[FACTION] African Resistance Fighters
Posted: 2013-07-16 10:37
This is a general feedback thread for the newly introduced African Resistance Fighters faction.
Infantry
I cant help but feel the ARF infantry are quite overpowered for what I believe they are intended to represent; a paramilitary or irregular force that is more mobile yet less well funded and equipped than the Militia, and a faction that is less passive than Insurgent's hit & run and IED & suicide tactics.
They rely on conventional weapons (AKs, FALs and a few outdated STG-44s), with simple tactics that rely on withering automatic fire of a high caliber and mobile heavy weapons, such as technicals mounted with 50cals.
Hideouts should grant them 50cal bipod/tripod emplacements.
I think RP and hideout rules can be relaxed for ARF forces, such as shorter times to replace RPs, shorter distances to overrun HO & RPs by enemy, increase max HOs to be placed to 7.
Tickets should remain high for the ARF in AAS mode, but 900 seemed like a bit much. If BULFOR has 300, they should get 650.
Camouflage
This really depends on what type of force we truly want to represent. Since the African Union force will be introduced later as a more conventional and uniform faction, I think the ARF should be presented as more ad-hoc. There is no way an underfunded conventional AU faction could deal with the ARF if the US Army has trouble with them.
While I quite like the use of the Fallschirmj?ger pattern in places, I feel we could take more of a mish-mash style that we see on the militia, but mixed in with civi clothes. Hard pot helmets should be somewhat rare, mixed in with the astounding variety of hats you will see on various African Rebel factions through a google image search.
Some ideas, mostly retexture jobs:
bush hats
cap & headphones combination
A buildingsite hardhat, if we have one
Bandana
Khaki/Tan & olivedrab conbinations
Head dresses & facecovers we see on the taliban & INS factions
Give someone a brown beanie hat
Someone in Zebra camoflage trousers with black combat boots would be a nice touch
leopardprint waistcoat with olive drab trousers wtf
Maybe even give someone a fictional football(soccer) team shirt!
Over 9000 internets to whoever makes orange lifejacket (pilot jacket retextured?)
Grenadier - When coming up against this class armed with the M79, all cohesion breaks down. I believe his OPness comes from the sheer number of grenade rounds he has at his disposal. I think reducing this number to 10 or 8 might take the heat off somewhat. He will surely have rifleman support anyway.
No Buckshot, but a T33 (5+1) as a side arm. As rare as working M79 must be in those parts, those canister rounds must be gold dust nowadays.
The backwards cap is awesome btw, but he could use a pair of shades to go with it.
LAT
I think we should see how the ARF LAT will fare without small arms of any kind, but instead an RPG with 2 FRAG and one HEAT as his main weapon. Maybe T33 if its too much and maybe a single RKG. There will be plenty of rifleman to support him.
HAT
Similar to the LAT, but I think 2 HEAT and 1 Tandem.
Rifleman - Nothing fancy, pure volume of fire. Give the man and AK-47 with 10+1 magazines, three F1 grenades and perhaps a single smoke. Alternate gets two RKGs instead of the three F1s.
Autorifleman - I would go for the Bren if it will be ready in in time, otherwise an RPK-74 might be better suited.
Machinegunner - PKM or RPK(to distinguish the kit from AU faction). Shovel. Machete. Field dressing. No frills.
Scout - I've seen no pictures of PPSHs amongst African rebel forces, but I have seen the odd STG-44 appear. We have one in PR:N that could use a better texture. A pair of nade traps/bouncing bettys would be good.
I also think reconsidering giving Binos to every kit in irregular factions, as it gives them an overall 1-UP on BLUFOR.
...mongol...
Infantry
I cant help but feel the ARF infantry are quite overpowered for what I believe they are intended to represent; a paramilitary or irregular force that is more mobile yet less well funded and equipped than the Militia, and a faction that is less passive than Insurgent's hit & run and IED & suicide tactics.
They rely on conventional weapons (AKs, FALs and a few outdated STG-44s), with simple tactics that rely on withering automatic fire of a high caliber and mobile heavy weapons, such as technicals mounted with 50cals.
Hideouts should grant them 50cal bipod/tripod emplacements.
I think RP and hideout rules can be relaxed for ARF forces, such as shorter times to replace RPs, shorter distances to overrun HO & RPs by enemy, increase max HOs to be placed to 7.
Tickets should remain high for the ARF in AAS mode, but 900 seemed like a bit much. If BULFOR has 300, they should get 650.
Camouflage
This really depends on what type of force we truly want to represent. Since the African Union force will be introduced later as a more conventional and uniform faction, I think the ARF should be presented as more ad-hoc. There is no way an underfunded conventional AU faction could deal with the ARF if the US Army has trouble with them.
While I quite like the use of the Fallschirmj?ger pattern in places, I feel we could take more of a mish-mash style that we see on the militia, but mixed in with civi clothes. Hard pot helmets should be somewhat rare, mixed in with the astounding variety of hats you will see on various African Rebel factions through a google image search.
Some ideas, mostly retexture jobs:
bush hats
cap & headphones combination
A buildingsite hardhat, if we have one
Bandana
Khaki/Tan & olivedrab conbinations
Head dresses & facecovers we see on the taliban & INS factions
Give someone a brown beanie hat
Someone in Zebra camoflage trousers with black combat boots would be a nice touch
leopardprint waistcoat with olive drab trousers wtf
Maybe even give someone a fictional football(soccer) team shirt!
Over 9000 internets to whoever makes orange lifejacket (pilot jacket retextured?)
Grenadier - When coming up against this class armed with the M79, all cohesion breaks down. I believe his OPness comes from the sheer number of grenade rounds he has at his disposal. I think reducing this number to 10 or 8 might take the heat off somewhat. He will surely have rifleman support anyway.
No Buckshot, but a T33 (5+1) as a side arm. As rare as working M79 must be in those parts, those canister rounds must be gold dust nowadays.
The backwards cap is awesome btw, but he could use a pair of shades to go with it.
LAT
I think we should see how the ARF LAT will fare without small arms of any kind, but instead an RPG with 2 FRAG and one HEAT as his main weapon. Maybe T33 if its too much and maybe a single RKG. There will be plenty of rifleman to support him.
HAT
Similar to the LAT, but I think 2 HEAT and 1 Tandem.
Rifleman - Nothing fancy, pure volume of fire. Give the man and AK-47 with 10+1 magazines, three F1 grenades and perhaps a single smoke. Alternate gets two RKGs instead of the three F1s.
Autorifleman - I would go for the Bren if it will be ready in in time, otherwise an RPK-74 might be better suited.
Machinegunner - PKM or RPK(to distinguish the kit from AU faction). Shovel. Machete. Field dressing. No frills.
Scout - I've seen no pictures of PPSHs amongst African rebel forces, but I have seen the odd STG-44 appear. We have one in PR:N that could use a better texture. A pair of nade traps/bouncing bettys would be good.
I also think reconsidering giving Binos to every kit in irregular factions, as it gives them an overall 1-UP on BLUFOR.
...mongol...