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Real insurgent objectives.

Posted: 2013-07-22 09:05
by doop-de-doo
Before I say anything, let me make this clear: This is not a suggestion thread. I want to see if you, reader, are of like mind and allow you to prove why you (do/don't) believe that objectives other than caches are necessary here, in this thread.

I'm slowly coming to believe that insurgency is missing something. Caches alone don't really seem to make sense in that foreign forces are in combat over (only) these caches. Shouldn't the insurgents be actually trying to achieve something beyond cache defense?

NOTE:This thread is designed to allow people to speak out on the topic. If you feel you have concepts that should be reviewed as viable options for insurgency, create a new thread within the suggestion section.

Re: Real insurgent objectives.

Posted: 2013-07-22 09:11
by Heavy Death
Well... defend caches so they can continue their insurgency and push their point onto the government, people, world?

Re: Real insurgent objectives.

Posted: 2013-07-22 11:38
by ryan d ale
doop-de-doo wrote:
I'm slowly coming to believe that insurgency is missing something. Caches alone don't really seem to make sense in that foreign forces are in combat over (only) these caches. Shouldn't the insurgents be actually trying to achieve something beyond cache defense?
Control, influence and self governance over certain areas/cities.

Re: Real insurgent objectives.

Posted: 2013-07-22 17:59
by BroCop
And before you said anything, you already know that saying before hand that its not a suggestion does not mean its not a suggestion

Re: Real insurgent objectives.

Posted: 2013-07-22 18:17
by Careless
yep, i also have that feeling

Re: Real insurgent objectives.

Posted: 2013-07-22 18:50
by redman0123
I don't really think anything is missing... Insurgents are SUPPOSED to set up fake caches, mine roads, distract and mislead, ambush BLUFOR... just because the game doesn't hold your hand and tell you to do these things doesn't mean you shouldnt be doing them.

Re: Real insurgent objectives.

Posted: 2013-07-22 20:57
by H.Maverick
what about this (yes this is a suggestion that has not yet been thought trough so shus!) Having a AAS-INS game mode, the insurgents need to attack objectives to "conquer" the region and bluefor needs to attack caches and at the same time defending the objectives to maintain control of the region?

Re: Real insurgent objectives.

Posted: 2013-07-22 22:48
by waldov
The objectives for the insurgents are:
Primary-Defend weapon caches from Coalition forces.
Secondary-Ambush and inflict casualties on the coalition.
Secondary-Divert Coalition forces from the Cache locations and disperse them.

Re: Real insurgent objectives.

Posted: 2013-07-23 02:29
by matty1053
fly planes into skyscrapers in manhatten

Well, they have to "defend" the caches.
Defend the known and give away unknown.... seems like the fact now a days'.

But how about Defend a city so the Blufor don't get no fobs or stuff up there.

Re: Real insurgent objectives.

Posted: 2013-07-23 04:08
by Qwertfyu2
There won't be any unkowns in 1.0. So:

Reconnaissance will probably be done to find the hidden cache first by an inf. squad, sniper doing recon, Kiowa, etc.

After this happens then the bulk of the team will move in to assault, and will commit %100 when the cache becomes known.

I doubt there will be too many "Unkowns" squads looking for hidden caches as the one cache will be heavily defended and they, most likely, will be wiped out pretty quickly and will act as a scout/recon squad.

All in all gameplay will change somewhat and tactics will change as well.

In my six years of PR I've never really had the urge to go make many fake caches, set up ambushes, or etc., because by the time I set up an ambush for something like a fake cache, the cache would become known and all my hard work would have been made useless.

I think that most players will stick closer to the cache and will set up ambushes no more than a few grids away so they can quickly resupply.

I would only mine roads that lead to the known cache or set up ambushes that were on a main road to it.

My 0.02

Re: Real insurgent objectives.

Posted: 2013-07-23 12:07
by Blackburn92xBHD
the team is already troubeling at defending 2 caches at the same time sometimes, so there shouldnt be more objectives in insurgency gamemode..

still i'm looking forward for more gamemodes with insurgents

Re: Real insurgent objectives.

Posted: 2013-07-23 12:30
by Sgt.BountyOrig
Maybe have BLUFOR defend some kind of embassy/governmental building/other strategic structure with a flag on it, if the flag is lost BLUFOR tickets are...severely reduced?

Re: Real insurgent objectives.

Posted: 2013-07-23 17:39
by redman0123
Many people think "fake cache" means setting up out in the middle of nowhere far far away from the actual place that the rest of the team is defending. This is a mistake. Set up a fake cache a few blocks away with people shooting RPGs etc... this will usually cause BLUFOR to search that area first 'cause they know the cache is in that area somewhere! By the time they figure out the real cache is 2 blocks down the road theyve already suffered extra ticket loss. Que IEDs.

Also having BLUFOR defend a position as a game mode is a baaaad idea. Defending is where PR players are most accurate yes? So you have super good BLUFOR weapons and assets, combined with hard entrenchment such as HESCO walls... Unless insurgents spawn instantly after death I can't see this being balanced at all lol...

Re: Real insurgent objectives.

Posted: 2013-07-24 18:10
by Blackburn92xBHD
redman0123 wrote: Also having BLUFOR defend a position as a game mode is a baaaad idea. Defending is where PR players are most accurate yes? So you have super good BLUFOR weapons and assets, combined with hard entrenchment such as HESCO walls... Unless insurgents spawn instantly after death I can't see this being balanced at all lol...
thats not true... insurgency is very well balanced... i see blufor mortar base gettin overrun very often

Re: Real insurgent objectives.

Posted: 2013-07-26 08:39
by Arab
Nevermind.

Re: Real insurgent objectives.

Posted: 2013-07-26 08:52
by ComradeHX
Blackburn92xBHD wrote:thats not true... insurgency is very well balanced... i see blufor mortar base gettin overrun very often
That is because they are often not defended(and if your team thinks it is a good idea to have two squads defend a out-of-way mortar base for extended period of time, your team deserves to lose the round) and placed way forward(most servers I know of require mortar to be outside dome of death).

It is not because defense is "balanced."

Not to mention BluFor has thermals; so smoke does not even work when APC is involved in defense.

Re: Real insurgent objectives.

Posted: 2013-07-26 11:33
by Heskey
The insurgents have clear objectives as has been described by numerous people in this thread already. The issue is that because it's a "sit-and-wait" rather than "go-and-get" style of play, people forget it, and they think being an Insurgent is purely about hunting BLUFOR.

This, unfortunately, is the reason why I strongly dislike playing as OPFOR in Insurgency, because all I ever see is 2-3 man squads of higgldy-piggldy kits spread across the map. There's no cohesion in OPFOR squads, yet there's no reason for there not to be.

Every OPFOR squad should have an Officer & Civi, or just a Civi-SL, and they should function like a proper squad:

1.) Go build hide outs
2.) Go lure the enemy away from the cash
3.) Set up ambushes
4.) Defend the real caches
5.) Kill BLUFOR.

Whenever I play INS these days, I make a squad and I make sure everyone in the squad is aware that we're sticking together and going to function like a squad.

Just because when we die it doesn't cost us tickets doesn't mean we don't need a medic. Death costs us intelligence, and time getting back into the field, and additional spawn time - also costs us the few valuable kits that spawn for us.

Re: Real insurgent objectives.

Posted: 2013-07-26 11:59
by Frontliner
Heskey wrote:Every OPFOR squad should have an Officer & Civi, or just a Civi-SL, and they should function like a proper squad
It's funny because I would like to disagree, but during one of the last times I was playing Ins as OpFor, my SQL was thanking me for "taking one for the team." when I took Civi to aid my squad. Tbh, that left me a bit flabbergasted, Civi has both medic and rope and is not allowed to be shot by BluFor, why on Earth wouldn't you use him?

I ended up being spotter for CaptFuture's PKM, who finished the round with 23:1, highest kills on the team and 2nd best Kills minus Deaths standing among all players(some had 1 or 2 more kills but a few more deaths to their name).

Re: Real insurgent objectives.

Posted: 2013-07-26 12:08
by DavviZ
The great thing about INS and why I like being insurgent is that the insurgents can pretty much choose how to defend their cache. You are allowed alot more room and squads can be creative and use the surroundings, primitive assets, ambushes and overall guerilla tactics. There's no "objectives" that has to be done to be able to defend the cache. You are defending the cache even if you're on the other side of the map (as long as you attack blufor) and there's no restrictions like capradius that would result in insurgents crowding the cache and just camping, waiting for a jdam to fall on their heads.

You can make you own objectives. Maybe I want to help the team with setting up mines and Place IEDs to take out enemy veicles or I can shoot blufor Soldiers moving up to the cache with a sniper from a hidden position etc.

So in my opinion a new objective is not really needed. I don't want the insurgents to be restricted and give them a more linear gameplay.

Re: Real insurgent objectives.

Posted: 2013-07-26 12:22
by Heskey
Frontliner wrote:Stuff
Exactly - but people don't like to take it because they can't kill people with it. They can assist in mowing down the enemy however.

The downside of using the medkit of course is you can then be shot for up to 2 minutes with impunity.

Unfortunately, people just take the civi mostly on rambo missions to annoy the BLUFOR by throwing stones at them, but ultimately they get cornered and arrested, or shotgunned, and cost the team 10 IPs.

---

The other night on Al Basrah as BLUFOR, we had an RPG shooting from the dunes at our APC. When he ran out of ammo, he disappeared, and a civilian popped up and started walking back to town with his hands up, like "Don't shoot dudes, I'm a civilian!"

I couldn't see anyone else near the dune - I deducted that the civilian had picked up an RPG kit and expended the ammo, then tried to walk home scott-free. I wasn't fooled. Shot him, without receiving penalty.

Clever civi though - well done whoever it was!