CAS insurgency
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Airsoft
- Retired PR Developer
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- Joined: 2007-09-20 00:53
Re: CAS insurgency
basra is too small map for a jet.
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: CAS insurgency
what we really need is another map layer:
we have infantry, armour/infantry and combined arms jet/helo.
e.g. basrah could have a combined arms version with a trans helo, attack helo and only 2 warriors and a scimmy with a few rovers and a truck.
I actually have MORE fun coordinating with helos than with armour, because people think APCs are tanks.
/rant: I am so glad clans like iGi and T&T exist because these teamplayers understand an APC is for transport as well as fighting. I commanded a round of basrah and HAD TO LEAVE because the amount of cenentration required of me was just too much, my squads were doing everything perfectly. three times APCs just dropped what they were doing to pull the lads outta there when it was too hot. this has happened no more than three times in hundreds of Basrah rounds for me. rant over
Anyway, my point is that the only downfall of Basrah for attack helos is that some of the caches are badly hidden, on roofs etc thus a Apache will see them. But handicapping the brits on the ground is is an ok exchange. OFC, the ins will need at least 1 more AA kit.
OP archer is a prime candidate for an attack chopper map layer (whatever teh Canadians use) especially if even MORE emphasis was put on the helo transport over land transport.
Ramiel...well...its kinda got everything it needs anyhow with the AH and BH.
Helos are powerful, so are jets. BUT they can't win the match by themselves, which the whole point of teamwork games.
Insurgents will have a hard time with attack helo's like the apache etc. It is very true.
BUT! civi's are the answer for urban maps (that means kit fix is needed) and non-urban maps the answer is hidy holes, Op Archer has a good few and the new Op Archer seems to have alot of trees etc which will help the ins stay hidden. And also, iirc som1 said AA range was being increased...but there was no mention on increasing the range of the attack helo weapons. So there's a nother balance for ya.
anyway, I agree with Alex as well on pretty much all he says.
we have infantry, armour/infantry and combined arms jet/helo.
e.g. basrah could have a combined arms version with a trans helo, attack helo and only 2 warriors and a scimmy with a few rovers and a truck.
I actually have MORE fun coordinating with helos than with armour, because people think APCs are tanks.
/rant: I am so glad clans like iGi and T&T exist because these teamplayers understand an APC is for transport as well as fighting. I commanded a round of basrah and HAD TO LEAVE because the amount of cenentration required of me was just too much, my squads were doing everything perfectly. three times APCs just dropped what they were doing to pull the lads outta there when it was too hot. this has happened no more than three times in hundreds of Basrah rounds for me. rant over
Anyway, my point is that the only downfall of Basrah for attack helos is that some of the caches are badly hidden, on roofs etc thus a Apache will see them. But handicapping the brits on the ground is is an ok exchange. OFC, the ins will need at least 1 more AA kit.
OP archer is a prime candidate for an attack chopper map layer (whatever teh Canadians use) especially if even MORE emphasis was put on the helo transport over land transport.
Ramiel...well...its kinda got everything it needs anyhow with the AH and BH.
Helos are powerful, so are jets. BUT they can't win the match by themselves, which the whole point of teamwork games.
Insurgents will have a hard time with attack helo's like the apache etc. It is very true.
BUT! civi's are the answer for urban maps (that means kit fix is needed) and non-urban maps the answer is hidy holes, Op Archer has a good few and the new Op Archer seems to have alot of trees etc which will help the ins stay hidden. And also, iirc som1 said AA range was being increased...but there was no mention on increasing the range of the attack helo weapons. So there's a nother balance for ya.
anyway, I agree with Alex as well on pretty much all he says.
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: CAS insurgency
Its just like GI Joe, or masters. To be fun you cant just buy the good guys, you will have to sacrifice a christmas for the bad guys eventually ^^.Kruder wrote:Ah great,why not make insurgent less fun and coalition more fun than ever,good idea,i mean put an a-10 + gunship on all maps to start with,it'd be more fun and also it'd be more "realistic".I mean do u guys wonder how many players would play as ins. if the teambalance was off on any server?My estimate is=40-50 vs. 10-20,i think that should tell somebody something.
Yes I admit i have more fun going with a well coordinated team against insurgents, just like I have more fun being a grunt on a map that is coordinated by a dedicated commander, guess in PR you have to do the less fun thing once in a while in return you can have more fun the next couple of rounds.
I would say allow the insurgents to attack the main and the precious assets of the us. One time I lost on Ramiel 90 - 0 to a well coordinated insurgent team and I wasnt on a cant be arsed us team.
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Epim3theus
- Posts: 1110
- Joined: 2007-01-03 13:23
Re: CAS insurgency
I can imagine the long line on the airfield already plus 1 1/2 Squad actually on the ground.
As insurgent, after everyone who can teamswitches, no one to fight. Or if a good pilot manages to get in, get totally p00ned by a high flying Auto-cannon, without anywhere to run or hide.
IRL the insurgents leave when the aircover arrives, my guess is players will to when relentlessly pooned by a rain of death.
As insurgent, after everyone who can teamswitches, no one to fight. Or if a good pilot manages to get in, get totally p00ned by a high flying Auto-cannon, without anywhere to run or hide.
IRL the insurgents leave when the aircover arrives, my guess is players will to when relentlessly pooned by a rain of death.
If you can read this the ***** fell off.
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: CAS insurgency
Not always, the aircover has to find them first. Theres alot more cover in real life then the bf2 engine offers tbh, thats what makes k valley a good map it does this well and I dont mind at all being insurgent there as it feels much closer to fair/equalIRL the insurgents leave when the aircover arrives,
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Outlawz7
- Retired PR Developer
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- Joined: 2007-02-17 14:59
Re: CAS insurgency
Oh I wished, it's half an hour for a fire work show in slow mo which never hits the center of the target somehow.[R-DEV]CAS_117 wrote: and insurgents have mortars (every ten minutes iirc?)
Also do you guys ever read about real life engagements? They call in air support yes, but at the end of the day they kill a handful of insurgents with it and it takes forever for blufor to secure an area, because the insurgents return as soon as patrols end.
In-game you can occupy an area in like 5 minutes and the attack helicopters can devastate the entire enemy team...
It's already bad enough that the Insurgent objective in PR is to defend a usually exposed pile of explosives that blows up if you just sneeze next to it.
Last edited by Outlawz7 on 2008-12-24 16:19, edited 1 time in total.

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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: CAS insurgency
There's no attack helos in insurgency.
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stozzcheese
- Posts: 306
- Joined: 2008-09-16 11:34
Re: CAS insurgency
would the insurgents/tallis get more SA-7's or ZPU's to rival the threat of more air support?
smee for [R-CON]
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RedAlertSF
- Posts: 877
- Joined: 2008-10-07 14:21
Re: CAS insurgency
No element can't win alone. Team doesn't win even if all elements are working well. Best teamwork wins.
I don't like the idea that jets could be added for BLUFOR, it would be too great overkill. But more helicopters would be very, very nice. And of course more AA for insurgents.
I don't like the idea that jets could be added for BLUFOR, it would be too great overkill. But more helicopters would be very, very nice. And of course more AA for insurgents.
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moj
- Posts: 198
- Joined: 2008-04-01 06:46
Re: CAS insurgency
I used to think this too, but I'm not so sure now. Earlier, I was reading about an APC the Chinese have been developing, which has special sealable vents covering the radiator compartment. These have been put there, specifically to prevent damage to the engine from molotov attacks. This has left me wondering, that if thrown at the right part of the tank (ie the grills), could a molotov potentially fuck up the tank's mobility? Still, I agree that the tank exploding and all the crew dying is still way OTT.Sabre_tooth_tigger wrote:
I hope molotov next version wont be quite so effective vs armour, just seems a bit ott
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: CAS insurgency
If the mujahideen could expel the Soviets with enough CIA-supplied high-caliber machine guns and anti-air missiles, then the PR insurgents can do the same to the Brits.
In fact, wouldn't it be great to see the Russian faction in Korengal Valley, complete with the Hind attack helicopter?
That's completely off topic, though. CAS insurgency is a great concept, as long as the insurgents know what to do with their .50 cal and missile launchers.
In fact, wouldn't it be great to see the Russian faction in Korengal Valley, complete with the Hind attack helicopter?
That's completely off topic, though. CAS insurgency is a great concept, as long as the insurgents know what to do with their .50 cal and missile launchers.
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baptist_christian
- Posts: 266
- Joined: 2007-06-20 21:51
Re: CAS insurgency
I think WiC had a good tactical aid system, but I think Combat mission: Shock force has a better concept to work with.
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M.Warren
- Posts: 633
- Joined: 2007-12-24 13:37
Re: CAS insurgency
Scot wrote:Also we are getting 2 Apaches for Karbala which will be interesting, and I look forward a lot to seeing how that map runs!
Really?[R-CON]Alex6714 wrote:Thats what you think.??:
And thats the reason I hold no hope for future maps.
I thought PR was going to finally grow a pair in the vehicle department. Looks like there's another map us armorers/pilots are stuck doing the grunt work. When I thought we finally got a foothold on that concept, it apparently was swatted down again. Fan-freakin-tastic, not suprised though.
Heck I don't even care what I use anymore. I've even used APC's in Kashan Desert just to do something useful while everyone else wasted the more valuable assets.
Take the Blue Pill or take the Red Pill?


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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: CAS insurgency
Indeed, I had my hopes up too.M.Warren wrote:Really?
I thought PR was going to finally grow a pair in the vehicle department. Looks like there's another map us armorers/pilots are stuck doing the grunt work. When I thought we finally got a foothold on that concept, it apparently was swatted down again. Fan-freakin-tastic, not suprised though.
Heck I don't even care what I use anymore. I've even used APC's in Kashan Desert just to do something useful while everyone else wasted the more valuable assets.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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Kontrollturm
- Posts: 104
- Joined: 2008-06-22 20:21
Re: CAS insurgency
I think you should just decrase the Spawn time of Insurgents, so they starting to think about sucide runs, like they do in reallife. I know that it was suggestet often before, but if you have a super helo, you need targets and who wants to be raped 2 times and should wait for 30-40s each time to be 10s alive.
In fact that a shorter spawn time, let you easlier defend a hideout. Maybe you can't spawn on the hideout, if there are enemies in range of 50m. So there would be no abusing that you spawn on the hideout if sb tries to knife it.
With that lower spawn time you can add a10 and what ever. Now you respawn so fast, that you doesnt think about the fact that you just been kill from sb who you cant killed.
maybe add only the A10gun, no missiles/bombs... same for helo, attack lb for example
In fact that a shorter spawn time, let you easlier defend a hideout. Maybe you can't spawn on the hideout, if there are enemies in range of 50m. So there would be no abusing that you spawn on the hideout if sb tries to knife it.
With that lower spawn time you can add a10 and what ever. Now you respawn so fast, that you doesnt think about the fact that you just been kill from sb who you cant killed.
maybe add only the A10gun, no missiles/bombs... same for helo, attack lb for example
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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: CAS insurgency
The advantage for the insurgents shouldn´t be AA, it should be cover. And I agree with spawn time reduction.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: CAS insurgency
If the asset only spawned once per game it might be easier to justify then their more usual reckless use and it would be as irrecoverable as the insurgents gradual loss of cache and spawn points
The k valley system is quite a good compromise
The k valley system is quite a good compromise
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: CAS insurgency
but IRL the INS can run, go , leave the battlefield , move the fighting to somewhere else, in game you have a small area in which you have small amount of area to move.[R-CON]Alex6714 wrote:The advantage for the insurgents shouldn´t be AA, it should be cover. And I agree with spawn time reduction.
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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: CAS insurgency
In real life you probably have 4-5 aircraft in the air, and mucho mas people patrolling.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"

