next "known" cache
Posted: 2011-09-20 19:07
Now that i've finally had a chance to play insurgency in .97 i've noticed major flaw in the INS system which was not there before. As i recall the point of insurgency is to have one team, being out gunned and less maneuverable, set up a defense and use ambush tactics to defend the objectives. Asymmetrical warfare.
in short the point of insurgency was to have the insurgents hide and prepare. However with the latest changes the next cache which becomes known to the Blufor team is the one that is left less defended. This leads to a lack of preparation from the INS and a need to move all the way across the map possibly through open ground in order to reset at the other cache.
now i find this flawed in a few ways:
1. Realism
a) If there is no insurgent activity in one area, why would the blufor get intel saying a cache is there? no informants would have noticed anything strange and report since a cache realistically would be stowed away and not sitting in plain sight in your living room. as well it is not uncommon for civilians to have a few weapons in Afghanistan.
b) setting up a defense is now pointless and in fact damaging to the insurgent team since the players spawned over to set up a defense before a cache is known would be in most cases stuck at the unknown when the far away cache becomes known.
2. Gameplay
a) I understand this was probably to help curb invincible caches, however due to the limitations of the game this has a much less desirable effect as making caches almost completely non defensible. Due to the fact that there is a lacking of many real world variables this change has only served to split the insurgent team in half as we know if we all spawn on one, the other becomes known, if we all move to the known, there are still patrolling blufor squads. this leaves the defenders completely out numbered.
b) a lack of civilian presence (actual innocent civilians) leaves us with the blufor simply bombarding positions that are already under manned with everything they've got not caring for collateral damage.
c) due to a lack of vehicles spawning around caches transportation is limited for INS team when they realize there is no one on the known cache. as we know most vehicles for both teams spawn at their main, however since INS tends to spawn on caches this leaves them with little transport in quite a few situations, while blufor which almost always operates out of the main base, are never short on wheels or wings. This allows blufor to simply rush a high volume of troops onto the known and not allow INS to enter the area while they search. the only way in at that point is to suicide and spawn inside which itself may not be possible once the cache has been over run.
Now i'm sure many players have complained about having to deal with too many RPG/SPG ambushes in the past and too well prepared caches being untakable, however this is a problem with the Blufor's play style, not the insurgency team's capabilities. I agree with asymmetrical balance, however this certainly has tipped the scale too far in one direction. With a lack of many real world variables this simply doesnt work. If this system is to be kept i believe cities must be made much denser and more obstacles be in place for blufor vehicles and aircraft for it to work properly. for instance choppers will not in real life attempt a landing on a narrow street with power lines or other over hanging objects where in game this is not an issue. more static vehicles clogging up road ways, fruit stands, civilians etc.
in short the point of insurgency was to have the insurgents hide and prepare. However with the latest changes the next cache which becomes known to the Blufor team is the one that is left less defended. This leads to a lack of preparation from the INS and a need to move all the way across the map possibly through open ground in order to reset at the other cache.
now i find this flawed in a few ways:
1. Realism
a) If there is no insurgent activity in one area, why would the blufor get intel saying a cache is there? no informants would have noticed anything strange and report since a cache realistically would be stowed away and not sitting in plain sight in your living room. as well it is not uncommon for civilians to have a few weapons in Afghanistan.
b) setting up a defense is now pointless and in fact damaging to the insurgent team since the players spawned over to set up a defense before a cache is known would be in most cases stuck at the unknown when the far away cache becomes known.
2. Gameplay
a) I understand this was probably to help curb invincible caches, however due to the limitations of the game this has a much less desirable effect as making caches almost completely non defensible. Due to the fact that there is a lacking of many real world variables this change has only served to split the insurgent team in half as we know if we all spawn on one, the other becomes known, if we all move to the known, there are still patrolling blufor squads. this leaves the defenders completely out numbered.
b) a lack of civilian presence (actual innocent civilians) leaves us with the blufor simply bombarding positions that are already under manned with everything they've got not caring for collateral damage.
c) due to a lack of vehicles spawning around caches transportation is limited for INS team when they realize there is no one on the known cache. as we know most vehicles for both teams spawn at their main, however since INS tends to spawn on caches this leaves them with little transport in quite a few situations, while blufor which almost always operates out of the main base, are never short on wheels or wings. This allows blufor to simply rush a high volume of troops onto the known and not allow INS to enter the area while they search. the only way in at that point is to suicide and spawn inside which itself may not be possible once the cache has been over run.
Now i'm sure many players have complained about having to deal with too many RPG/SPG ambushes in the past and too well prepared caches being untakable, however this is a problem with the Blufor's play style, not the insurgency team's capabilities. I agree with asymmetrical balance, however this certainly has tipped the scale too far in one direction. With a lack of many real world variables this simply doesnt work. If this system is to be kept i believe cities must be made much denser and more obstacles be in place for blufor vehicles and aircraft for it to work properly. for instance choppers will not in real life attempt a landing on a narrow street with power lines or other over hanging objects where in game this is not an issue. more static vehicles clogging up road ways, fruit stands, civilians etc.