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The dilemma for Insurgents

Posted: 2013-03-04 16:26
by 007.SirBond
I've noticed that majority of the time during Insurgency gameplay, it is a no-no for Insurgent players to spawn on unknown caches.

Players don't like it because they have seen one person with a low IQ who spawns on the unknown then proceeds to fire at BLUFOR players from the unknown cache building/compound and attracts them to it, then aftermath is usually a result in loss of cache.

But then if no insurgents are on the unknown cache, BLUFOR might just sweep that area and destroy the cache easily because there is no resistance.

Also combined with players ghosting, cheating by telling the otherside about unknowns, it really makes playing as a insurgent really frustrating and not fun.

Re: The dilemma for Insurgents

Posted: 2013-03-05 18:32
by Mikemonster
Yeah, it's been this way for a while. I suggested the Unknown be removed but it was disallowed (still cry about it now actually).

I do wonder if we overstate the number of times Unknowns get found by ninjas, however I don't really think we do unfortunately.

At the moment, on most maps, I believe the game is fair enough for Insurgents. If there was just one cache you might see Blufor doing even better! (As there would be far fewer excuses for a Blufor squad to just dodder off and lonewolf in the name of getting intelligence/recon).

In my eyes, insurgents aren't meant to win.. But it's nice to have a fairly even game.

The main glaring problem with Unknowns is that it's the worst players on the Ins team that give them away - The non-mumblers that spawn at the Unknown and grab an RPG to fire from the roof of the nearest landmark. Or like you mentioned, cheaters. Or just people that are so practised as Blufor they have memorised all of the likely Unknown locations. It can be a bit demotivating..

Re: The dilemma for Insurgents

Posted: 2013-03-07 00:32
by 007.SirBond
Mikemonster wrote:Yeah, it's been this way for a while. I suggested the Unknown be removed but it was disallowed (still cry about it now actually).

I do wonder if we overstate the number of times Unknowns get found by ninjas, however I don't really think we do unfortunately.

At the moment, on most maps, I believe the game is fair enough for Insurgents. If there was just one cache you might see Blufor doing even better! (As there would be far fewer excuses for a Blufor squad to just dodder off and lonewolf in the name of getting intelligence/recon).

In my eyes, insurgents aren't meant to win.. But it's nice to have a fairly even game.

The main glaring problem with Unknowns is that it's the worst players on the Ins team that give them away - The non-mumblers that spawn at the Unknown and grab an RPG to fire from the roof of the nearest landmark. Or like you mentioned, cheaters. Or just people that are so practised as Blufor they have memorised all of the likely Unknown locations. It can be a bit demotivating..
IMO there should be no game assist in revealing caches making one known and the other unknown. It should just be caches that only insurgents can see and spawn on the map. Blufor can mark the map with cache markers themselves. Gaining intel from arresting insurgents should just place a gaint circle over a large area of the map where a cache is but not directly which building. And more intel would just make the circle smaller.

I also don't understand how killing a insurgent would gain any intel.
If a civilian gets killed outside ROE. There should be a loss in Blufor tickets. More negative media reports about war does make citizens question the war and we have seen withdrawl or less troops being deployed to the war as a result.

I know nobody likes to see insurgents win but playing as blufor and always knowing your gonna win gets boring quick. Its not challenging enough.

There's a flaw in the current insurgency mode. Otherwise dbmod wouldn't have been the preferred choice for a lot of players.

Re: The dilemma for Insurgents

Posted: 2013-03-07 00:45
by Lange
I think one problem is just with time and limitations with the maps its just too easy to memorize caches anymore. Maps like Karbala, Operation Archer and Fallujah West are rarely won by insurgents because of how easy it is to memorize caches over time.

One thing for certain is the INS gamemode in my opinion has always been broken and needs a huge revamping in the future for both sides not just insurgents.

Re: The dilemma for Insurgents

Posted: 2013-03-07 02:08
by Leut.dweed
007.SirBond wrote:IMO there should be no game assist in revealing caches making one known and the other unknown. It should just be caches that only insurgents can see and spawn on the map. Blufor can mark the map with cache markers themselves. Gaining intel from arresting insurgents should just place a gaint circle over a large area of the map where a cache is but not directly which building. And more intel would just make the circle smaller.

I also don't understand how killing a insurgent would gain any intel.
If a civilian gets killed outside ROE. There should be a loss in Blufor tickets. More negative media reports about war does make citizens question the war and we have seen withdrawl or less troops being deployed to the war as a result.

I know nobody likes to see insurgents win but playing as blufor and always knowing your gonna win gets boring quick. Its not challenging enough.

There's a flaw in the current insurgency mode. Otherwise dbmod wouldn't have been the preferred choice for a lot of players.
I love to see the insurgents win. ;) and the guys who play with me also. Allahu ahkbar

Re: The dilemma for Insurgents

Posted: 2013-03-07 06:56
by M.Hart
Well, DBMod actually solved it for me but the idea of not having a cache marker at all as BLUFOR would really make it interesting and more challenging than it is now. I am for "no markers for BLUFOR" solution.

Re: The dilemma for Insurgents

Posted: 2013-03-07 07:41
by risegold8929
M.Hart wrote:Well, DBMod actually solved it for me but the idea of not having a cache marker at all as BLUFOR would really make it interesting and more challenging than it is now. I am for "no markers for BLUFOR" solution.
I agree, This would be interesting to see how it pans out in an actual game. More co-ordination within a team would be required which may or may not turn out to be a good thing depending on the team.

Re: The dilemma for Insurgents

Posted: 2013-03-07 11:07
by sweedensniiperr
I don't think the problem is the spawning on unknown caches. The problem lies when those lone guys who spawn there, and then 4 more spawns, all in different squads. If an actual squad spawns in coordination with the others and they act smart I don't see a problem.

Re: The dilemma for Insurgents

Posted: 2013-03-07 17:30
by Cavazos
One issue of staying away from unknown cache's is that you limit your firepower. There are weapons there that can be used. Rather people stay away from unknown caches or not, at least run in a take the weapons there to help out the team.

Re: The dilemma for Insurgents

Posted: 2013-03-07 18:19
by Mikemonster
Miami/Swe, agreed.. But the Ins team rarely actually works as a unit (Not as much as Blufor do I mean), so the co-ordinated defence doesn't really materialise (compared to just pushing more bodies into the battle from good FOBs nearby).

If the Ins team played as co-ordinated as Blufor games would get boring very quickly, I think. Most of the fun of Insurgency (it's my favourite game-mode) is making it up as you go along.

Re: The dilemma for Insurgents

Posted: 2013-03-16 01:09
by Pvt.LHeureux
M.Hart wrote:Well, DBMod actually solved it for me but the idea of not having a cache marker at all as BLUFOR would really make it interesting and more challenging than it is now. I am for "no markers for BLUFOR" solution.
Same here, this would also allow the Insurgents to setup "fake" caches.

Re: The dilemma for Insurgents

Posted: 2013-03-16 16:27
by Henrique_Dalben
When playing INS the minimap should be divided into "zones" and the only warning about caches you'd get would be "Cache at xxxxx zone". But the number of caches should be lower, something like only 3 or 4 of them. I have no idea if this is possible or even doable in a reasonable amount of time, but it would solve many problems with INS gamemode.