And that is why we dont have bio-cemical weapons in PR
But yet again laws are made to be broken!

agree, fully. The point of insurgency, or asymmetrical AAS against unconventional, is to make one side better equipped, and give the other side an advantage of terrain, or perhaps make it inherent with the gametype.Murphy wrote:Ok, learn to read what I said and quit being so indirect with your snide comments.
FOR GAME PLAY BALANCE was there not a developer move to limit the ZPU ability to completely rape infantry? If they implement this asset will it not just be a piss-poor excuse for giving INS team a counter balance to IFV/APCs when they already have loads of other options?
As far as I see it a lot of people around here must suck at OPFOR if they keep wanting to give them assets making them "conventional forces lite". They do not need any real buff, if you have problems taking on infantry with the techies we have learn to play better instead of wanting something to overcome your ineptitude with the current technicals. More technicals would be cool, but if everyone keeps adding assets without considering anything past "how much it will rape, and how cool it would be to have one. Also Blufor has a million weapon/assets why cant insurgents". Insurgents are normal people thrown into extraordinary situation (safe for battle hardened Taliban/Hamas), not some uberequipped professionally trained soldier with the financial backing of a government. And if you don't like the concept of having next to nothing equipment-wise how the hell could you consider yourself a redfor guy?
(bold and underlined my main point to avoid dumb comments like the prior poster)
are hills going to stop my helicopter from hitting a cache?40mmrain wrote:The americans do have better tools, yes, but the terrain and gametype favour the Taliban

Terrain does keep the balance in check. In Karbala, the kiowas fly around very freely in the desert, often. The enemies are out in the open, and obvious, in a techi vs kiowa fight in the desert the kiowa wins. However, in the city the AA kits, and the techis become far more difficult to handle. With so many roofs, streets, and cracks to hide in it's hard for the kiowa to engage the enemy even if it knows where the enemy is, and spotting the enemy is way harder. In the case of diving on caches and lingering, the urban caches have a much better time dealing with this. There is much more cover for AA users, and for guys on the ground near the cache to hid, along with a far more dangerous egress route for the kiowa. If the whole map becomes urban, this makes the kiowa far less efficient, and more balanced. Case in point: Ramiel, again. The kiowa on Ramiel is far less efficient than kokan or karbala, because the map is mostly urban.FLAP_BRBGOING2MOON wrote:are hills going to stop my helicopter from hitting a cache?
we arent saying armor needs a stronger counter here, its airpower we want to keep in check.
You could have the ZPU4 as a non respawning asset on kiowa heavy maps for the sake of ballance. Though I agree, on maps without any BLUFOR CAS to counter a ZPU techy would be a bit extreme.40mmrain wrote:yeah, but we dont have any maps with apaches, and tigers vs insurgents, right now. I think for against kiowas, the zpu4 is unnecessary.
What are you talking about???spiked_rye wrote:You could have the ZPU4 as a non respawning asset on kiowa heavy maps for the sake of ballance. Though I agree, on maps without any BLUFOR CAS to counter a ZPU techy would be a bit extreme.
Agreed, that this is a good thing. However, this should apply to both sides. I say, adding ZPU techis to already balanced Insurgency maps (Ramiel, kokan, korengal, archer etc.) would mean that the BLUFOR should have appropriate air assets, such as multiple scout helicopters, perhaps with ATGMs, and rockets, or a gunship. Then, for adding ZPU techis to maps that are imbalanced in favour of the BLUFOR (karbala, basrah, perhaps fallujah) would help the balance. Examples could be this.'Sgt.Desert Tiger[TR wrote:;1743696'] WE ARE SAYING GIVE THE WHAT IS IN AND USED IN REAL LIFE.

You just cant talk jet and zpu techy in same topic!!!Murphy wrote:Well Desert Tiger I have some insight into your comment.
When the US or UK armed forces actually conducted these operations some maps are based off of they had SHIT LOADS MORE EQUIPMENT. Don't come here throwing "they have it in real life" bullshit around, that's poor grounds to add anything to a GAME. If we wanted to keep things like real life then we will have to add dozens of assets including jets to just about every map with very few exceptions. "They have it in real life" well sorry this may be aimed at reflecting warfare in a realistic manner but with the limitations presented by the games engine I do believe we could never accurately reflect the actual situation on the ground as truly intended by devs.
Have you never read a post concerning "game play > reality"? I like new toys as well, and when the SPG techie came around I was probably one of the most excited concerning the asset. It is a well thought out and nicely executed counter balance to armored assets where as this ZPU feels like people just want it for the rape factor as opposed to actually thinking beyond how cool it would be to get your hands on this.
If that is to hard to understand stfu.


All that I was trying to say was that many of the maps are quite well balanced as it is. Half the fun of INS side is being under equipped and making a kill against armour using teamwork and stealth. The only times I've not really had fun as an insurgent have been either; a) constantly attacked from the air with little or no chance to retaliate, or b) when BLUFOR have been sat in thier base, or elsewhere because of a lack of assets. This is why I think that a non respawning ZPU (or rocket) techy would be best for some maps, a respawning one on others.'Sgt.Desert Tiger[TR wrote:;1743696']What are you talking about???
If there will be no CAS bluefor still have apc, mortars, sniper/marksman and AT kits.
Also you can flank that techy, few rifleman or just 1 m249 mg can take out anyone inside that techy. Because techy vulnerable to anything. You can easily take out driver and gunner. And still you cry about, it will unbalance the game(even have tons of things to easily take it down). No it will not. Use what is in your hand(like you said to us.)
Also Murphy has some problem I think. Because WE ARE NOT SAYING "Blufor has a million weapon/assets why cant insurgents", WE ARE SAYING GIVE THE WHAT IS IN AND USED IN REAL LIFE.
If this is too hard to understand pls not comment about it.
True, but a 50 cal techy in a strong possition is hard enough to take out, particularly if the flanks are protected, there is a lot of metal between a ZPU gunner and what ever he is aiming at. Yes, he is vulnerable from the side, but the volume of fire, and range of the ZPU will allow it to engage from a standoff possition and shred inf and light vehicles coming out of main before they can flank.'Sgt.Desert Tiger[TR wrote:;1744361']There is a time before gunner start to fire. Also that gunner will not have anything for cover himself from fire.
'Sgt.Desert Tiger[TR wrote:Also exprienced CAS user can take it out with come form higher heights without seen by zpu.
I don't agree, in an urban environment infantry can use cover to close in to the ZPU and engage the gunner effectively. In open environments the infantry would suffer deviation at long ranges, and cannot close the gap if the ZPU crew chose a strong location. Taking it out would require tanks or IFV (which is fair enough).'Sgt.Desert Tiger[TR wrote:Also nearly all ins maps are open areas instead of urban or hills and mountain and this also gives them highly negative effect when match with enemy inf.
I'm not sure I understand the last part, but yes, with some combind arms tactics a ZPU techy would be quite easy to eliminate. However, a 50cal techy in open ground isn't an easy task for unsupported infantry.'Sgt.Desert Tiger[TR wrote:Bluefor objective is not go directly on them and take them out too like opfor. So you need to be bit more carefull. With teamwork zpu-techy is nothing but you said opfor must play like a team and bluefor run&gun for win. Its only explaining for your thinking.
I'm not really a BLUFOR fanboy just because I'm not in favour of introducing a very powerful asset into a reasonabley well balanced environment without some kind of counter.'Sgt.Desert Tiger[TR wrote:This is like other bluefor fans answer when we talk about TOW abuse in operation archer by bluefor from castle: use your mortars etc.
And yet somehow it's reasonably well balanced as it is. The key point to take home is this would be a VERY powerfull asset, and as such some restraint is needed when implementing it to avoid unbalancing a delicate ecosystem.'Sgt.Desert Tiger[TR wrote:Same here use what you have. Bluefor have better inf rifles, mg s, sniper/marksman rifles, also have helicopter and apc support and with same opfor you have mortars