or maybe even reintroducing the spawn cars since the random RP system isn't an option anymore.making every cache a spawn point
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.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.