Ideas that could drastically change gameplay.

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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Ideas that could drastically change gameplay.

Post by Pronck »

I think that bomb-cars with a big load of C4 should be able to kill a tank/apc when they really drive into them (except for the front armor). And something like a Rifleman EOD kit (Was suggested by someone before) would also make the BLUFOR less scared for IEDs, because now it's more a present for the insurgents when you want to defuse their explosives, because of the C4 and the AT-Mines.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Ideas that could drastically change gameplay.

Post by dtacs »

superhunty wrote:But they don't!!! In CQB, which is found in most insurgency maps, the insurgents are just as well, if not better armed than the blufor. Think about it- in the city blufor have:
  • No Armour support
  • No Firebase support
  • No CAS
  • No Spawnpoints anywhere near their location
Whereas insurgents on the other hand have:
  • Vehicular support in the way of Technicals and bomb cars
  • Hideouts supplying amazing spawn locations right next to caches
This is completely untrue; infact its the total opposite situation. Blu has ample oppurtunity to get fire support, just look at Basrah and Karbala, 2 maps where the majority of fighting is either in open spaces or on the city outskirts where the tanks/APCs/LB's fire in.

I honestly cannot believe people complain about the Insurgents being 'overpowered' when majority of servers run a 4 hour map. How is it to get the 7 caches in that time if here in Australia (2 hour round times) we can do it in 20 minutes?
And then infantry wise Insurgents are DEFINATELY equal to blufor:
  • Insurgent weapons are far superior in CQB (think about AKS-U, AKs, Shotguns, IEDs etc compared to M16s and SA-80s... in CQB they are pretty much superior)
  • Even at long range an Insurgent squad will almost always have one Blufor Kit with a scope- Squads im in regularly have all 6 members with blufor kits
  • The civilian performs exactly the same as a medic
  • Weapons from cache give an extra punch
When was the last time you played PR? Have you used a shotgun recently? Do you know about shotgun intel?

The civilian performs in no way that the same as medic. The Civilian has no ways to defend himself other than using rocks, and has an extended spawn time for getting knifed.
If you think about it it is no wonder BluFor always seem to hit a brick wall when they go after any urban cache location...
They don't. The 25+ ticket addition means that the Blufor can often suicide rush a cache with little care for their own life. My favorite tactic is to simply rush with my squad in and shoot the cache to death, since its faster than using an incendiary.

That is stupid, you say? Not really considering we then get the tickets back that we just died for, and then some.

Claiming the Insurgents are overpowered is fraudulent and stupid, in a game that promotes balance they are currently the most underpowered faction, due to the most obvious of flaws.
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: Ideas that could drastically change gameplay.

Post by NyteMyre »

X1 Spriggan wrote: Anti- Tank

-LAT should be more quickly assembled and more quickly be accurate( have you ever tried shooting a rampaging APC???)
-One LAT hit to any APC is disabled track and turret
- Second hit is Death
- The HAT should NOT be guided at all for game plays sake or should be removed out right
- One TOW shot should only disable turret and tracks to tanks, second is death ( APC should be killed outright)
That sounds familiar
superhunty
Posts: 357
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Re: Ideas that could drastically change gameplay.

Post by superhunty »

dtacs wrote:This is completely untrue; infact its the total opposite situation. Blu has ample oppurtunity to get fire support, just look at Basrah and Karbala, 2 maps where the majority of fighting is either in open spaces or on the city outskirts where the tanks/APCs/LB's fire in.

I honestly cannot believe people complain about the Insurgents being 'overpowered' when majority of servers run a 4 hour map. How is it to get the 7 caches in that time if here in Australia (2 hour round times) we can do it in 20 minutes?

When was the last time you played PR? Have you used a shotgun recently? Do you know about shotgun intel?

The civilian performs in no way that the same as medic. The Civilian has no ways to defend himself other than using rocks, and has an extended spawn time for getting knifed.

They don't. The 25+ ticket addition means that the Blufor can often suicide rush a cache with little care for their own life. My favorite tactic is to simply rush with my squad in and shoot the cache to death, since its faster than using an incendiary.

That is stupid, you say? Not really considering we then get the tickets back that we just died for, and then some.

Claiming the Insurgents are overpowered is fraudulent and stupid, in a game that promotes balance they are currently the most underpowered faction, due to the most obvious of flaws.
Your just arguing for the sake of arguing and not actually acknowledging many, if any, of my points. For instance the point I made about insurgent infantry weapons. Shotguns were a very small part of my post yet you pick on that simply because you think you have a valid point about it. In CQB Insurgent > BluFor Weapons.

Questioning whether I even play the game is another poor comment, simply because you don't have a clue what your talking about.

And while I agree with your vehicle firing in point, that is again a very small and insignificant comeback. This is because caches are found all over the city and not just on the periphery. In Karbala especially- I can't even think why you would use that as an example!?!

And civilians- with proper use they can be MORE effective than a medic. There I said it. Medics are easy prey, civilians are not and no one ever kills them now as they are so scared of the massive respawn time if they do- EVEN when the civvie is performing medical duties.

And the hideouts providing such amazing respawn locations compared to the BluFor? Do you have any comeback for that or did you just conveniantly miss it out because there is none?

Or the fact Insurgents almost always have BluFor weapons? Any comebacks? No as there aren't any.

Face it mate, you are pissing in the wind.

My suggestion to fix all this heartache- bring back the old rally system for Insurgency maps only. Provide good squads with better respawn locations and the onslaught of better armed insurgents can be prevented.
Last edited by superhunty on 2010-08-01 19:09, edited 1 time in total.
Amir
Posts: 167
Joined: 2010-03-10 19:35

Re: Ideas that could drastically change gameplay.

Post by Amir »

Scoped rifles are popular ? I rather shooting a unsoped one on every map except Kashan =D Even M249's.
You have more chance that you'll have a close engagement on maps like Muttrah or so.

And also at the point of insurgency; if you look on a well-played match you'll see that OPFOR has deaths 250 to 300 deaths and the BLUEFOR 100 to 150 deaths. So this means you have to be lucky and do your goddamn thing in insurgency as BLUEFOR instead of a frontal attack on a "possibly known cache".
With this thing you said about "bluefor are scared"; that's their own problem. They have tanks, apc's, attack heli's.

I'm ok with the rest. Though, the LAT and TOW thing; LAT should destroy an APC in a slow way and so would the TOW do with tanks. Giving the crewmen the time to think.
Just let the apc/tank burn for a while till it explode; like 30 seconds or so with here and there some things disabled.

What I've also seen in much movies (lol) is that when a tank get's hit from that it keeps riding sometimes (do not flame on me if I'm wrong), this would be cool ?
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boilerrat
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Joined: 2009-09-02 07:47

Re: Ideas that could drastically change gameplay.

Post by boilerrat »

superhunty wrote:.



And while I agree with your vehicle firing in point, that is again a very small and insignificant comeback. This is because caches are found all over the city and not just on the periphery. In Karbala especially- I can't even think why you would use that as an example!?!

And civilians- with proper use they can be MORE effective than a medic. There I said it. Medics are easy prey, civilians are not and no one ever kills them now as they are so scared of the massive respawn time if they do- EVEN when the civvie is performing medical duties.

-Total BS, I am killed instantly as a civilian no matter what I was just doing.


And the hideouts providing such amazing respawn locations compared to the BluFor? Do you have any comeback for that or did you just conveniantly miss it out because there is none?

-Do hideouts have heavy machine gun nests and foxholes and TOWs? Can our spawn points be placed instantly by our squad leader?

Or the fact Insurgents almost always have BluFor weapons? Any comebacks? No as there aren't any.

-I rarely ever have them, they aren't as abundant as you would think. Often if any blufor dies their kit is sitting on that hill they camp from instead of taking objectives.

Face it mate, you are pissing in the wind.

-No u


My suggestion to fix all this heartache- bring back the old rally system for Insurgency maps only. Provide good squads with better respawn locations and the onslaught of better armed insurgents can be prevented.

-I'm not sure how many times you have actually played as Insurgents, we usually end up being cannon fodder for the whole round while lightly defending.
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superhunty
Posts: 357
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Re: Ideas that could drastically change gameplay.

Post by superhunty »

boilerrat wrote:Message in red
Mate think about what your saying! If you are a civilian and are killed the whole time it is still a negative for the BluFor! So you are simply backing up your own point!!!

And when was the last time you saw a firebase in the city on Basrah or Karbala that was effective? What use are HMGs and TOWs in a built up slum? NONE!!! Honestly think about your experiences in game before trying to make your points!

And I dont know what your saying about BluFor kits hard to find? Every single time Im in a squad at least one of it will have a BluFor kit.

And your point about a squad leader being able to deploy a Firebase with no hassle makes no sense? BluFor need crates and builders, OpFor simply need one officer who has a shovel himself?
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Ideas that could drastically change gameplay.

Post by boilerrat »

superhunty wrote:Mate think about what your saying! If you are a civilian and are killed the whole time it is still a negative for the BluFor! So you are simply backing up your own point!!!

And when was the last time you saw a firebase in the city on Basrah or Karbala that was effective? What use are HMGs and TOWs in a built up slum? NONE!!! Honestly think about your experiences in game before trying to make your points!

And I dont know what your saying about BluFor kits hard to find? Every single time Im in a squad at least one of it will have a BluFor kit.

And your point about a squad leader being able to deploy a Firebase with no hassle makes no sense? BluFor need crates and builders, OpFor simply need one officer who has a shovel himself?
I was pointing to rally points and FOBs vs undefended hideouts.... they don't have to be in the city.

I'm not arguing.
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superhunty
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Joined: 2007-09-23 12:58

Re: Ideas that could drastically change gameplay.

Post by superhunty »

boilerrat wrote:I was pointing to rally points and FOBs vs undefended hideouts.... they don't have to be in the city.

I'm not arguing.
Ahhh thats a shame... as you can tell I love a bit of argumentative banter! Oh and the "piss in the wind" comment... I didnt think many non-brits would understand it? :razz:

Yeah the problem is that on the outskirts of the city even the best built FB ever with wire, foxholes, HMGs, AAs, TOWs etc is still far inferior to a simple hideout hidden near the cache in the city... For all their technology BluFor cannot have a clear line of sight into the city from outside.

Giving them back a system like the old rally system would allow them to at least gain a foothold INSIDE the city, allowing them to launch a search for the cache which lasts more than just one life. Or say a rally point which expires after 10 minutes?
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Ideas that could drastically change gameplay.

Post by Murphy »

You believe BluFor is underpowered compared to Insurgents? Obviously you don't play with people who know what they are doing. BluFor is way overpowered compared to Insurgents, especially if they know how to use armor, and which weapons are effective. Last night on Falujah in my inf squad went 85+ and 23(ish), K :D wise that is (I had roughly half those kills from iron sight SAW). I think BluFor is way overpowered when they play to their advantages, and if the Insurgents try playing the map like AAS or something similar to that they will always lose.

Most of these suggestions have merit, some of them seem like you just want rebalance and others seem a little excessive. Either way I hope the devs take some of these suggestions and make them reality.
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superhunty
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Joined: 2007-09-23 12:58

Re: Ideas that could drastically change gameplay.

Post by superhunty »

Murphy wrote: Last night on Falujah in my inf squad went 85+ and 23(ish), K :D wise that is (I had roughly half those kills from iron sight SAW). I think BluFor is way overpowered when they play to their advantages, and if the Insurgents try playing the map like AAS or something similar to that they will always lose.
But those kills mean nothing... they gain you absolutely nothing. That part of what i'm trying to say- killing means nothing.

And if the insurgents play AAS they will obviously lose but any half decent insurgent team with some kind of communication is unbreakable I have always found.
Cossack
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Joined: 2009-06-17 09:25

Re: Ideas that could drastically change gameplay.

Post by Cossack »

OK, but what DEV's are thinking about this ideas?
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superhunty
Posts: 357
Joined: 2007-09-23 12:58

Re: Ideas that could drastically change gameplay.

Post by superhunty »

Cossack112 wrote:OK, but what DEV's are thinking about this ideas?
Good question...

Perfect examply guys: I just played a round on Archer on MeRK UK server, as Insurgents. We won in an 2 hours with Canada getting one cache. And that is on an open map where all the heavy weapons and scopes of BluFor CAN be used!
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Ideas that could drastically change gameplay.

Post by HAAN4 »

1 make the commander spent requisition points to request vehicles (everboby will respect the commander, take his orders, and the team will always have the proper use of vehicles e the right vehicles.

2 wacth the happy ending :D i love happy endings
superhunty
Posts: 357
Joined: 2007-09-23 12:58

Re: Ideas that could drastically change gameplay.

Post by superhunty »

HAAN4 wrote:1 make the commander spent requisition points to request vehicles (everboby will respect the commander, take his orders, and the team will always have the proper use of vehicles e the right vehicles.

2 wacth the happy ending :D i love happy endings
414 posts and you still make no sense to me... sorry.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Ideas that could drastically change gameplay.

Post by dtacs »

superhunty wrote:Your just arguing for the sake of arguing and not actually acknowledging many, if any, of my points. For instance the point I made about insurgent infantry weapons. Shotguns were a very small part of my post yet you pick on that simply because you think you have a valid point about it. In CQB Insurgent > BluFor Weapons.
Yes, I did acknowledge your points actually. While you argue that Blufor are underpowered, I argue the complete opposite. For the sake of arguing? Not really since its something that really sends me up the wall.

Questioning whether I even play the game is another poor comment, simply because you don't have a clue what your talking about.
I don't have a clue? What have I been talking about then? I think I do considering I have the ability to list logical points which are fact with a pinch of opinion.

And while I agree with your vehicle firing in point, that is again a very small and insignificant comeback. This is because caches are found all over the city and not just on the periphery. In Karbala especially- I can't even think why you would use that as an example!?!
Its not a 'comeback', I'm not trying to attack you personally in any way (sorry if seems like that)

In Karbala, caches are MAINLY found on the periphery. See my thread for more evidence of that (B3 housing compound, C4 housing compound, factories in the corner, hospital across the river)

And civilians- with proper use they can be MORE effective than a medic. There I said it. Medics are easy prey, civilians are not and no one ever kills them now as they are so scared of the massive respawn time if they do- EVEN when the civvie is performing medical duties.
Medics are easy prey? They are just as much prey as the next Bluey with a gun. I think you should review your experience in contrast with others in this thread, as they are saying they're getting killed as a civi quite a bit. And I can add to that saying I do as well.

And the hideouts providing such amazing respawn locations compared to the BluFor? Do you have any comeback for that or did you just conveniantly miss it out because there is none?
Yes, they do, you're perfectly right. However, they are plentiful and easy to place because they have no form of defence, and the Insurgents don't have access to a plentiful amount of armed transport vehicles like the Blufor do.

Especially in the latter parts of the game when there is nothing left at main to use for transport, since all the bikes/civi cars have been systematically abandoned around the map.

Or the fact Insurgents almost always have BluFor weapons? Any comebacks? No as there aren't any.
Why would they want Blufor weapons if their weapons are overpowered and better than the Blue's like you said? I prefer Insurgent weapons due to their simplicity and effectiveness for destroying bodies completely. Other enjoy Blue kits more due to their optics.

Face it mate, you are pissing in the wind.
No need to get ad hominem, keep it civil.
superhunty wrote:But those kills mean nothing... they gain you absolutely nothing. That part of what i'm trying to say- killing means nothing.

And if the insurgents play AAS they will obviously lose but any half decent insurgent team with some kind of communication is unbreakable I have always found.
They do gain something: intel and less enemy numbers on the cache, plus if the Insurgents don't have a proper dogbox network it means taking a vehicle from main, or walking.
superhunty
Posts: 357
Joined: 2007-09-23 12:58

Re: Ideas that could drastically change gameplay.

Post by superhunty »

dtacs wrote:They do gain something: intel and less enemy numbers on the cache, plus if the Insurgents don't have a proper dogbox network it means taking a vehicle from main, or walking.
Ha no worries mate! I think part of the reason for our disagreement is that you are using Karbala as your example and I am using Basrah! To be honest I rarely play Karbala- don't know why but it never seems to be on when Im playing!

Whereas you say Karbala is heavily biased to BluFor from your experiences, I would say that Basrah is just as heavily biased towards insurgents. I must have played Basrah at least 10 times since returning to the game and have not once seen BluFor win!
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Ideas that could drastically change gameplay.

Post by gazzthompson »

@superhunty.

You say INS have better CQB weapons, and most maps are CQB but then go on to say most INS in fact pick up BLUFOR weapons, is this not contradictory?

Either way, its personal preference. I believe the SA80 is better in CQB that Any INS weapon. Tho the AK's rape the m16, again in my opinion.
BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: Ideas that could drastically change gameplay.

Post by BlackwaterSaxon »

gazzthompson wrote:@superhunty.

You say INS have better CQB weapons, and most maps are CQB but then go on to say most INS in fact pick up BLUFOR weapons, is this not contradictory?

Either way, its personal preference. I believe the SA80 is better in CQB that Any INS weapon. Tho the AK's rape the m16, again in my opinion.
Exactly, I adore playing as the medic for Brits on Basrah, simply because it means I get to switch my L85 to full auto and rape some insurgents.

I rarely see an Insurgent win on Basrah, more often than not I see Insurgents get overwhelmed and destroyed by Brit armour.
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danger01
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Re: Ideas that could drastically change gameplay.

Post by danger01 »

When final flags are taken, spawning is not possible by the losing faction. This is frustrating to say the least, i would like to see spawning available until ticket count reaches zero. a few times there have been over 130 tickets left on the losing side and had to sit out and watch them count down to zero, when fighting to get the final flag back would have been a much preferred option.
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