Remove or Improve insurgency
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KSorrow
- Posts: 65
- Joined: 2009-04-12 17:39
Re: Remove or Improve insurgency
I personally think, that the insurgency mod is very good as it is now. I jsut got a problem that the enemies do not care if they shoot a civi or not. I had to wait once 360seconds, just because a retarted USA guy killed me, when i was a civi. He lost all his points, but he did not care about that.
I got sick of that shooting a civi is not bad.
I got sick of that shooting a civi is not bad.
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Lauxman
- Posts: 11
- Joined: 2009-06-05 22:13
Re: Remove or Improve insurgency

You sure you aren't 13 and you just don't have Xbox Live? You seem to be a lot more appropriate for that area.
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KarateDoug
- Posts: 264
- Joined: 2007-10-04 06:55
Re: Remove or Improve insurgency
The highest amount of damage i expect from my kit is my M-16 with an ACOG it does perfectly fine, especially with Lauxman down range of it. I have zero issues with gun effectiveness, except insurgent kits, they still suck.
Huds suck. High paced is fun, who doesnt enjoy it? But slow paced is great and what makes PR good. I never said PR sucks. I said I dont like insurgency, which luckily only takes up about 25% of Pr's world. Leaving 75% of fun times. COD4 MP is lame.
Huds suck. High paced is fun, who doesnt enjoy it? But slow paced is great and what makes PR good. I never said PR sucks. I said I dont like insurgency, which luckily only takes up about 25% of Pr's world. Leaving 75% of fun times. COD4 MP is lame.
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charliegrs
- Posts: 2027
- Joined: 2007-01-17 02:19
Re: Remove or Improve insurgency
why the heck are you squaring off with the coalition at range?Demonic wrote:I think the insurgency mode is still good, the new patch is great and made some really cool improvements. The ridiculous ammount of AR kits in the maps now are still playable and infact is a great addition as it allows every squad to ability to have somebody that can supress enemy units and give good cover. However the thing that unbalances is that combination of spam AR kits with scopes on them. They are so damn accurate at great distances and with that much ammo and firing capacity with that long range accuracy against a force that has crappier weapons with no scopes. Its down right ridiculous. A AK-74 fight against a M16 with a AOG scope is unbalanced as the M16 + AOG is far more accurate at most ranges compared. However its more or less a fair fight. The SAW + AOG is just a ridiculously unbalanced combination. That much accuracy including at long distance with all the bullets that thing can pump out specificly before having to reload.
If you just remove the scopes I think the game-play will be better. While the scopes represent realism, PR is still a game and the taliban and insurgents still need willing people to play them and nobody would want to if there whole squad can be taken out at over 600+M by one guy without the ability to do anything about it.
known in-game as BOOMSNAPP
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bkandor
- Posts: 112
- Joined: 2009-02-21 06:33
Re: Remove or Improve insurgency
unrealalex wrote:Insurgency is awesome. Nuff said.
Yah, me like - it's hard but good.
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Lauxman
- Posts: 11
- Joined: 2009-06-05 22:13
Re: Remove or Improve insurgency
I'm so happy I don't see the lack of a scope on all my weapons as a handicap.
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krekc
- Posts: 281
- Joined: 2007-02-23 15:28
Re: Remove or Improve insurgency
As I said in the first impressions thread, while the new tweaking of Ins game mode may be realistic, every thing that gives insurgents an advantage in real life - a large population to hide being, the ability to actually bury bombs so they don't just sit on top of the ground, ROE's that are meaning full etc etc are removed from the INS game mode.
Now it's a conventional army V's a really poorly equipped insurgent faction with none of the advantages that they have in real life, yet the Blue force make sure they have all their real world advantage - hell even with 6 civ's they only have to face 26 armed insurgents.
The only grounds where ins had any chance of a fight was mid range with RPG's (Gone) or CQB (gone) those advantages has been removed - i'm waiting for the PMC community mod, where the odds will be a bit more balanced.. I hope.. or else make it co-op against Bots
I bet all the ones saying it's fine It's brilliant are all the people who swap to play bluefor when the round ends they probably don't even play as Insurgent
Now it's a conventional army V's a really poorly equipped insurgent faction with none of the advantages that they have in real life, yet the Blue force make sure they have all their real world advantage - hell even with 6 civ's they only have to face 26 armed insurgents.
The only grounds where ins had any chance of a fight was mid range with RPG's (Gone) or CQB (gone) those advantages has been removed - i'm waiting for the PMC community mod, where the odds will be a bit more balanced.. I hope.. or else make it co-op against Bots
I bet all the ones saying it's fine It's brilliant are all the people who swap to play bluefor when the round ends they probably don't even play as Insurgent
'Never in the field of human contact has so much been fired at so many by so few' - Apache Helicopter pilot Steve James
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Lauxman
- Posts: 11
- Joined: 2009-06-05 22:13
Re: Remove or Improve insurgency
And I bet all the ones who are whining are the first guys to request a sniper kit and not stick with their squad.krekc wrote:I bet all the ones saying it's fine It's brilliant are all the people who swap to play bluefor when the round ends they probably don't even play as Insurgent
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>para<
- Posts: 765
- Joined: 2008-07-04 18:15
Re: Remove or Improve insurgency
the most best battles in PR are BLUFOR vs INSURGENT'S
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Remove or Improve insurgency
I think more to the point is that people dont understand that they are still winning even if they have a huge negative KDR as long as caches are still up. I guess most pubbies dont like playing gamemodes like this as they are going to die a lot. Ins is awesome and is slightly better now with 86..

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Jigsaw
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Remove or Improve insurgency
Well actually they have won when the BLUFOR have their tickets reduced to zero. That is the objective of the gamemode for the insurgent forces and therefore when they achieve that objective they "win".KarateDoug wrote:"WINNING" c'mon. no one wins, well except the allies. Just cause you stave off the enemy long enough to prevent them from finding caches doesnt mean you won ****.
Its just the same in AAS. Your objective is to reduce the opposing team's tickets to zero.
The difference is that in insurgency it is asymmetrical warfare which means that whilst the BLUFOR are very much better equipped they are faced with the difficult task of locating and destroying 10 caches which spawn randomly, usually whilst negotiating a massed force of enemy wielding weapons that can cut you apart at close range if you're not careful.
Then quit bothering us about it with pointless threads like this one. You have just thrown a thread up with no thought given to possible improvements and no potential recommendations to make it more attractive to the ridiculously small number of people (such as yourself) who dislike the gamemode, just a flat "i don't like this". Lazy quite frankly. If you don't like it, don't play it. Project Reality has never made any concessions for the minority who whine on these forums about things they don't like.KarateDoug wrote:Im aware that i am very much alone on how I feel about this.
KarateDoug wrote:I'm also aware that the sides are not anywhere near even in terms of weapons and thats cool. but it just seems to me that the odds are so far off that it's a waste. each new release seem to further the odds even more.

^^ TG server 20mins ago. US team got owned on Fallujah by an organised and effective insurgent force with a commander. US managed to get 4 caches before running out of tickets.
Lol, they are pretty aren't theyElektro wrote:Besides that i have to tell you jigsaw that i have allways ejoyed your avaters ;b
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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{9thInf} Archer
- Posts: 9
- Joined: 2008-08-30 23:16
Re: Remove or Improve insurgency
I agree with the majority of posters in this thread and can't disagree more with the OP. Insurgency is the ONLY game I know (correct me if there are others fine, I just don't know of them) of where asymetrical warfare is represented. It is the best game type PR offers. Nothing is more exhilerating than being the driver of an American logistics truck that has penetrated too deep into a waiting hornets nest. AK fire going all over the place, you have no idea where you're getting shot at from because they're firing from rooftops, windows, tunnels, and all other kinds of concealed places. RPG's whipping past your vehicle as an IED takes out a HUMVEE one street over. All this while dodging molotovs while having your ear drums blasted out with explosions, gun fire, and the sound of "Allahu Akbar" being screamed over and over (some guys actually do type it out in chat lol). Those that complain about the insurgency type have no idea how to play insurgents, or don't have the patience too. It's absolutely frightening looking for a cache where you know all kinds of traps and ambushes await you.
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Vitiation
- Posts: 119
- Joined: 2008-09-23 17:57
Re: Remove or Improve insurgency
I think whats mainly bothering is the fact that you will as an insurgent be wtfpwned over and over, its true what you say... that having a positive KDR as ins is hard but not impossbile....
And this is why the DEVs were kind enough to remove ticket loss on deaths..
Meaning that no matter how many times you are killed you can still win.
But on the other hand you dont really belive in "Winning" as insurgent, so i guess it doesn't matter to you.
This game is about alot more than who kills more, unlike most other FPS games, and thats why this is game IS the best FPS made.
And this is why the DEVs were kind enough to remove ticket loss on deaths..
Meaning that no matter how many times you are killed you can still win.
But on the other hand you dont really belive in "Winning" as insurgent, so i guess it doesn't matter to you.
This game is about alot more than who kills more, unlike most other FPS games, and thats why this is game IS the best FPS made.
ChiefRyza - Just because we don't have an R- tag or a big post count doesn't make us mentally challenged.
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RedSparrow
- Posts: 290
- Joined: 2008-11-03 12:46
Re: Remove or Improve insurgency
Insurgent side do have a large population in the game mode. They have unlimited population (albeit only 32 of them can be at the party at one time). Hell, they can blow themselves up for fun and still win. BLUFOR may have the better weapons yadda yadda, but they have very limited resources when comparing it to the Insurgent man-power.. Which may or may not be the IRL counterpart. (I have no idea honestly about numbers on these things I'm just talking out of my arse, but common sense tells me I'm sort of right, in a non-right way probably.. /ramble)krekc wrote:As I said in the first impressions thread, while the new tweaking of Ins game mode may be realistic, every thing that gives insurgents an advantage in real life - a large population to hide being, the ability to actually bury bombs so they don't just sit on top of the ground, ROE's that are meaning full etc etc are removed from the INS game mode.
Now it's a conventional army V's a really poorly equipped insurgent faction with none of the advantages that they have in real life, yet the Blue force make sure they have all their real world advantage - hell even with 6 civ's they only have to face 26 armed insurgents.
...
EDIT: What we need to do is get all the players to play as civilian apart from one and see what happens.. Hehe. THEN we'll see if BLUFOR ever get any intel points (they way they usually play.. ie. shoot anything that moves that isn't wearing a uniform), lawl
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: Remove or Improve insurgency
I think it's just a typical "Well in real life America always wins so insurgency should be taken out, as Insurgents are winning rounds. This is unacceptable!"
Insurgents have every chance to win a match. Only if you work as a team, sounds pretty fair yeah? I personally love that the insurgents dominate in CQB, it's very enjoyable running around with the shotgun (Although it got nerfed this version)
Insurgents have every chance to win a match. Only if you work as a team, sounds pretty fair yeah? I personally love that the insurgents dominate in CQB, it's very enjoyable running around with the shotgun (Although it got nerfed this version)
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Remove or Improve insurgency
my team has only won once or twice in Insurgency... only 1 or 2 caches left... insurgents should make AMBUSHES, and not run and gun with tactic like the coallition, got it? insurgency is assymetrical warfare, other words, if I'm not mistaken, IRL the "insurgency" is allowed to disobey the laws of war (if thats the name of the thingy, eg. u cant shoot a clearly marked medical vehicle with a Red Cross or any other sign approved by i dont know what organization, nor can u use it as cover to approach to a location offencively. another law of war is u cant put civilians in danger, whether for military advantage whehter for anything that may put the civilian in danger, including shooting at him (who played AmericasArmy is pretty aware of the ROE), nor can u engage enemies that surrender) so, the insurgency in PR should really use ambush tactics, ppl should learn not to step on a friendly grenade trap REMEMBER!!YOU WON'T TRIP A GRENADE TRAP IF PRONE THROUGH IT!!!! READ THE MANUAL!!!!!! (wow the conding for this colorful thing was huge lol. i saw one guy proning through 2 grenade traps, me and a guy next to me just watching him (we were all insurgents). i was like "oh cool i didnt know u could do that" just to when i finish thinking this, guess what, an insurgent just walking into the nade traps. the result? he died (of course), the guy that was still passing through it prone and the guy next to me. what about me? i got the black screen of bleed (BSB <- just made that up, is that cool??), just to bleed to death a few secs later XD
well, carrying on, insurgents should start using civies. one of my sqd mates went running to get a civi (arrest him), as he had his hands raised, he ran for him and died, and i hear him say "oh, I fell for it
" (he didnt say the
thingy). This was a VERY important move to do (which clearly shows how the insurgents can disobey, and in the game should disobey to get an edge over the battle, now with the 'realistic' Insurgents weapons and accuracy. they should climb rooftops and wait for a civi (which is with them) spot a BLUFOR. then the insurgents should pop up behind cover, and shoot them. this tactic is awesome, because according to the the laws of war, the coallition cant injure (which includes killing) civies, so they couldnt just lob a grenade over there. now, the insurgents are shooting the "HeLL Outta the BLUFOR", while they scramble to find cover, and some of the BLUFOR soldiers already died because they got shot or RPGed by the insurgents on the rooftop. Now, the BLUFOR, if the SL is smart, has popped smoke (JUST A NOTE: IF UR SL DOESNT SAY U CAN THROW A GRENADE OR A SMOKE, DONT THROW A GRENADE OR A SMOKE! IT GIVES AWAY UR POSITION!!!! THE INSURGENTS DONT NORMALLY HAVE TEAMWORK, SO ANY FIGHTING IS AN ISOLATED WORLD, CONTRARY TO THE BLUFOR, which HOPEFULLY will report the STATS to the CO or through team chat, asking for support.! ok, now the insurgents are running low on ammo because they shot the hell out of the smoke as well. using the smoke as cover, the BLUFOR sqd will move to a safe location to whether climb the building where the insurgents were (considering the building a building without ladders to the rooftop, being the only way to climb it would be with a collaborator (civi)) or get to another building to try to snipe then with their accurate ACOG and AIMPOING M16s. but the insurgents were smart, the building they were using had walls around it, which are tall enough so the insurgents can go prone and stay concealed from the blufor's point of view (because hopefully the insurgents will be in a building taller than the ones around). as the insurgents location isnt helping the blufor, they have to go and rope to the rooftop. but there are now 2 other problems: first, the moment they get to the rooftops they will find some fidels aiming at them, because they saw the rope. so the SL predicted that, so he smoked the rooftop so the insurgents never see the rope coming. but they heard, and are right next to the rope waiting for someone to climb. again, the BLUFOR cant throw a grenade because of the civi. well, the SL now knows that he cant climb the rope because a guy just died even before he got out of the rope. what the sqd didnt realize was the second problem: as was every sqd member amused by the guy climbing the rope to the rooftop just to get shot, the squad is now pinned down by hordes of violent-starving insurgents coming through ground level (because they saw the smoke and heard the shots) and the guys at the rooftop. cover looks small. ammo is getting scarce. the LMGunner got killed by getting flanked/"sniped" by the rooftop. there are only a few squad members living. the Sqd cant throw nades because more civis showed up. the SL order the soldiers to throw smoke around them, so they can attempt falling back and getting cover in another location, while they wait for the dead SM to respawn, especially the LMG. but as they try to fall back, they realize there are insurgents in every possible exit of the conflict zone. the rally point was taken out, and the SL cant setup another one because of the timer to make another rally after one has been overuned. it isnt safe at all for a medic to attempt to save someone wounded because of the time it takes to heal them. the smoke got dense, now the insurgents are closing in even more to the sqd's survivors. the Sqd survivors pray that the some sqds come help them. the APC cant shoot because of the location (he would probably get IED'd or RPG'd, or he would shoot a civi). so it stays far. another INF sqd comes from behind to try to save the survivors, but the situation isnt good yet because of the guys in the rooftop. they still cant climb it. the insurgents on the rooftop are out of ammo now, but they still have knives to any climbing attempt. the insurgents on the ground are dead, but the BLUFOR doesnt have much ammo now, because they couldnt use nades bcz of the civis. some of the supporting sqd died, but is getting revived. but another thing happens. the insurgents had enough time to spawn back, and the 2 sqds are again pinned down and with no rally, so if they die they will have to spawn at the main base, which is VERY far away and has no vehicles because all of them got blown up by the insurgents. the smoke is dicipating, so the insurgents have easier shots, and they can lob nades on the BLUFOR because there are no Coalition civis. the blufor smokes again, and it's still pinned down. the Sniper Sqd got some kills, but the smoke didnt help them, so they get useless. they will, though, report the last thing the infidels will read (or hear through a commander). What did they report coming?
*THIS*
now everyone's dead. civis, insurgents, blufor. the blufor is stuck at the main base, because the APC got killed looking for some action. there are no firebases or Rallys available. the sniper squad is still alive, but what can they do? the conflict area looks like somewhere that got nuked. a thick dust plum makes it difficult to see the dead bodies.
the result? the Blufor cant go back to action without a VERY long walk, and they lost a bunch of tickets because of the ones that died and the APC that got blown up. what does this mean?
This means that the coalition lost the round, because of one single fight, which was extremely well played by the insurgents, which clearly utilized the laws of war against the infidels.
man, this would be an epic battle.
well, carrying on, insurgents should start using civies. one of my sqd mates went running to get a civi (arrest him), as he had his hands raised, he ran for him and died, and i hear him say "oh, I fell for it
*THIS*
now everyone's dead. civis, insurgents, blufor. the blufor is stuck at the main base, because the APC got killed looking for some action. there are no firebases or Rallys available. the sniper squad is still alive, but what can they do? the conflict area looks like somewhere that got nuked. a thick dust plum makes it difficult to see the dead bodies.
the result? the Blufor cant go back to action without a VERY long walk, and they lost a bunch of tickets because of the ones that died and the APC that got blown up. what does this mean?
This means that the coalition lost the round, because of one single fight, which was extremely well played by the insurgents, which clearly utilized the laws of war against the infidels.
man, this would be an epic battle.
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SpungE
- Posts: 41
- Joined: 2005-09-18 15:01
Re: Remove or Improve insurgency
You can talk about realism when the weapons are being nerfed to worse than their real life counterparts just to make Insurgent forces worse. (See; RPG).
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Tiny
- Posts: 90
- Joined: 2008-05-17 09:04
Re: Remove or Improve insurgency
Lauxman wrote:
Comments and Personal Messages such as those above, will get you infractions very quickly mate. Pull your head in.KarateDoug wrote:The highest amount of damage i expect from my kit is my M-16 with an ACOG it does perfectly fine, especially with Lauxman down range of it. I have zero issues with gun effectiveness, except insurgent kits, they still suck.
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charliegrs
- Posts: 2027
- Joined: 2007-01-17 02:19
Re: Remove or Improve insurgency
this is a trainwreck of a thread. just close it please. insurgency isnt going anywhere.
known in-game as BOOMSNAPP
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