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Posted: 2014-06-15 17:55
by Cavazos
Insurgency is only more fun as OPFOR than BLUFOR when you want to lone wolf.
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Re: Teamwork in Insurgency
Posted: 2014-06-15 18:20
by Pronck
OpFor is fun in almost anyway you just need to see it as a challenge. You need to get the right mindset, not stick in the Muttrah City mindset. Accept the fact that you have some weaker weapons but at the same time get a plan to use it in your favor.
Re: Teamwork in Insurgency
Posted: 2014-06-15 22:32
by Truism
ComradeHX wrote:No; but have you ever fired the RPG-7?
RPG-7 isn't a Carl Gustav; not even close since Carl Gustav shoots a generally much bigger round and without the 2-stage burn of RPG-7.
It's not magical; it just has a smaller backblast, that's what matters.
If it's 1/3 the BBDA then actual energy of backblast should be much less than 1/3 of LAW because energy dissipates in an area.
Strawman all you want. It's not going to work. In case you have not noticed; there isn't usually closed door on inside of building in PR. All you attempted to argue was that the bunker in diagram had huge opening on top therefore it can't be fired if there's a roof; which was proven false elsewhere on that same TRADOC. You tried really hard to define a room in a building as impossible even though TRADOC clearly stated it can be fired from buildings; you are assuming all buildings are all just one giant room with doors open.
LiveLeak.com - Syria - RPG-7 in living room. (comments)
https://www.youtube.com/watch?v=KywPbbUnTV8
All rooms are in buildings, not all buildings have small rooms.
Are you joking with those vids btw? There's clearly more that 10m clearance in the first video and it still clearly totally wrecks everyone inside the room ripping masonary and plaster from the walls and causing a brownout with the cameraman still flailing when the video ends, the second video is a little less clear and you can't see much of anything once he fires, but I'd hardly call it a tiny room.
Re: Teamwork in Insurgency
Posted: 2014-06-16 00:12
by ComradeHX
Truism wrote:All rooms are in buildings, not all buildings have small rooms.
Are you joking with those vids btw? There's clearly more that 10m clearance in the first video and it still clearly totally wrecks everyone inside the room ripping masonary and plaster from the walls and causing a brownout with the cameraman still flailing when the video ends, the second video is a little less clear and you can't see much of anything once he fires, but I'd hardly call it a tiny room.
The point is that they ran out; so there was no serious damage done.
PR statics mostly have big rooms.
Re: Teamwork in Insurgency
Posted: 2014-06-17 02:15
by Truism
I mixed up first/second above. In the youtube video, everything after the shot is the cameraman flailing around on the ground in a brownout. I have no confidence that the two people in the room on that shot weren't all fucked up. The liveleak one they seem mostly ok, probably some burst eardrums, not much more.
Re: Teamwork in Insurgency
Posted: 2014-06-20 21:00
by matty1053
'[TP wrote:Cavazos;2014741']Good teamwork on Iraqi insurgent factions are the exception, not the norm.
There is a problem with it because players in general don't team switch to insurgents or look forward too.
It makes sense that rally points should be available to them. I also think we should have more MGs and RPGs for them as well.
Insurgency is never as fun as an insurgent compared to being BLUFOR.
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I find it fun playing as Militia, Taliban forces. It sucks as the silly Iraqi Ins....
I don't find it fun playing as: ARF, Iraqi INS,
I am not saying I don't like those factions, I just find it boring. Since on those maps with those factions it is a RAPE FESt.
Re: Teamwork in Insurgency
Posted: 2014-06-21 12:25
by fatalsushi83
I just want to say that it's much harder to keep a squad together as the insurgents but it's definitely possible. Doing a mic check at the beginning, being clear about your strategy, not hesitating to kick people who don't follow orders, and calling people by their names definitely helps. I've also ran very effective mortar squads as insurgents with each person having a specific role (mortar, ammo resupply, spotter, etc.). We had some really amazing coordination and teamwork and it definitely made the squad lead role feel rewarding.
Re: Teamwork in Insurgency
Posted: 2014-06-21 17:37
by matty1053
fatalsushi83 wrote:I just want to say that it's much harder to keep a squad together as the insurgents but it's definitely possible. Doing a mic check at the beginning, being clear about your strategy, not hesitating to kick people who don't follow orders, and calling people by their names definitely helps. I've also ran very effective mortar squads as insurgents with each person having a specific role (mortar, ammo resupply, spotter, etc.). We had some really amazing coordination and teamwork and it definitely made the squad lead role feel rewarding.
AGREED.
But TBH, all I see a lot of now a days.... people just derping around on INS.
I see few squads together and teamworking.
Plus, most of the time, bomb cars and garys are wasted. No one really cordinates where to go w/ gary.
Re: Teamwork in Insurgency
Posted: 2014-06-22 10:28
by fatalsushi83
Yes, agreed. On a few different occasions I was really surprised by how many people were screwing around. Someone blows the bomb truck in main at the beginning of the round. Another guy shoots me in the back in main because he thought I was going to take the engineer kit, which he wanted. Yet another guy shoots me in the face so he can steal my bike. I could go on and on. I guess all you can really do is talk to the admins and help them weed out players who do this kind of thing. And yes, it's frustrating that people grab the bomb trucks and cars the moment they spawn even though they don't have a target or a plan. Anyway, sorry for venting here.
Re: Teamwork in Insurgency
Posted: 2014-06-23 00:46
by Ragnarok1775
I think most of the complaints people have here cannot be solved by changing any game mechanics, only by diligent enforcement of the rules.
Re: Teamwork in Insurgency
Posted: 2014-06-23 13:00
by Beee8190
Good teamwork should be a bonus out of necessity in INS but we can't or even shouldn't force it on people. I think INS is great because of the loose rules and the chaotic warfare is also not as predictable to the blufor
I don't think micro tampering with game mechanics is necessary as long as reasonable balance is there
Re: Teamwork in Insurgency
Posted: 2014-06-27 03:06
by OneAlphaHusky
I feel much of the frustration others feel with playing INS. The game play is fine. Requires insurgent organization and team play to win or at least to have a good round this is obvious.
On the other end when playing on blufor against a bad insurgent team it is a shooting gallery with little challange. Match ends up seeming like a goof off round.
It is like many of you said it is up to the players to organize and implement proper strategy thus creating a better match. But here is what I see much if the time. All the folks that seem to understand how to properly play insurgency end up on blufor. Map begins and folks start switching over to blufor. Then those that want to but are unable to switch quit increasing the imbalance. Then the killing starts and the few experienced insurgent players start getting frustrated at the derpers so a couple more quit. At that point it decends into a massacre or server empties.
With team work and proper strategy INS is great. But even knowing this it seems many experienced players still dont want to play as insurgent and would rather be blufor. I still enjoy being blufor more but I dont sweat it when I play insurgent with coordinated team. But this is rare. So much so that most dont wait to find out and switch to blufor or just quit.
Re: Teamwork in Insurgency
Posted: 2014-06-27 06:34
by ComradeHX
In addition there are still people telling blufor cache location via teamspeak before cache spawns.
Re: Teamwork in Insurgency
Posted: 2014-06-27 06:35
by StevePl4y5
obpmgmua wrote:No amount of tactics can compensate for the lack of equipment and assets.
Do you know what happened to me today on Basrah? I got sniped by a tank's machine gun from atleast 500m. Then I took an AT4 to the face from the VCP. It flew 300m into my window.
It's things like this that frustrate me, I have no way to fight back against such overwhelming force as an insurgent. No amount of tactics will allow me to kill a tank. Garys and Bomb cars rarely succeed. Lack of scoped rifles makes it nigh impossible for me to engage blufor on equal footing.
You can't blame the players for playing the game they way it was designed.
Teamwork in Insurgency fragments because of the pickup kits. Even the most experienced players act like total noobs when it comes to pickup kits. Rushing and TKing for the RPG or PKM.
Well, that's the nature of assymetrical warfare, I remember watching a documentary about marines in Afghanistan, and one of the marines commented: "They bring an AK-47, we bring a tank. They bring a PKM or an RPG, we call an airstrike." something along those lines. And although I do believe Insurgency should have a few more advantages, it's not related to equipment, but simply their ability to exploit the ROE of BLUFOR.
As for those tactics, I've always said that! Everyone's always like "don't put IEDs on the cache, bla bla bla", like, no! That's not how you do it! That's not how you're supposed to defend the cache. If you have the whole team bunched up on the known cache, all they have to do is send a tank to kill every single one. Everyone's always afraid to use IEDs cuz it's gonna team kill someone, well frack that, it's their damned fault, also, insurgents get killed all the time by their own IEDs in real life. The player's mentality is the problem, they try to play insurgency as if it was AAS. They try to defend the cache as if it was a capture point.
Re: Teamwork in Insurgency
Posted: 2014-06-27 07:23
by rPoXoTauJIo
[R-CON]Psyrus wrote:The RPG's one was obviously averaged because I'm pretty sure BF2 can't do a 2-stage burn
Btw it can. Basically it just need to use tonns of forces, engines and .startdelay's instead of velocity.
The problem are guided weapons(laser, heat), they seems to ignore any force after being locked.