Re: Things you hate in PR
Posted: 2009-08-08 04:38
16 layer ins maps (whats the point tbh? insurgency is designed that if the blufor don't use their assets propery they die, trucks and jeeps are just **** tbh. Especially the trucks)
16 layer kashan (BRDM rape)
16 layer Koz (Trucks much?)
Trucks instead of support jeeps
Imo a possible lack of imagination with some asset choices (e.g. mix strykers and BTRs in to the BMP/Bradley fest of kashan or take away teh tanks and add a Hind on Koz, and I don't really care much about soundbugs since APCs have the same problem...)
Which kits get grenades, not consistent
(LMG, Grenadier, marksman, rifle special etc)
Riflespecialist isn't requestable, no logical reason for this to be the case imo and I hate the lack of shotguns. Kits like Grenadier etc could easily take a shotgun for breaching in INS mode.
Scope weapon CQB is rather silly imo, deploy undeploy mode is called for.
Attackers aren't forced to attack on alot of maps (Barracuda, Mestia, Koz) They can pussyfoot for ages, and then gain kills because defenders got so utterly bored they left cover.
Littlebirds. I hate them, they have no place in PR, they aren't teamwork orientated, they aren't realistic, they aren't even useful. If I wanted a transport that can't carry my whole squad I might as well have brought a humvee...
vehicles standard speed is always fast, its like you're constantly racing.
that all kits other than officer require only 2 people in squad. imo it should be 3 for medic and 4 for all other kits. Always sucks to see a sniper SAW combo.
reverse thrust on choppers should be removed, (combined arms has fixed this now)
50cals etc overheat quickly, SAWs dont?
Marksmen rifles are odd, but I'm not sure about them.
there's more but I can't think of it atm
edit-
linear flag arrangements
AASv3 because more often than not it gives bad cap areas
TOW = 20min spawn, 20mm APC = 10min spawn, result is in favour of China.
projectiles do not penertrate civilian vehicles to any satisfactory degree apart from the windscreen
ins have no portable ammo setup (fuzz has mentioned something nice for Sangin) Ammo chain is an oppotunity to be teamworking.
Kufrah is being removed. I think the 16 layer is perfectly serviceable.
Area Attacks have become boring and infrequent - because so many JDAMs fail because they landed at the wrong angle, or you couldn't kill that squad any other way...but that much arty was overkill.
edit 2 - more
pilots have parachutes and no weapon
engineers have no limited repair abilities to help save vehicles (heck, just replace the wrench with teh fire extinuisher model and have a smoke effect come out when you fire, make the repair effect the same rate as the effect for the fire damage when a vehicle is critical, that way an engineer can keep a vehicle alive long enough for proper repairs to arrive)
aircraft cannot exit the map and enter the surrounding terrain for long periods. Doing so, at least for CAS aircraft would be more realisitc and beneficial to gameplay. on island maps it would be beneficial for all aircraft.
Grapple hooks can reach too far. I would rather a short ladder's length.
There is no way to detonate IEDs and grenade traps safely
you cannot get officer kits easily on INS side when making a new squad during a game
3d markers result in unrealstic aspects to gameplay, especially with mumble when you realise it really wasn't that hard to say "you see the red building next to the rock?" "yes" "the dude is hiding behind the nearest tree to the left" when talking to a blue
Qingling's lack of things to fight over, the trench system on OGT etc would be excellent
the lack of a 64/32/something else layer differential on Qinling, less choice for gamers and server admins alike.
The avenger, teh tunguska was removed due to overpoweredness, but the avenger is pretty much the same fish without AOE, easy fix is to make it easier to disable the turret with massed small arms fire. (its complicated tech that shouldn't respond well to bullets)
the differences in how variants of the same vehicle handle - the 2 hummer models, the 2 rovers etc.
The lack of boat love
the centralisation of INS assets in a mainbase, it should be spread all over the place to help prevent the INS getting rapped by a passing vehicle.
The lack of side objectives in INS to aid in lubricating intel gathering and strategic choices (i.e. do the INS hold VCP to gain bonuses or do they deem it not worth while, prefering not to risk intel loss)
The odd 'yes but no' ROF for collaborators
16 layer kashan (BRDM rape)
16 layer Koz (Trucks much?)
Trucks instead of support jeeps
Imo a possible lack of imagination with some asset choices (e.g. mix strykers and BTRs in to the BMP/Bradley fest of kashan or take away teh tanks and add a Hind on Koz, and I don't really care much about soundbugs since APCs have the same problem...)
Which kits get grenades, not consistent
(LMG, Grenadier, marksman, rifle special etc)
Riflespecialist isn't requestable, no logical reason for this to be the case imo and I hate the lack of shotguns. Kits like Grenadier etc could easily take a shotgun for breaching in INS mode.
Scope weapon CQB is rather silly imo, deploy undeploy mode is called for.
Attackers aren't forced to attack on alot of maps (Barracuda, Mestia, Koz) They can pussyfoot for ages, and then gain kills because defenders got so utterly bored they left cover.
Littlebirds. I hate them, they have no place in PR, they aren't teamwork orientated, they aren't realistic, they aren't even useful. If I wanted a transport that can't carry my whole squad I might as well have brought a humvee...
vehicles standard speed is always fast, its like you're constantly racing.
that all kits other than officer require only 2 people in squad. imo it should be 3 for medic and 4 for all other kits. Always sucks to see a sniper SAW combo.
reverse thrust on choppers should be removed, (combined arms has fixed this now)
50cals etc overheat quickly, SAWs dont?
Marksmen rifles are odd, but I'm not sure about them.
there's more but I can't think of it atm
edit-
linear flag arrangements
AASv3 because more often than not it gives bad cap areas
TOW = 20min spawn, 20mm APC = 10min spawn, result is in favour of China.
projectiles do not penertrate civilian vehicles to any satisfactory degree apart from the windscreen
ins have no portable ammo setup (fuzz has mentioned something nice for Sangin) Ammo chain is an oppotunity to be teamworking.
Kufrah is being removed. I think the 16 layer is perfectly serviceable.
Area Attacks have become boring and infrequent - because so many JDAMs fail because they landed at the wrong angle, or you couldn't kill that squad any other way...but that much arty was overkill.
edit 2 - more
pilots have parachutes and no weapon
engineers have no limited repair abilities to help save vehicles (heck, just replace the wrench with teh fire extinuisher model and have a smoke effect come out when you fire, make the repair effect the same rate as the effect for the fire damage when a vehicle is critical, that way an engineer can keep a vehicle alive long enough for proper repairs to arrive)
aircraft cannot exit the map and enter the surrounding terrain for long periods. Doing so, at least for CAS aircraft would be more realisitc and beneficial to gameplay. on island maps it would be beneficial for all aircraft.
Grapple hooks can reach too far. I would rather a short ladder's length.
There is no way to detonate IEDs and grenade traps safely
you cannot get officer kits easily on INS side when making a new squad during a game
3d markers result in unrealstic aspects to gameplay, especially with mumble when you realise it really wasn't that hard to say "you see the red building next to the rock?" "yes" "the dude is hiding behind the nearest tree to the left" when talking to a blue
Qingling's lack of things to fight over, the trench system on OGT etc would be excellent
the lack of a 64/32/something else layer differential on Qinling, less choice for gamers and server admins alike.
The avenger, teh tunguska was removed due to overpoweredness, but the avenger is pretty much the same fish without AOE, easy fix is to make it easier to disable the turret with massed small arms fire. (its complicated tech that shouldn't respond well to bullets)
the differences in how variants of the same vehicle handle - the 2 hummer models, the 2 rovers etc.
The lack of boat love
the centralisation of INS assets in a mainbase, it should be spread all over the place to help prevent the INS getting rapped by a passing vehicle.
The lack of side objectives in INS to aid in lubricating intel gathering and strategic choices (i.e. do the INS hold VCP to gain bonuses or do they deem it not worth while, prefering not to risk intel loss)
The odd 'yes but no' ROF for collaborators