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Re: About insurgents and fox holes

Posted: 2015-05-24 22:14
by Rhino
ComradeHX wrote:Tank was also mentioned.

I assume TOW would be able to kill it as well as HAT.
Here is the exact list of things that can damage the roadblocks and how many shots etc it takes to destroy a large (10m long) roadblock section.
'[R-DEV wrote:Rhino;2062844']
  • 50cal: 0
  • 14.5mm: 0
  • 20mm: 0
  • 23mm: 0
  • 25mm & 30mm AP: 0
  • 25mm & 30mm HE: 0.1 - ~150x 30mm or ~188x 25mm HE rounds
  • 40mm: 0
  • 120mm (Tank Rounds) AP: 0
  • 120mm (Tank Rounds) HE: 0.35 - 3 to 4 120mm HE rounds
  • Arty Shell: 0.2 - 1 Direct Hit
  • Light AT: 0
  • Heavy AT & ATGM: 0.5 - 2 to 3 H-AT Rounds or 2 ATGM (TOW) Round
  • Air to Ground Rocket (Hydra): 0
  • Air to Ground Missile (Hellfire): 0.5 (2 direct hit with Hellfires or equivalents to destroy it)
  • Air to Ground Heavy Missiles & Bombs (All Bombs and Maveriks Missiles etc): 0.5 - Instant destruction on a direct hit with any of these.
  • Hand Grenade: 0
  • RKG-3: 0
  • 40mm UGL: 0
  • Explosion Blastwave (From Hellfires etc): 0
  • C4 & Other Placed Explosives: 0.5 - Takes a single Large C4 Pack or two Small C4 Packs.
  • Ary Shell Explosion: 0.2 - ~5 Arty Shell Near Misses to destroy one.
  • Light Vehicle Contact: 0
  • Medium Vehicle Contact: 0
  • Heavy Vehicle / Tank Contact: 0
  • Chopper Contact: 0
  • Jet Contact: 0

Re: About insurgents and fox holes

Posted: 2015-05-25 04:21
by fatalsushi83
Grumpydog wrote:I would really love to see, a static, usable MG similar to the HMG for bluefor, though without cover.
There was a thread called "insurgent deployables" or something like that where someone made an identical suggestion. I think its a neat idea but not sure if the devs are keen to implement it.

Rhino, thanks for the info. That clears things up. Now we just have to endure the pain of waiting to try it out :P

Re: About insurgents and fox holes

Posted: 2015-05-29 07:20
by MUSTARDGAs
fabioxxxx wrote:Hello people

I only want to discuss about this, it was already suggested in 2009 .

playing in the insurgent team sometimes the cache spawn in the open, or a place with little cover ...when it gets revealed you need to stay close to it, but then the enemy start a mortar strike ... result the team protecting the cache gets reaped

If the cache is revealed and it's on a open space, the insurgents need the fox hole for protection against mortars.. it's not rocket science for the insurgents.

(caches on the streets, caches inside tents, caches inside bushes = nightmare )

the only thing left to do it's spawn as collaborator and try to mitigate the damage.

A lot has changed since the suggestion was made .
-2009 the revealed cache mark wasn't so precise
-2009 no mortars
https://www.realitymod.com/forum/f18-pr ... les-3.html

not for purple caches...we are not even allowed to stay close to then.

give your thoughts.
Really nice idea it would add a lot of ambush possibility's.