Impressions on Insurgency

Post your feedback on the current Project Reality release (including SinglePlayer).
obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Impressions on Insurgency

Post by obpmgmua »

As a big Insurgency player I have to say thank you to the devs for the updates and fixes.

Short Answer
7.5/10

Long Answer.
  • Likes
  • Binocs and RKG's are back in the game for Insurgents
  • Frag and Smoke Grenades are back for Insurgents
  • RPG has much better aim
  • Mortar IED is awesome!
  • Selectable AT Mines and AT mine IEDS
  • Grappling Hook for Insurgents is no longer hidden
  • Grenade Traps for Sniper
  • Hi-Power!
  • It seems that AK47s have lower side to side recoil now
  • More ammo in ammo pickups
  • SKS seems like it's more accurate

    Dislikes
  • Grenade Traps should be for sniper only. We already have enough problems with watercan IEDS going off by friendly forces
  • Still too hard to successfully detonate your IEDS
  • New Tactic has Arisen. Suicide RKG bomber. Its annoying for both sides
  • Insurgent Combat engy still doesn't have Binocs
  • Can't zero RPG anymore. Damn shame I was actually getting good at hitting targets at 500m now
  • Still very little reason to use Bolt-Actions over M870/SKS.
  • Still no Shovels for most Insurgent pickup kits
  • Still a significant lack of scoped weaponry
  • Why does the FAL officer get the TT-33 and not the Hi-power?
  • Civilians still slow as rocks
  • Arrest mechanics really need to be looked at
  • Rocket Techie needs a more reliable way to Zero the rockets
  • I miss the scoped Enfield. I found it more accurate than the Scoped Mosin
  • My pet peeve; Still no FAL or AK74 for regular insurgents
Overall it's pretty good, though it still has some ways to go to get there.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Impressions on Insurgency

Post by Rudd »

Can't zero RPG anymore. Damn shame I was actually getting good at hitting targets at 500m now
that one is a bug afaik, a couple of menu issues that will be fixed asap, same thing is stopping hideouts atm afaik

insurgency won't work properly until the next update which is coming asap
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Impressions on Insurgency

Post by waldov »

Yeah, im a major insurgency player too and I appreciate the improvements. TBH things like suicide RKGs and Trip wire grenades aren't that bad IMO and suit the Insurgent tactics.

My only problems are:
* Insurgents dont seem to have any noticeable speed advantage over Blufor even though they lack body armor (and the extra 20kgs the Blufor are carrying).
* Mine team kill issue is still unaddressed (probably the biggest problem, denies the Insurgents the advantage of having IED and mines)

TBH those are my only major problems ATM apart from that I enjoy the new Insurgency (apart from Hideouts not working, though im sure that'll be fixed soon), good work to the DEVs who sorted out Insurgency's problems.
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obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: Impressions on Insurgency

Post by obpmgmua »

Well my only problem with Suicide RKG is that every death gives blufor intel.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Impressions on Insurgency

Post by tankninja1 »

obpmgmua wrote:
[*]New Tactic has Arisen. Suicide RKG bomber. Its annoying for both sides

[*]Still very little reason to use Bolt-Actions over M870/SKS.

[*]Still a significant lack of scoped weaponry

[*]Civilians still slow as rocks
What is RKG suicide bombing?

Bolt-actions are easier to you when you are lagging like me my FPS vary dramatically from 50fps-15fps

Insurgents IRL get very few scopes. Besides no scopes is half the fun.

Civilians slow as rocks? I don't get that one.

Also why can't insurgents get regular landmines? The victim operated ones suck, you have to place them in the middle of nowhere or else teammates TK them all, makes it hard to seal off large roads to enemy armor.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Impressions on Insurgency

Post by matty1053 »

tankninja1 wrote:What is RKG suicide bombing?
People finding enemies close and throwing RKG on ground killing the enemy and the Insurgent throwing it.

OR

Insurgent Throwing it on ground by other innocent(somewhat) insurgents and killing both.

Civilians slow as rocks? I don't get that one.
I think they are fine. I guess he wants steroids to be part of the game, Civilians just inject them and they have speed boost for 45 minutes.

Also why can't insurgents get regular landmines? The victim operated ones suck, you have to place them in the middle of nowhere or else teammates TK them all, makes it hard to seal off large roads to enemy armor.

AGREED.

I was on Fallujah and it was rediculous. I had like 26 teamkills. (Yes I counted)

I was literally YELLING at everyone... "MINES WATCH OUT".
Then they are like... "where?"
BOOOOOOOOM

I think the Insurgents should get AT mines. But I guess the IED's are the bigger factor.
K4on
Retired PR Developer
Posts: 5055
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Re: Impressions on Insurgency

Post by K4on »

tankninja1 wrote:Also why can't insurgents get regular landmines?
matty1053 wrote:I think the Insurgents should get AT mines. But I guess the IED's are the bigger factor.
check out the Sapper STD kit.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Impressions on Insurgency

Post by Spook »

We had RKGs for years before 1.0 and RKG suicide was never a problem. Its not like all insurgents only run around suiciding.

Ins never had many scopes. They had always the marksman and the sniper. These are still ingame so its still the same amount of scoped kits as all the years before. You can actually add the spotter kit now with the scoped AK. SO there is even more scopes than before.
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Max_Damage
Posts: 6
Joined: 2013-12-27 20:36

Re: Impressions on Insurgency

Post by Max_Damage »

If it was decided by me, i would play insurgency exclusively. The scope of the game imo suits ins gamemode much better and its much more action packed (no hide and seek games like in AAS). The INS maps are also better for your framerate i think as its often a town map. Im also pretty much unhindered when playing 50% view distance as insurgents because of the maps and weapons.

Still, i would like to have zoom added to the game. Zoom even without aiming weapons. Like in red orchestra 2. Why? Because screen resolution hinders your ability to see from afar and limits the effective range you can have to around 50-100m maximum lol. IRL the effective ranges should at least be 200m. Also less dependance on screen diagonal and resolution.

Also ak 47 should be replaced with akm with lower recoil.
Last edited by Max_Damage on 2014-01-04 12:45, edited 1 time in total.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Impressions on Insurgency

Post by Human_001 »

Max_Damage wrote:If it was decided by me, i would play insurgency exclusively. The scope of the game imo suits ins gamemode much better and its much more action packed (no hide and seek games like in AAS). The INS maps are also better for your framerate i think as its often a town map. Im also pretty much unhindered when playing 50% view distance as insurgents because of the maps and weapons.

Still, i would like to have zoom added to the game. Zoom even without aiming weapons. Like in red orchestra 2. Why? Because screen resolution hinders your ability to see from afar and limits the effective range you can have to around 50-100m maximum lol. IRL the effective ranges should at least be 200m. Also less dependance on screen diagonal and resolution.

Also ak 47 should be replaced with akm with lower recoil.

I been saying that about AK kit for a long time. Please check out the thread I made.

https://www.realitymod.com/forum/f18-pr ... ction.html
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Mineral
Retired PR Developer
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Re: Impressions on Insurgency

Post by Mineral »

Then go make a AKM model :D I could use one.
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Kerryburgerking
Posts: 407
Joined: 2011-11-01 10:42

Re: Impressions on Insurgency

Post by Kerryburgerking »

[R-CON]Mineral wrote:Then go make a AKM model :D I could use one.
Didn't you made 2 PH models for the syrian faction?
Mean, green and unseen!
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Mineral
Retired PR Developer
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Location: Belgium

Re: Impressions on Insurgency

Post by Mineral »

Yeah but they kinda suck. And still aren't really like an AKM. Not going to use them for now.
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fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Impressions on Insurgency

Post by fatalsushi83 »

The implementation of an AKM would be pretty cool.

Anyway, I think the updated insurgent faction is great. Now it feels like every kit has something valuable to offer and the RPG is as deadly as it should be...the deviation is very manageable and now you can actually take out infantry. Thank you!! Now we just have to wait and see if these changes are enough to balance out maps like Fallujah.

By the way, is it just me or are the AK-47 and G3 more controllable on full auto now? If so, it's definitely a welcome change, just like the lower recoil on the SKS.

Also, shouldn't the mortar IED be able to kill light vehicles like jeeps and trucks? I planted one directly under a car but it didn't even damage it.
K4on
Retired PR Developer
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Joined: 2009-05-08 19:48

Re: Impressions on Insurgency

Post by K4on »

Yes mortar IED actually should. I guess the vehicle you put it on was the uparmored hummwv? It's on of a few vehicles with more hitpoints, unfortunately the damage wasn't adjusted for it. Mortar IEDs will have increased damage to softtargets next patch.
Wayet
Posts: 122
Joined: 2013-06-30 17:50

Re: Impressions on Insurgency

Post by Wayet »

i love what you did with the ak ... lower side to side recoil
Careless
Posts: 390
Joined: 2013-07-02 19:01

Re: Impressions on Insurgency

Post by Careless »

I expected it to be worse reading the changelog..

But it's as if nothing changed (in the good way)
obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: Impressions on Insurgency

Post by obpmgmua »

Oh my God Suicide RKG bombers are annoying.

My entire squad was running up to enemy vehicles and blowing themselves up with RKGs. It hurts more than it helps.
risegold8929
Posts: 340
Joined: 2012-02-05 22:13

Re: Impressions on Insurgency

Post by risegold8929 »

obpmgmua wrote:Oh my God Suicide RKG bombers are annoying.

My entire squad was running up to enemy vehicles and blowing themselves up with RKGs. It hurts more than it helps.
I'm sure in time, the RKG craze will wear off and people will return to using them as they were designed again.
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CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Impressions on Insurgency

Post by fatalsushi83 »

Yes mortar IED actually should. I guess the vehicle you put it on was the uparmored hummwv? It's on of a few vehicles with more hitpoints, unfortunately the damage wasn't adjusted for it. Mortar IEDs will have increased damage to softtargets next patch.
Thanks for the reply, K4on. When I was testing the updated insurgency faction on single player co-op, I placed a mortar IED directly under an HMG technical, which had two other technicals next to it. It didn't seem to do any damage. I tried the same thing with a mine IED and it destroyed all three technicals instantly. Hope that helps when you're making changes for the next update.

Also, I agree that RKG suicide tactics aren't a serious problem. Throwing an RKG at your feet to kill a nearby enemy as a last resort is a valid tactic. And people will eventually realize that running headlong at vehicles with RKGs doesn't work.
Last edited by fatalsushi83 on 2014-01-07 09:46, edited 1 time in total.
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