Insurgents can't win
Posted: 2012-02-22 23:34
Any one notice unless the Bluefor has to be total incompetent to lose, and even when they are total incompetent they will win.
I use to play insurgent and we had a chance if we stayed with the known, don't spawn on the unknown, and build hideouts. Now no matter what you do the Bluefor win 400+ tickets left. I don't know if its because every one now knows every location of caches on maps and just spend time looking for unmanned unknowns. Or the random cache spawning system where cache spawns in 1 house in the middle of the desert no real way of setting up hideouts that are hidden or putting up any defense from Armor. Or the ticket number changed to counter wounded ticket loss.
I think random spawning caches needs to be changed, or change the cache locations to more realistic locations. Also I think distance to over run hideouts should be changed, to many times hideouts get over run from Bluefor that have no idea where it is, or even that its there. I think making the distance 10m to over run then they would have to find all hideouts around cache before they get the cache. Some mite say this is unfair then you could make the distance between hideouts further then 200m to counter it.
I'm just trying to see other peoples feelings on insurgency is, Insurgency was my favorite mode and was a great break from the Normal AAS Project Reality has turned into, but now I'm starting to dislike the game mode because it is over to fast, or insurgents have no chance.
I do remember back when Bluefor had no chance of winning and many people had problems with that, but it felt more as if back then Bluefor (with all their force multipliers) had to play like a real team to win, now it feels that Insurgents (with small arms, RPGS, and rocks) have to play as a perfect team just to have a chance to win. Seems like insurgency is backwards then the way it should be, your asking the under equipped faction to have perfect teamwork to have a chance to win, and the superior equipped faction can win with a thumb up their but by 400 tickets. The old Insurgency Insurgents won by unorthodox warfare like their real world counter parts, and Bluefor won by playing smart, communication, conserving assets and tickets. They don't do that now because they don't have to.
I use to play insurgent and we had a chance if we stayed with the known, don't spawn on the unknown, and build hideouts. Now no matter what you do the Bluefor win 400+ tickets left. I don't know if its because every one now knows every location of caches on maps and just spend time looking for unmanned unknowns. Or the random cache spawning system where cache spawns in 1 house in the middle of the desert no real way of setting up hideouts that are hidden or putting up any defense from Armor. Or the ticket number changed to counter wounded ticket loss.
I think random spawning caches needs to be changed, or change the cache locations to more realistic locations. Also I think distance to over run hideouts should be changed, to many times hideouts get over run from Bluefor that have no idea where it is, or even that its there. I think making the distance 10m to over run then they would have to find all hideouts around cache before they get the cache. Some mite say this is unfair then you could make the distance between hideouts further then 200m to counter it.
I'm just trying to see other peoples feelings on insurgency is, Insurgency was my favorite mode and was a great break from the Normal AAS Project Reality has turned into, but now I'm starting to dislike the game mode because it is over to fast, or insurgents have no chance.
I do remember back when Bluefor had no chance of winning and many people had problems with that, but it felt more as if back then Bluefor (with all their force multipliers) had to play like a real team to win, now it feels that Insurgents (with small arms, RPGS, and rocks) have to play as a perfect team just to have a chance to win. Seems like insurgency is backwards then the way it should be, your asking the under equipped faction to have perfect teamwork to have a chance to win, and the superior equipped faction can win with a thumb up their but by 400 tickets. The old Insurgency Insurgents won by unorthodox warfare like their real world counter parts, and Bluefor won by playing smart, communication, conserving assets and tickets. They don't do that now because they don't have to.