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Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 17:37
by Rissien
About squad leader, pretty much all those limitations, guess what BLUFOR sl has the same limitations, only difference is one has a scope, unless sl is using alternate kit. Insurgents are unconventional, they arent supposed to be like or fight like coalition. They are supposed to defend, lay ambushes, lie in wait. thats why they dont have scopes. They shouldnt be doing full out assaults, the occasional raid here and there yes but thats it. You have to use the insurgents strenghts to your advantage, you can pick up rifleman kits anyways so your 'search for shovels' arguement is invalid.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 17:39
by Imchicken1
Yes, there are ALOT of good reasons this kit side lock is being implemented. My problem is that Blufor can take HAT kit's without having to worry about the insurgents getting them now.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 18:09
by zenrique
Imchicken1 wrote:Yes, there are ALOT of good reasons this kit side lock is being implemented. My problem is that Blufor can take HAT kit's without having to worry about the insurgents getting them now.
Well, a downed HAT kit stays on the ground for 5 mins and will just become a perfect spot for ambushing, since others or himself may try to recover the kit. As an insurgent just camp the spot and kill enemies coming for it

Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 18:12
by Rissien
[R-DEV]zenrique wrote:Well, a downed HAT kit stays on the ground for 5 mins and will just become a perfect spot for ambushing, since others or himself may try to recover the kit. As an insurgent just camp the spot and kill enemies coming for it
Id be willing to bet that even if picking it up kills them instantly theyd be willing to do it to reset the timer too to keep it there. Best just to be wise with where you take your kits and keep some buddies around to protect you.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 18:38
by crazy11
LITOralis.nMd
Please stop trying to speculate how the gameplay will be without actually being able to play. Just wait a few weeks until after you have played a while and then you will be able to give constructive feedback, instead of how you are bashing the changes without even playing the game.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 18:43
by Dev1200
Alucard wrote:for kits such as engie's and hat's on INS it is good but come on i fired a m24 in real life it toke me 2 shots to get use to it and the bullet drop at 700m's....... its not that hard to use a sniper kit and im sure they could figure it out.......
It's so noobs don't take hats and snipers in insurgency and lose them.
I'll assume that they had to make it global, or else blufor could pick up insurgent kits as well. IRL it's frowned upon to use enemy equipment, so it's a realistic change.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 18:50
by goguapsy
LITOralis.nMd, you can ambush BLUFOR soldiers
Or hide while they take out a cache and pop over and kill them when they throw their 1st incendiary

Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 18:53
by Seagull_Tourney
I asked if this was possible a while back and got a pretty clear no. So when I saw this in the features list I was so happy I peed a little. Some of the new coding talent I'm guessing. Still wish it was for every kit.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 19:45
by Hotrod525
Actually im all for it, think about it will reduce t.k., its realistic and it mean a new way to play insurgency =D
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 19:49
by Claymore
I am glad that this change is present in 0.95. Being an insurgent I would definitely steal the first and last piece of equipment left on the battlefield but I definitely wouldn't try to use it right away. Why pick up something you have no ammo for? (We have to take into account that the weapon caches unrealistically provide whatever american ammo is required). And doing something as simple as a reload or clearing a jam on a gun you hold in your hand for the 1st time is not really fast or easy.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 21:36
by LITOralis.nMd
Mad respect fo the Devs and I'll STFU about this for some time.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-10 21:56
by Ford_Jam
Why is everybody justifying their argument by saying "BUT IF I WAS AN INSURGENT... I'd dump my rusty AK the first chance I got", problem is that you're NOT an insurgent and you most likely never will be!
Read what Jaymz said
here.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 15:59
by quaazi
Yeah, this is definetly one of those things I feel very conflicted about. On one hand, it makes sense realism wise, on the other hand, it's just another way us poor insurgies get screwed over (and even worse, gives BLUFOR an edge). Still, one could present the argument that if the devs were aiming for gameplay only, they'd give insurgents MBTs and everything, which we all know ain't gonna happen, so I guess it's an inevitable step. But Friday will be smarter than today, so I'll be back to reconsider my current, rather neutral, opinion.
Wait, scratch that, I just remembered how wounding gives ticket loss now. It's the perfect balance! BLUFOR will start racking up more kills and sweeps more easily, but their team is more fragile in terms of tickets too. Seems logical.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 16:18
by Cassius
Silly_Savage wrote:My favorite change!
For those of you bitchin' about it, you can direct your discontent towards me as I was the one who suggested it.
I think that should affect all kits. You do not see insurgents running around with an M16 most of the time, if they stocked up ammo for an 7.62 AK. Other reasons to hang onto your ak as an insurgent is, that while the blueforce has the means to maintain their more accurate m16 an insurgency might not. If I would trip over an German assault rifle I would be seriously conflicted as an insurgent though.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 16:18
by Mellanbror
Absolutly one of the best changes so far. I don't think that in any firefight anywhere has coalitionforces faced a dussin m-249 held by Ins/Talibans firing at them.
For me; a big part of the fun playing different factions is the difference in armaments.
I want the AK as Ins and (almost) never pickup nme's kit.
As usuall, big ups to all involved!
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 16:41
by {E-Z}Poli
[R-DEV]zenrique wrote:Well, a downed HAT kit stays on the ground for 5 mins and will just become a perfect spot for ambushing, since others or himself may try to recover the kit. As an insurgent just camp the spot and kill enemies coming for it
Hmm, that will be sure to promote team work....
SL-hey come over here and build this hideout..
SM - no..Im camping this HAT kit....
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 16:50
by Raccoon
I see:
Pros: Combat Engineer can actually be used on insurgency now, along with Heavy AT.
Cons: If for some God forsaken reason, you actually manage to run out of ammo completely. Realistically if you were to find a bunch of gear on a dead body, including a rifle... You would be able to take it. Plus, it's not like you wouldn't know how to fire it, most assault rifles use pretty universal methods of operation.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 17:15
by Silly_Savage
Cassius wrote:I think that should affect all kits. You do not see insurgents running around with an M16 most of the time, if they stocked up ammo for an 7.62 AK. Other reasons to hang onto your ak as an insurgent is, that while the blueforce has the means to maintain their more accurate m16 an insurgency might not. If I would trip over an German assault rifle I would be seriously conflicted as an insurgent though.
My initial suggestion was to prevent players from picking up any enemy kits. However, some of the Developers didn't find this appropriate, and thus, a compromise was reached.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 17:30
by Rissien
B33NJO wrote:
Cons: If for some God forsaken reason, you actually manage to run out of ammo completely. Realistically if you were to find a bunch of gear on a dead body, including a rifle... You would be able to take it. Plus, it's not like you wouldn't know how to fire it, most assault rifles use pretty universal methods of operation.
You can still pick up Rifleman varients which are the most common kits.
Re: 0.95 scripts for no enemy kits
Posted: 2010-10-11 18:09
by quaazi
Silly_Savage wrote:My initial suggestion was to prevent players from picking up any enemy kits. However, some of the Developers didn't find this appropriate, and thus, a compromise was reached.
The old story about Vietnam where US troops were said to abandon their M-16s for AK-47s comes to mind, whether this is an urban legend or not.