I return with another long and excessive rant! This time, it is about insurgency game modes and my total dislike about how rounds usually play out.
Insurgency Game Mode
- Bluefor die too much
- Insurgents get too bored
- Blufor are too scared
- Blufor revert to stealth tactics
- Blufor believe that Maneuver Warfare is too ineffective
Usual scenarios
A totally non team work oriented squad walks directly into the city heading straight for the suspected cache- needless to say, they get wasted.
A totally team work oriented squad has APCs and logistics, they have the totally original idea of building a FO at D 8 on Al Basrah.
1. They stay too long and get mortared
2. The APCs get wasted by a bomb car slipping in the rear
3. The infantry squads ends up in scenario 1s position
A squad who is semi- teamwork oriented try to “sneak” into the cache area and use maximum stealth tactics to basically bump into the cache- someone needs to explain to me why this is the most accepted strategy
Random thought up suggestions
Blufor – Reduce tickets to 100-150
Insurgents - Remove a “fixed” spawn point
- Allow only one cache to be available to be seen by Blufor
- Second cache must ALWAYS be at least 400-500 meters away from the first cache
- The second cache is the only static spawn point
- Hideouts disabled upon 100-200m interference
- Decrease damage of bomb cars, at least 2 to destroy a APC let alone a tank
What this does- Allows the Blufor to actually BREATHE inside a city and not feel like they are constantly being overwhelmed. Nothing is worse to have cleared out a sizeable area move 50 meters away and being killed because enemies took up the position you just cleared. Blufor should feel more pro active; insurgents always get bored waiting for Blufor to trigger their traps and usually end up doing stupid **** like wandering around the city. If there is only one cache that is seen by Blufor, the fighting is always centralized BUT the Blufor can feel like they achieved something when they know they won’t be immediately be counter attacked within a 60 second time frame. Blufor should be worried about cache location and not “ uhh the cache is INSIDE the city, we better not do shit and just kill people till a easier cache is spotted.
The tricky thing with APCs and tanks is that THEY ARE COOL AS FFFF but are usually either OP or killed within minutes losing a ton of tickets. This is the way I see it, if the cache is inside the city, the tank/ apc should be denied access by mines and IEDs. So if the armor is doing its job by providing over watch for infantry to ENTER the city, then they shouldn’t be punished by having a face full of bomb car to the ***.( a bomb car hit to a APC is a disabled track and turret, second hit death; 2nd hit on a Tank is disabled turret and track, 3rd hit is death) which bring me to my next toping the ATs!
I already had a hour long rant with Falkun about ATs awhile ago repeating the same stuff over and over
Anti- Tank
-LAT should be more quickly assembled and more quickly be accurate( have you ever tried shooting a rampaging APC???)
-One LAT hit to any APC is disabled track and turret
- Second hit is Death
- The HAT should NOT be guided at all for game plays sake or should be removed out right
- One TOW shot should only disable turret and tracks to tanks, second is death ( APC should be killed outright)
Unarmed kit
-Unarmed kit should have a shovel
