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Re: [Gameplay] Insurgency

Posted: 2008-12-07 16:31
by jozi02
:(
I don't like those changes (especially about the insurgents faction, not the game mode).
I miss .6 and .7 insurgents :(

Re: [Gameplay] Insurgency

Posted: 2008-12-07 16:32
by Polka
I like wut u did with the kits there...

Re: [Gameplay] Insurgency

Posted: 2008-12-07 16:36
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 16:42
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 16:45
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?

Re: [Gameplay] Insurgency

Posted: 2008-12-07 16:56
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:00
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:02
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:03
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:05
by Aquiller
Sweet. Simple as that

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:06
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:07
by Claymore
Omg, all these new weapons.. It's gonna be a lot more fun to play as an insurgent.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:10
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?

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:12
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?

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:12
by Valtasar
I would like to know what hapened to grenade luncher.
Will it be available as pick up kit or its gone completely?

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:13
by FLOZi
Look like great changes to me, especially loving the kit variety.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:17
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.

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:17
by dbzao
No plans to change insurgents spawn points. They are just fine. How about using some teamwork and deploying hideouts?

Re: [Gameplay] Insurgency

Posted: 2008-12-07 17:18
by =Romagnolo=
Now we have the 4 hideouts working, right ?