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Re: Impressions on Insurgency

Posted: 2014-01-19 15:53
by Spook
Arab wrote:There will always be ups and downs in a round, hence why teamwork and communication is important. Also encouraging others to use assets will make your team win, plus a commander to uav and provide intel, strategies etc. It's easy to do.
We are talking about the INS team being underpowered on all maps. Not about the Blufor having trouble. Even if they do not play along together they would usually win without problems.

Re: Impressions on Insurgency

Posted: 2014-01-19 17:52
by Mikemonster
Re. the RPG's, personally I think the 1.0 patch got them right, they were accurate as long as you waited long enough.

The problem was simply that there weren't enough of them (and they were **** against Inf).

A spawnable RPG kit would be excellent for insurgents, although obviously would need some restricting. Currently they are only available at the cache (usually camped by the APC) or at main (usually camped by APC).

Re: Impressions on Insurgency

Posted: 2014-01-19 23:02
by obpmgmua
I think SVD and RPG should be spawnable limited kits for the Insurgents. 1 per squad.

Re: Impressions on Insurgency

Posted: 2014-01-20 02:01
by fatalsushi83
Re. the RPG's, personally I think the 1.0 patch got them right, they were accurate as long as you waited long enough.
The 1.0 RPG was definitely accurate enough when you were crouched (as long as you compensated for the 200 meter sights). I think the problem was that firing it while prone or standing made it wildly inaccurate no matter how long you waited. So basically, you couldn't fire accurately from behind low walls, out of windows, or while prone on a roof, which made it ineffective on urban maps.
A spawnable RPG kit would be excellent for insurgents, although obviously would need some restricting. Currently they are only available at the cache (usually camped by the APC) or at main (usually camped by APC).
Yes! That's happened to me on so many occasions. Armor camps the cache building and all you can do is spawn on a nearby hideout with a rifle. Adding a limited RPG kit to the menu might just help to balance things out. But which kit could it replace? I really like the new kit selection menu and feel that all of the kits have something valuable to contribute.

Re: Impressions on Insurgency

Posted: 2014-01-20 04:25
by obpmgmua
@fatal

IMO Sapper is pretty freaking useless. 99% of sappers never detonate their ieds. Same with Rifleman AP. Victim IEDs and AT Mines are almost always not triggered by the enemy but by friendlies.

Sapper could be swapped out for a Limited(1 per squad, 4 men minimum) Spawnable RPG kit. And the ALT version could have 1 HAT rocket.

Re: Impressions on Insurgency

Posted: 2014-01-20 23:38
by illidur
obpmgmua wrote:@fatal

IMO Sapper is pretty freaking useless. 99% of sappers never detonate their ieds. Same with Rifleman AP. Victim IEDs and AT Mines are almost always not triggered by the enemy but by friendlies.

Sapper could be swapped out for a Limited(1 per squad, 4 men minimum) Spawnable RPG kit. And the ALT version could have 1 HAT rocket.
No way, sapper kit is fun. I just dislike its inability to blow up bridges. All we can do is mine them, which is very temporary as the mines disappear.

Re: Impressions on Insurgency

Posted: 2014-01-25 07:51
by fatalsushi83
Is there any chance that two separate detonators will be reintroduced for the sapper? Having two really encourages tactical thinking and makes the kit more flexible. Plus, with high player counts you usually have only one chance to plant IEDs before the bluefors close in and make it nearly impossible to plant IEDs a safe distance from the cache. Two detonators would at least give you one extra chance.

And you could balance this change by limiting the maximum number of IEDs to two or three. I think its much more practical to have two IEDs with two separate detonators than five all linked together. There really isn't a situation when you need to blow five IEDs all at once anyway. Seems impractical to me.

I think that the sapper kit at main has two detonators (am I right?) but grabbing it and bringing it to a cache before the bluefors close in is really difficult.

Anyone else want to see the two detonators reintroduced?

Re: Impressions on Insurgency

Posted: 2014-01-26 18:44
by Abchaz
I think civilians should have better options to spot infantry. I haven't seen a civilian going to waypoint and spotting enemies with radio yet. My suggestion is to give them an option to put timed infantry, heavy assets mark (which lasts 15-20 sec to avoid spam) OR letting them contact commander via voip directly (only available when radio is used).

Re: Impressions on Insurgency

Posted: 2014-01-26 22:01
by Pronck
I think as of now Insurgency is a turkey shoot. I still feel the BLUFOR infantry have so much firepower compared to the regular insurgent team that they never have to fear being out gunned. Especially the lack of PKMs, RPKs and scoped rifles is a pain in the ***. The scoped AK like the militia spotter would already balance things out if two were available side by side with 2 SVDs and 2 scoped bolt action rifles. Insurgent snipers would be feared then. As of now, it seems like every BLUFOR soldier gets issued with an AR and a high rooftop. Rape over and over again.

Re: Impressions on Insurgency

Posted: 2014-01-26 23:16
by Kerryburgerking
Mikemonster wrote:SA-7 and Kiowa
You need to know where to stand with it and when to fire.

Posted: 2014-01-27 01:16
by ElshanF
Need a lot more vehicles. Would love c4 bikes and the hippy van to also get c4.

Re: Impressions on Insurgency

Posted: 2014-01-27 02:45
by Truism
Obligatory link to the thread I made about this last night. Seriously, stop putting these maps on your rotation until the bug is fixed. There's no possible way you'd have AAS maps on rotation where one faction died in one shot to all weapons, so why is it ok to rotate INS with a bug of this magnitude? You didn't run INS when hideouts and emplacements couldn't be spawned, but you run INS when every single Insurgent dies from a blowfly brushing past their leg?

Stahp. Please.

https://www.realitymod.com/forum/f10-pr ... s-all.html

Re: Impressions on Insurgency

Posted: 2014-01-27 04:00
by Henrique_Dalben
Truism wrote:Obligatory link to the thread I made about this last night. Seriously, stop putting these maps on your rotation until the bug is fixed. There's no possible way you'd have AAS maps on rotation where one faction died in one shot to all weapons, so why is it ok to rotate INS with a bug of this magnitude? You didn't run INS when hideouts and emplacements couldn't be spawned, but you run INS when every single Insurgent dies from a blowfly brushing past their leg?

Stahp. Please.

https://www.realitymod.com/forum/f10-pr ... s-all.html
All factions die from a single gunshot to the legs/arms. Not just insurgents.

Re: Impressions on Insurgency

Posted: 2014-01-27 12:18
by Abchaz
I would also like to add that insurgency needs more options to be ambush style, not only cache defensive. Because now their success in a match relies on skill of blufor. If they do well, insurgency doesn't have an answer.
For example, I really like rocket vehicle in al basrah. It gives an opportunity to counter attack long ranged settings. Blufor builds a fob, hmgs and gets covered by tanks and apcs and it's almost impossible to beat this fortification. Rocket vehicle really shines here.
Kokan has same situations. Cache area will be surrounder by 2-3 other blufor occupied building areas and attacked until there is hardly anyone defending the cache. Rocket vehicle could provide great support for dealing with such situations. Kyowas, strikers would need to take care of rocket vehicles.

Re: Impressions on Insurgency

Posted: 2014-01-27 15:11
by fatalsushi83
I think civilians should have better options to spot infantry. I haven't seen a civilian going to waypoint and spotting enemies with radio yet. My suggestion is to give them an option to put timed infantry, heavy assets mark (which lasts 15-20 sec to avoid spam) OR letting them contact commander via voip directly (only available when radio is used).
Yeah, it seems strange that the main role of the collaborator is to be an informant but he can't even use a cell phone to mark enemy positions. This and the fact that you can't effectively lead a squad as a collaborator anymore is probably just encouraging people to martyr on purpose, which seems to be the most effective thing to do an a collaborator now (unfortunately).
I would also like to add that insurgency needs more options to be ambush style, not only cache defensive. Because now their success in a match relies on skill of blufor. If they do well, insurgency doesn't have an answer.
For example, I really like rocket vehicle in al basrah. It gives an opportunity to counter attack long ranged settings. Blufor builds a fob, hmgs and gets covered by tanks and apcs and it's almost impossible to beat this fortification. Rocket vehicle really shines here.
Kokan has same situations. Cache area will be surrounder by 2-3 other blufor occupied building areas and attacked until there is hardly anyone defending the cache. Rocket vehicle could provide great support for dealing with such situations. Kyowas, strikers would need to take care of rocket vehicles.
I agree with this one, too. It's too easy for them to box you in.

Re: Impressions on Insurgency

Posted: 2014-01-29 01:43
by bad_nade
My humble opinion as a long time insurgency fan is that all ins maps should always be (un)balanced a little to insurgent side, just to make it more appealing to the crowd. Losing an ins map as a blufor player is no biggie. Maybe just a little disappointing to some hard core patriots but not even nearly as frustraiting as getting steamrolled by enemy that has better everything.

An extreme example of this is Korengal Valley. At its current state it's almost impossible for blufor to win but it's still fun map to play. You are guaranteed to get some action and sometimes you even manage to destroy a cache or two. But like I said, it's an extreme example. No map should be that unbalanced, I'm just trying to make my point here. Faction that has worse equipment compared to the enemy should have better odds to win. It's not so brutally realistic as real life is but I think it's essential to the survival of this great game mode in general. No one wants to play with inferior weapons and lose even half the rounds.

Posted: 2014-01-30 21:30
by ElshanF
Give INS alot more transportation vehicles. More fun weapons. Reskin would be nice. Also more quads would be nice

Re: Impressions on Insurgency

Posted: 2014-01-30 22:26
by Pronck
The only way insurgency can be fixed is by overhauling maps, however this is way too much to do. So I hope the community and the DEVs have learned from this and know how to make maps for asymmetrical warfare. With better terrain, urban areas, tunnels, defensive positions, mouse holes, murder holes etc. As of now the newer maps such as Black Gold show that the urban areas are getting better, so I am 100% sure that they know how to do it next time.

Re: Impressions on Insurgency

Posted: 2014-02-01 02:38
by fatalsushi83
The only way insurgency can be fixed is by overhauling maps, however this is way too much to do. So I hope the community and the DEVs have learned from this and know how to make maps for asymmetrical warfare. With better terrain, urban areas, tunnels, defensive positions, mouse holes, murder holes etc. As of now the newer maps such as Black Gold show that the urban areas are getting better, so I am 100% sure that they know how to do it next time.
Yeah, insurgents need terrain and buildings that allow them opportunities to ambush the enemy. Al Basrah is one map where caches are oftentimes too open.

Re: Impressions on Insurgency

Posted: 2014-02-07 00:17
by Beee8190
I am not sure which kit was it right now but it wasn't any special kit ( insurgent I think? ) that carry time delayed TNT charge. That's IMO quite disappointing as the time delayed TNT charge is literally useless in most cases and remote detonated would be much preferred option