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Posted: 2007-09-25 13:23
by Wasteland
[R-DEV]Rhino wrote:and what do u suggest we add what already isn't there that is also realistic?
If possible: have each entrance (N and S) take a 90 degree turn before entering the compound. So the entrance is like an "L" Then have that same MG w/ blockade covering the turn. That way the MGs aren't just sniping candy.
The only way to get in then would be very well placed molotovs or nades, civilian's rope, or a rapid assault with a technical.
Or just waiting until you didn't have at least two Brits on station there.
Posted: 2007-09-25 15:26
by Sabre_tooth_tigger
Any improvement you make to the nvcp defences can be used by the insurgents just as well.
Its something to bear in mind. If you look at Qwai for example, I think the mine was added to help usmc hold their flags better but what often happens is the chinese will take the mine and hold it and turn the whole idea on its head.
That happens regards of wether they can turn the flag or not. On basra, nvcp is right by a main bridge so it doesnt matter if it can be captured offically or not, its a usefull position
The insurgents should be running scared but they are not, they are as strong and effective as the british army

ops:
Tow missile emplacements couldnt be used by the insurgents so that'd be good. Or Tow/normal humvee/rover spawning there
Posted: 2007-09-26 10:29
by 1wardog.ca
i love the destructible buildings,thank you! i dont get much city fighting anymore and i enjoy that.I do prefer 6.0 over 5 which was good also. pr has made all other games useless now.i love this game. love al basara.Dont miss the a10 rapage,i enjoy playing both sides,
hate the squad bug!hate the squad bug!hate the squad bug!hate the squad bug!
thats all.
Posted: 2007-09-26 10:54
by Rhino
1wardog.ca wrote: hate the squad bug!hate the squad bug!hate the squad bug!hate the squad bug!
well ehhh, we cant do anything about the squad bug.... *throws at DICE/EA*
Posted: 2007-09-26 11:42
by jayceon515
Put the Apache back and add another sa-7 without that lock-on warning like with the merlin. It would add a lot to the map. If the apache destroys the ammo caches then the insurgents should take care of it. They have enough equipment to do so ( .50cal pickup trucks, sa-7s, RPGs). It wouldn't present such a threat like the cobras did in .5 b/c now we have civis running around the map.
Posted: 2007-09-26 12:06
by GoofRatty(CDN)
Why not just leave it as is? Who cares about the vcp? Just find and destroy the caches man, simple. Why go back to the Us supported rape that was the case in .05. Get over it ladies.
Posted: 2007-09-26 12:11
by Rhino
for the last time, the main reason why the apache is not in the map is because its too easy to destroy ammo dumps with it, all it has to do is have a little circle pop up on the minimap to where abouts the ammo dump is, fly around that area really quickly with the gunner on the look out, spots, hovers, shoots a burst of the MG, its down, fly off, have a nice day.
Posted: 2007-09-26 13:10
by jayceon515
If you don't want the apache to destroy caches code it as when an insurgent destroys the cache he gets instantly killed (player was shot as a traitor to insurgency) and gets lots of negative points. Same should apply for APCs. Caches should only be destroyed by c4 or slams. This would force infantry to go house to house searching and make an engineer more valuable.
Posted: 2007-09-26 16:12
by Sabre_tooth_tigger
Before I read Rhinos post I was going to come on here and say that cant be the real issue why they were removed.
We used apache plenty in the beta on insurgency and it really wasnt a benefit in this way.
We used to blow up the entire village of destructible buildings when the map was half empty and it still wasnt really helping.
Maybe we didnt have the red circles then, I cant remember if it was broken in the beta or something. But in a general search it wasnt any better then the Merlin is now.
The red circle is very aproximate and the insurgents usually have plenty of time to defend it, if anything they screw things up by hovering in a circle around it using pick up weapons that only come from a cache.
Nice weapon + free ammo is bit too much temptation to the average pub player so you get a similar kind of 'traffic' that you might trace a RP with
Next time your playing, try using that merlin to find the caches without getting shot down, its not much help unfortunately.
In theory you could have a guy sit on the tail ramp and drop c4 while the heli resupplied him.
That would make it more usefull then the apache for searching if not mass destruction
Correct procedure would be to use the heli to quickly drop a squad nearby for a proper search imo.
I can see the devs arent going to be persuaded about this so I think the brits should get a tank to make up for the apache not being there
Posted: 2007-09-26 16:18
by Rhino
in the beta the apache was only in the AAS layer which we decied to take out cos insurgancy was a much better game mode to represent the insurgants on, and servers like in the beta only ran the AAS version.
Posted: 2007-09-26 16:34
by Sabre_tooth_tigger
:/
I swear I remember using an apache to blow up an ammo cache on the island near palance.
It was on the roof so was easy to spot. False memory syndrome I guess

Posted: 2007-09-26 16:37
by Rhino
there was alot of beta versions so it probaly was in 1 or 2, but hard to say from memory.
Posted: 2007-09-26 16:45
by Outlawz7
I see people saying, that Insurgents have tons of RPGs, and technicals to shoot down the Apache, but you're forgetting that the Insurgent team task isn't solely to destroy the Apache, it's to defend ammo caches and ambush the ground vehicles and troops, not some uber 1337 chopper 200m in the sky

Posted: 2007-09-26 17:01
by Sabre_tooth_tigger
Yea but maybe if their time was a bit more divided they would not have time to dominate nvcp so effectively.
1 or 2 50 cal on an apache is very effective, they dont handle well and if you can see it clearly overhead then the pilot probably cant see you unless he is diving.
The insurgents have so many vehicles to spare they go unused in games Ive played and thats when I make an effort to empty palace and use them for jihad
Posted: 2007-09-26 19:42
by Rhino
Emnyron wrote:The final beta ran insurg only on many servers, and the Bow was there..
Al-B never felt soo good.
the version where we probaly took out AAS then

Posted: 2007-09-27 18:26
by Ecko
[R-MOD]Wasteland wrote:If possible: have each entrance (N and S) take a 90 degree turn before entering the compound. So the entrance is like an "L" Then have that same MG w/ blockade covering the turn. That way the MGs aren't just sniping candy.
The only way to get in then would be very well placed molotovs or nades, civilian's rope, or a rapid assault with a technical.
Or just waiting until you didn't have at least two Brits on station there.
Sounds good.
'specially in .7 when Mortars hopefully have been added. That way if the VCP was compromised, mortor barrages could clear it so brits had an easier time retaking it.
Posted: 2007-09-27 18:55
by Sabre_tooth_tigger
That sounds good
