The PR faction doesn't represent a specific rebel force. It's a 'global' name for all of them. Syrian Rebels. Exactly for the reason you mention and to not be too political about it.
Re: Welcome to the Syrian Mod Team
Posted: 2014-10-19 13:20
by KillJoy[Fr]
Fonsseals wrote:Hey Mineral, I don't know if I actually pitched the idea before but I think the Syrian Rebels should be replaced by Da3esh, since the 'FSA' is at this point not a cohesive force whilst Da3esh actually is an army.
By the activities of this group we shouldn't glorify them, honestly.
Re: Welcome to the Syrian Mod Team
Posted: 2014-10-20 10:27
by Fonsseals
[R-DEV]Mineral wrote:The PR faction doesn't represent a specific rebel force. It's a 'global' name for all of them. Syrian Rebels. Exactly for the reason you mention and to not be too political about it.
You are correct.
Re: Welcome to the Syrian Mod Team
Posted: 2014-10-20 23:51
by Salaheddine
SAUD X wrote:90% (or maybe100%) of arabic countries are supporting Syrian rebels army
So I think MEC is not the right name
I suggest the name "Syrian Gov" because the reality is battle between the syrian government vs syrian rebels
أرسلت من GT-N7100 بإستخدام تاباتلك
90-100%
Egypt, Algeria, Irak, Yemen , Lebanon, Oman does not support the "rebels".
Re: Welcome to the Syrian Mod Team
Posted: 2014-10-22 22:06
by fatalsushi83
MEC is just a placeholder. It'll be replaced by a proper Syrian army once that faction is complete. No need to bother changing the name at this point.
By the way, how is the AKM coming along?
Re: Welcome to the Syrian Mod Team
Posted: 2015-05-20 08:37
by Fonsseals
From the old thread's OP:
We want to bring fresh stuff to the Insurgency by adding new weapons, technicals and above all new possible tactics that will broaden the gameplay horizons in INS and AAS gamemodes. For example, we want BLUFOR (Syrian Army) to be able to use CAS support without unbalancing the game, therefore giving the MEC INS more AA power then the Current weapon set allows.
I've a flavour idea: Add barrel bombs to the Mi-8s, which are droppable by the pilot like supplies, or (What I'd do) add another type of Mi-8 with a pilot and a crew chief who can roll three to five barrels out. It would be amazing to have people run away from a transport heli for once!
Re: Welcome to the Syrian Mod Team
Posted: 2015-05-20 10:37
by Mineral
I had working barrel bombs a year or so ago. Just as a test for my own BF2 tweaking/coding abilities really I have thought of it a few times since then but still don't find it a good thing to implement. And we don't have any decent maps for it neither just yet. But it's on my mind
Re: Welcome to the Syrian Mod Team
Posted: 2015-05-20 11:42
by Jacksonez__
[R-DEV]Mineral wrote:I had working barrel bombs a year or so ago. Just as a test for my own BF2 tweaking/coding abilities really I have thought of it a few times since then but still don't find it a good thing to implement. And we don't have any decent maps for it neither just yet. But it's on my mind
Sbeneh Night layout (that will come in 1.3)? It shouldn't be THAT easy to hit with barrel bombs because of night, or that is what I think. So it shouldn't be overpowered weapon.
Is it possible to edit crate texture to barrel-shape and make it explode after certain time?
Addition, FSA should get propane gas bottles as their commander artillery strike. Something like napalm-heavy explosions combined Would be epic. Slow rate of fire of course since that cannon lasted like one shot, lel.
Posted: 2015-05-21 12:12
by ShaunOTEast
Jacksonez__ wrote:Sbeneh Night layout (that will come in 1.3)? It shouldn't be THAT easy to hit with barrel bombs because of night, or that is what I think. So it shouldn't be overpowered weapon.
Is it possible to edit crate texture to barrel-shape and make it explode after certain time?
Addition, FSA should get propane gas bottles as their commander artillery strike. Something like napalm-heavy explosions combined Would be epic. Slow rate of fire of course since that cannon lasted like one shot, lel.
RG is not represented in the Syrian Army atm as no maps take place where they operate.
Re: Welcome to the Syrian Mod Team
Posted: 2015-06-05 18:07
by ComradeHX
[R-DEV]Rabbit wrote:RG is not represented in the Syrian Army atm as no maps take place where they operate.
"Around 300 are still believed to be operated by mainly the Republican Guard and the Syrian Arab Army's elite 4th armoured division. " Oryx Blog: Syria's Steel Beasts: The T-72
So what is the in-game unit supposed to represent?
Re: Welcome to the Syrian Mod Team
Posted: 2015-06-05 18:23
by camo
A unit that doesn't use T72's as they're not RG? Hence the T62?
Re: Welcome to the Syrian Mod Team
Posted: 2015-06-05 18:39
by ComradeHX
[R-CON]camo wrote:A unit that doesn't use T72's as they're not RG? Hence the T62?
Then why is T-72 still on Sbeneh Outskirt?
Re: Welcome to the Syrian Mod Team
Posted: 2015-06-05 18:52
by camo
Balance probably. Still not RG.
Either way you probably won't see that armour upgrade in-game.
Re: Welcome to the Syrian Mod Team
Posted: 2015-06-06 00:11
by Rabbit
ComradeHX wrote:Then why is T-72 still on Sbeneh Outskirt?
T-72s are used by both forces. The green/orange and green/yellow camo ones are regular army, tan are RG, same with the BMP2, but that is only in the RG, BMP1 is in the regular army. The RG at least when SAF was started for PR only operated in Damascus, so we are only making the regular army.